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Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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@@ -104,7 +104,7 @@ void TextureEditor::_notification(int p_what) {
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}
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}
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void TextureEditor::_changed_callback(Object *p_changed, const char *p_prop) {
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void TextureEditor::_texture_changed() {
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if (!is_visible()) {
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return;
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}
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@@ -113,13 +113,13 @@ void TextureEditor::_changed_callback(Object *p_changed, const char *p_prop) {
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void TextureEditor::edit(Ref<Texture2D> p_texture) {
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if (!texture.is_null()) {
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texture->remove_change_receptor(this);
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texture->disconnect("changed", callable_mp(this, &TextureEditor::_texture_changed));
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}
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texture = p_texture;
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if (!texture.is_null()) {
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texture->add_change_receptor(this);
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texture->connect("changed", callable_mp(this, &TextureEditor::_texture_changed));
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update();
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} else {
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hide();
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@@ -137,7 +137,7 @@ TextureEditor::TextureEditor() {
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TextureEditor::~TextureEditor() {
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if (!texture.is_null()) {
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texture->remove_change_receptor(this);
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texture->disconnect("changed", callable_mp(this, &TextureEditor::_texture_changed));
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}
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}
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