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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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doc/classes/RenderingDevice.xml

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<description>
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Creates a new uniform set. It can be accessed with the RID that is returned.
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Once finished with your RID, you will want to free the RID using the RenderingDevice's [method free_rid] method.
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This will be freed automatically when the [param shader] or any of rids in the [param uniforms] is freed.
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This will be freed automatically when the [param shader] or any of the RIDs in the [param uniforms] is freed.
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</description>
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</method>
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<method name="uniform_set_is_valid">

doc/classes/RenderingServer.xml

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<description>
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Creates a new texture object based on a texture created directly on the [RenderingDevice]. If the texture contains layers, [param layer_type] is used to define the layer type.
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Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
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[b]Note:[/b] The RenderingServer's [method free_rid] won't free the underlying [param rd_texture], you will want to free the [param rd_texture] using the [method RenderingDevice.free_rid].
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[b]Note:[/b] The RenderingServer's [method free_rid] won't free the underlying [param rd_texture], you will want to free the [param rd_texture] using [method RenderingDevice.free_rid].
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</description>
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</method>
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<method name="texture_replace">

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