Material: fix priority not int
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@ -67,8 +67,8 @@ RID Material::get_rid() const {
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}
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void Material::_validate_property(PropertyInfo &property) const {
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if (!_can_do_next_pass() && property.name=="next_pass") {
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property.usage=0;
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if (!_can_do_next_pass() && property.name == "next_pass") {
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property.usage = 0;
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}
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}
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@ -80,7 +80,7 @@ void Material::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
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ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
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BIND_CONSTANT(RENDER_PRIORITY_MAX);
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@ -212,7 +212,7 @@ void ShaderMaterial::get_argument_options(const StringName &p_function, int p_id
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bool ShaderMaterial::_can_do_next_pass() const {
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return shader.is_valid() && shader->get_mode()==Shader::MODE_SPATIAL;
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return shader.is_valid() && shader->get_mode() == Shader::MODE_SPATIAL;
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}
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ShaderMaterial::ShaderMaterial() {
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