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	add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
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					 13 changed files with 113 additions and 91 deletions
				
			
		|  | @ -793,7 +793,7 @@ void ScriptEditorDebugger::_notification(int p_what) { | |||
| 				} else if (camera_override >= CameraOverride::OVERRIDE_3D_1) { | ||||
| 					int viewport_idx = camera_override - CameraOverride::OVERRIDE_3D_1; | ||||
| 					Node3DEditorViewport *viewport = Node3DEditor::get_singleton()->get_editor_viewport(viewport_idx); | ||||
| 					Camera3D *const cam = viewport->get_camera(); | ||||
| 					Camera3D *const cam = viewport->get_camera_3d(); | ||||
| 
 | ||||
| 					Array msg; | ||||
| 					msg.push_back(cam->get_camera_transform()); | ||||
|  |  | |||
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	 Josh Chandler
						Josh Chandler