Work around parser regression in latest Godot 4 beta
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@ -15,13 +15,13 @@ enum PaintSlot {
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PAINT_3,
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PAINT_3,
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}
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}
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var _albedo_maps: Array[Texture2D] = [null, null, null, null]
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var _albedo_maps: Array[Texture2D] = []
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var _material := ShaderMaterial.new()
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var _material := ShaderMaterial.new()
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var _mesh := PlaneMesh.new()
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var _mesh := PlaneMesh.new()
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var _normal_maps: Array[Texture2D] = [null, null, null, null]
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var _normal_maps: Array[Texture2D] = []
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##
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##
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## Range of the height channel value, ranging from [code]0.0[/code] to [code]100.0[/code].
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## Range of the height channel value, ranging from [code]0.0[/code] to [code]100.0[/code].
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@ -54,6 +54,11 @@ var size := Vector2i.ONE:
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size = value
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size = value
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func _init() -> void:
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func _init() -> void:
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var paint_channels := PaintSlot.values().size()
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_albedo_maps.resize(paint_channels)
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_normal_maps.resize(paint_channels)
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_material.shader = _SHADER
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_material.shader = _SHADER
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_mesh.surface_set_material(0, _material)
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_mesh.surface_set_material(0, _material)
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