TileMap now honors blending mode.
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9e2d09f580
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@ -193,7 +193,7 @@ public:
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void update();
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void set_blend_mode(BlendMode p_blend_mode);
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virtual void set_blend_mode(BlendMode p_blend_mode);
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BlendMode get_blend_mode() const;
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virtual void set_light_mask(int p_light_mask);
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@ -352,6 +352,7 @@ void TileMap::_update_dirty_quadrants() {
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xform.set_origin( q.pos );
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vs->canvas_item_set_transform( canvas_item, xform );
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vs->canvas_item_set_light_mask(canvas_item,get_light_mask());
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vs->canvas_item_set_blend_mode(canvas_item,VS::MaterialBlendMode(get_blend_mode()));
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q.canvas_items.push_back(canvas_item);
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@ -1190,6 +1191,14 @@ void TileMap::set_light_mask(int p_light_mask) {
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}
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}
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void TileMap::set_blend_mode(BlendMode p_blend_mode) {
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CanvasItem::set_blend_mode(p_blend_mode);
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_recreate_quadrants();
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}
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void TileMap::_bind_methods() {
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@ -255,6 +255,8 @@ public:
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void set_occluder_light_mask(int p_mask);
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int get_occluder_light_mask() const;
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void set_blend_mode(BlendMode p_blend_mode);
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virtual void set_light_mask(int p_light_mask);
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void clear();
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