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* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).
Fixes #59899
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This was missing in the conversion of bitflags to BitField<>.
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Add reparent methods to Node
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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By popular demand, restoring the helper properties to rotate objects in degrees.
Affected are local and global rotations for:
* Node2D
* Node3D
* Control
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Fix infinite loop when calling `Control.popup_centered_minsize()`
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Co-authored-by: sriramun <sriramun2@gmail.com>
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Fix Viewport root order after Node2D raise
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system conversion.
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Unify usage of GLOBAL/EDITOR_GET
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Simplify GDVIRTUAL_CALL calls
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Code simplifications
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1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.
2. sqrt(a * a) = abs(a) for doubles
3. Simplify affine_inverse combination
4. Simplify calculation in shaders
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Revert `custom_minimum_size` type back to `Vector2` instead of `Vector2i`
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contexts. Also ensure that controls with no context are only triggered AFTER nodes which do have a context.
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Fix Control node not disconnecting from signal
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If a Control has not parent CanvasItem and is set as top_level, then it does not disconnect from the "size_changed" signal when it leaves the Canvas.
This patch corrects this.
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change warnings=all to use /W4.
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Update mouse cursor shape after changes
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This fixes some cases where the mouse cursor shape did not change automatically, but instead required a MouseMove to update.
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For consistency. Every other exposed `one_shot` is spaced out like this.
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Co-authored-by: Rindbee <idleman@yeah.net>
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"less" should be used for quantity, rather than "lesser".
Existing scripts that use `or_lesser` in `_get_property_list()`
will need to be updated to account for this change.
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Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.
Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.
Just a few comments have also been changed to say "redraw".
In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
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`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`
Updates documentation, too.
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Avoid executing the following value-changed logics if the value does not really change.
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