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Batch of Bugfixes
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
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@@ -359,13 +359,13 @@ void GeometryInstance::_bind_methods() {
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GeometryInstance::GeometryInstance() {
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draw_begin=0;
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draw_end=0;
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for(int i=0;i<FLAG_MAX;i++) {
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flags[i]=false;
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}
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flags[FLAG_VISIBLE]=true;
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flags[FLAG_CAST_SHADOW]=true;
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flags[FLAG_RECEIVE_SHADOWS]=true;
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flags[FLAG_BILLBOARD]=false;
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flags[FLAG_BILLBOARD_FIX_Y]=false;
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flags[FLAG_DEPH_SCALE]=false;
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flags[FLAG_VISIBLE_IN_ALL_ROOMS]=false;
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baked_light_instance=NULL;
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baked_light_texture_id=0;
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VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
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