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Fix dummy rasterizer so that javascript can build again
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@ -383,7 +383,7 @@ public:
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bool material_is_animated(RID p_material) override { return false; }
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bool material_casts_shadows(RID p_material) override { return false; }
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void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
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void material_update_dependency(RID p_material, RendererSceneRender::InstanceBase *p_instance) override {}
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void material_update_dependency(RID p_material, InstanceBaseDependency *p_instance) override {}
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/* MESH API */
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@ -642,8 +642,8 @@ public:
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float reflection_probe_get_origin_max_distance(RID p_probe) const override { return 0.0; }
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bool reflection_probe_renders_shadows(RID p_probe) const override { return false; }
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void base_update_dependency(RID p_base, RendererSceneRender::InstanceBase *p_instance) override {}
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void skeleton_update_dependency(RID p_base, RendererSceneRender::InstanceBase *p_instance) override {}
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void base_update_dependency(RID p_base, InstanceBaseDependency *p_instance) override {}
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void skeleton_update_dependency(RID p_base, InstanceBaseDependency *p_instance) override {}
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/* DECAL API */
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@ -826,8 +826,8 @@ public:
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int particles_get_draw_passes(RID p_particles) const override { return 0; }
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RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override { return RID(); }
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void particles_add_collision(RID p_particles, RendererSceneRender::InstanceBase *p_instance) override {}
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void particles_remove_collision(RID p_particles, RendererSceneRender::InstanceBase *p_instance) override {}
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void particles_add_collision(RID p_particles, InstanceBaseDependency *p_instance) override {}
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void particles_remove_collision(RID p_particles, InstanceBaseDependency *p_instance) override {}
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void update_particles() override {}
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