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SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
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d14baf6e41
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0dbedd18fc
168 changed files with 1534 additions and 1310 deletions
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@ -115,7 +115,7 @@ void ScriptEditorQuickOpen::_confirmed() {
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void ScriptEditorQuickOpen::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_SCENE) {
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if (p_what==NOTIFICATION_ENTER_TREE) {
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connect("confirmed",this,"_confirmed");
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}
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@ -822,7 +822,7 @@ void ScriptEditor::_tab_changed(int p_which) {
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void ScriptEditor::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_SCENE) {
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if (p_what==NOTIFICATION_ENTER_TREE) {
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editor->connect("play_pressed",this,"_editor_play");
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editor->connect("pause_pressed",this,"_editor_pause");
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@ -837,7 +837,7 @@ void ScriptEditor::_notification(int p_what) {
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_update_window_menu();
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}
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if (p_what==NOTIFICATION_EXIT_SCENE) {
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if (p_what==NOTIFICATION_EXIT_TREE) {
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editor->disconnect("play_pressed",this,"_editor_play");
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editor->disconnect("pause_pressed",this,"_editor_pause");
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@ -895,7 +895,7 @@ Dictionary ScriptEditor::get_state() const {
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} else {
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const Node *owner = _find_node_with_script(get_scene()->get_root(),script.get_ref_ptr());
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const Node *owner = _find_node_with_script(get_tree()->get_root(),script.get_ref_ptr());
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if (owner)
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paths.push_back(owner->get_path());
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@ -931,7 +931,7 @@ void ScriptEditor::set_state(const Dictionary& p_state) {
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if (source.get_type()==Variant::NODE_PATH) {
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Node *owner=get_scene()->get_root()->get_node(source);
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Node *owner=get_tree()->get_root()->get_node(source);
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if (!owner)
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continue;
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