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-fix shader param names broken issue on code completion
-fix z order issue in new 2D engine
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@ -582,7 +582,7 @@ void ShaderMaterial::get_argument_options(const StringName& p_function,int p_idx
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List<PropertyInfo> pl;
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shader->get_param_list(&pl);
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for (List<PropertyInfo>::Element *E=pl.front();E;E=E->next()) {
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r_options->push_back(E->get().name);
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r_options->push_back("\""+E->get().name.replace("shader_param/","")+"\"");
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}
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}
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}
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@ -6253,6 +6253,10 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
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sorter.sort(child_items,child_item_count);
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}
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if (ci->z_relative)
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p_z=CLAMP(p_z+ci->z,CANVAS_ITEM_Z_MIN,CANVAS_ITEM_Z_MAX);
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else
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p_z=ci->z;
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for(int i=0;i<child_item_count;i++) {
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@ -6267,10 +6271,6 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
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ci->final_transform=xform;
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ci->final_opacity=opacity * ci->self_opacity;
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if (ci->z_relative)
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p_z=CLAMP(p_z+ci->z,CANVAS_ITEM_Z_MIN,CANVAS_ITEM_Z_MAX);
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else
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p_z=ci->z;
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int zidx = p_z-CANVAS_ITEM_Z_MIN;
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