Remove unused private variables in godot/scene
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@@ -178,7 +178,6 @@ private:
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Vector<Vector3> emission_points;
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Vector<Vector3> emission_normals;
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Vector<Color> emission_colors;
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int emission_point_count = 0;
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Vector3 emission_ring_axis;
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real_t emission_ring_height = 0.0;
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real_t emission_ring_radius = 0.0;
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@@ -136,7 +136,6 @@ private:
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RID text_rid;
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Vector<RID> lines_rid;
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RID base_material;
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StandardMaterial3D::BillboardMode billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED;
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StandardMaterial3D::TextureFilter texture_filter = StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
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@@ -229,12 +229,6 @@ private:
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void _assign_lightmaps();
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void _clear_lightmaps();
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struct BakeTimeData {
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String text;
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int pass = 0;
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uint64_t last_step = 0;
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};
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struct BSPSimplex {
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int vertices[4] = {};
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int planes[4] = {};
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@@ -89,7 +89,6 @@ private:
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bool cubic = true;
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bool loop = true;
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bool tilt_enabled = true;
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bool transform_dirty = true;
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bool use_model_front = false;
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RotationMode rotation_mode = ROTATION_XYZ;
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@@ -40,7 +40,6 @@ class SpringArm3D : public Node3D {
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HashSet<RID> excluded_objects;
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real_t spring_length = 1.0;
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real_t current_spring_length = 0.0;
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bool keep_child_basis = false;
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uint32_t mask = 1;
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real_t margin = 0.01;
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@@ -52,7 +52,6 @@ private:
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float albedo[3] = {}; //albedo in RGB24
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float emission[3] = {}; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
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float normal[3] = {};
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uint32_t used_sides = 0;
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float alpha = 0.0; //used for upsampling
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uint16_t x = 0;
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uint16_t y = 0;
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