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always cleanup -_-
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@ -113,6 +113,10 @@ public:
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/// procedural shaders have been flushed.
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typedef Signal<void()> FlushSignal;
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/// Returns the signal used to notify systems that the
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/// procedural shaders have been flushed.
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FlushSignal& getFlushSignal() { return mFlushSignal; }
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/// Flushes all the procedural shaders and re-initializes all
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/// the active materials instances immediately.
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void flushAndReInitInstances();
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@ -1282,9 +1282,9 @@ function ObjectBuilderGui::addWaterObjectFields(%this)
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%this.addField("waveSpeed[2]", "TypeFloat", "Wave Speed", "1");
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%this.addField("overallWaveMagnitude", "TypeFloat", "Overall Wave Magnitude", "1.0");
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%this.addField("RippleTexAsset", "TypeImageAssetPtrRefactor", "Ripple Texture", "Core_Rendering:ripple_image" );
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%this.addField("DepthGradientTexAsset", "TypeImageAssetPtrRefactor", "Depth Gradient Texture", "Core_Rendering:depthcolor_ramp_image" );
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%this.addField("FoamTexAsset", "TypeImageAssetPtrRefactor", "Foam Texture", "Core_Rendering:foam_image" );
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%this.addField("RippleTexAsset", "TypeImageAssetPtr", "Ripple Texture", "Core_Rendering:ripple_image" );
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%this.addField("DepthGradientTexAsset", "TypeImageAssetPtr", "Depth Gradient Texture", "Core_Rendering:depthcolor_ramp_image" );
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%this.addField("FoamTexAsset", "TypeImageAssetPtr", "Foam Texture", "Core_Rendering:foam_image" );
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}
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function ObjectBuilderGui::buildWaterBlock(%this)
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