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Fixed bug in 3D material
textures that failed to load should now load again properly
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@ -4962,15 +4962,19 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_
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bool has_old = OLD;
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bool old_inuse=has_old && old_mparams[E->key()].inuse;
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if (!has_old || !old_inuse)
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ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
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if (!has_old || !old_inuse) {
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keep=false;
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}
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else if (OLD->get().value.get_type()!=E->value().default_value.get_type()) {
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if (OLD->get().value.get_type()==Variant::INT && E->get().type==ShaderLanguage::TYPE_FLOAT) {
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//handle common mistake using shaders (feeding ints instead of float)
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OLD->get().value=float(OLD->get().value);
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keep=true;
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} else if (E->value().default_value.get_type()!=Variant::NIL) {
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} else if (!ud.istexture && E->value().default_value.get_type()!=Variant::NIL) {
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keep=false;
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}
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//type changed between old and new
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@ -4984,7 +4988,6 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_
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;
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}
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ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
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if (keep) {
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ud.value=old_mparams[E->key()].value;
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