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Make 3D editor gizmos and debug shapes ignore fog
This makes them easier to see in their intended colors in scenes with fog.
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@@ -876,6 +876,7 @@ void EditorNode3DGizmoPlugin::create_material(const String &p_name, const Color
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material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
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material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
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material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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if (p_use_vertex_color) {
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material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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@@ -918,6 +919,7 @@ void EditorNode3DGizmoPlugin::create_icon_material(const String &p_name, const R
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icon->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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icon->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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icon->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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icon->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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icon->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
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icon->set_depth_draw_mode(StandardMaterial3D::DEPTH_DRAW_DISABLED);
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icon->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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@@ -947,6 +949,7 @@ void EditorNode3DGizmoPlugin::create_handle_material(const String &p_name, bool
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handle_material->set_albedo(Color(1, 1, 1));
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handle_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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handle_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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handle_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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handle_material->set_on_top_of_alpha();
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if (p_billboard) {
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handle_material->set_billboard_mode(StandardMaterial3D::BILLBOARD_ENABLED);
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