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Fix node's gizmo will be blocked by certain materials #93584

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Fixes #93547

Just like

void RayCast3D::_update_debug_shape_material(bool p_check_collision) {
if (!debug_material.is_valid()) {
Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
debug_material = material;
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
// Use double-sided rendering so that the RayCast can be seen if the camera is inside.
material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
}

@jsjtxietian jsjtxietian requested a review from a team as a code owner June 25, 2024 04:56
@akien-mga akien-mga added this to the 4.3 milestone Jun 25, 2024
@KoBeWi KoBeWi modified the milestones: 4.3, 4.4 Jul 31, 2024
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CollisionShape3D size gizmos disappear as soon as refraction is activated on a material behind the shape
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