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Fixed some inconsistencies from me myself.
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@ -157,7 +157,7 @@ namespace XNodeEditor {
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// Coloring and bezier drawing.
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// Coloring and bezier drawing.
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for (int j = 0; j < points.Length - 1; j++) {
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for (int j = 0; j < points.Length - 1; j++) {
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Handles.color = gradient.Evaluate((j + 1f) / (points.Length));
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Handles.color = gradient.Evaluate((j + 1f) / (points.Length));
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Handles.DrawAAPolyLine(bezier_width / zoom, points[j], points[j + 1]);
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Handles.DrawAAPolyLine(bezier_width, points[j], points[j + 1]);
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}
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}
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outputTangent = -inputTangent;
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outputTangent = -inputTangent;
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}
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}
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@ -173,7 +173,7 @@ namespace XNodeEditor {
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for (float j = 0; j < 1; j += 10f / Vector2.Distance(point_a, point_b)) {
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for (float j = 0; j < 1; j += 10f / Vector2.Distance(point_a, point_b)) {
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Vector2 lerp = Vector2.Lerp(point_a, point_b, j);
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Vector2 lerp = Vector2.Lerp(point_a, point_b, j);
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Handles.color = gradient.Evaluate(j);
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Handles.color = gradient.Evaluate(j);
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Handles.DrawAAPolyLine(line_width / zoom, prev_point, lerp);
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Handles.DrawAAPolyLine(line_width, prev_point, lerp);
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prev_point = lerp;
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prev_point = lerp;
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}
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}
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}
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}
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