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Return correct mesh format for PrimitiveMesh #36961

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merged 1 commit into from
Mar 12, 2020

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JFonS
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@JFonS JFonS commented Mar 10, 2020

The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.

The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.
@JFonS JFonS added this to the 4.0 milestone Mar 10, 2020
@akien-mga akien-mga requested a review from reduz March 10, 2020 12:28
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Does this supersede #36944, or are both PRs necessary?

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JFonS commented Mar 10, 2020

Does this supersede #36944, or are both PRs necessary?

They look like independent fixes to me, both needed.

@akien-mga akien-mga merged commit 3c376a8 into godotengine:master Mar 12, 2020
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Thanks!

@JFonS JFonS deleted the fix_mesh_selection branch May 4, 2021 07:41
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