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Makes all Godot API's methods Lower Case
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@@ -479,7 +479,7 @@ bool GDScript::_update_exports() {
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const GDParser::ClassNode *c = static_cast<const GDParser::ClassNode *>(root);
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if (base_cache.is_valid()) {
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base_cache->inheriters_cache.erase(get_instance_ID());
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base_cache->inheriters_cache.erase(get_instance_id());
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base_cache = Ref<GDScript>();
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}
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@@ -505,7 +505,7 @@ bool GDScript::_update_exports() {
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//print_line("parent is: "+bf->get_path());
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base_cache = bf;
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bf->inheriters_cache.insert(get_instance_ID());
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bf->inheriters_cache.insert(get_instance_id());
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//bf->_update_exports(p_instances,true,false);
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}
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@@ -1693,7 +1693,7 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so
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if (obj->get_script_instance()) {
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obj->get_script_instance()->get_property_state(state);
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map[obj->get_instance_ID()] = state;
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map[obj->get_instance_id()] = state;
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obj->set_script(RefPtr());
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}
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}
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@@ -1709,7 +1709,7 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so
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if (obj->get_script_instance()) {
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obj->get_script_instance()->get_property_state(state);
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map[obj->get_instance_ID()] = state;
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map[obj->get_instance_id()] = state;
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obj->set_script(RefPtr());
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} else {
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// no instance found. Let's remove it so we don't loop forever
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@@ -1743,8 +1743,8 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so
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obj->set_script(scr.get_ref_ptr());
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if (!obj->get_script_instance()) {
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//failed, save reload state for next time if not saved
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if (!scr->pending_reload_state.has(obj->get_instance_ID())) {
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scr->pending_reload_state[obj->get_instance_ID()] = F->get();
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if (!scr->pending_reload_state.has(obj->get_instance_id())) {
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scr->pending_reload_state[obj->get_instance_id()] = F->get();
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}
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continue;
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}
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@@ -1753,7 +1753,7 @@ void GDScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_so
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obj->get_script_instance()->set(G->get().first, G->get().second);
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}
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scr->pending_reload_state.erase(obj->get_instance_ID()); //as it reloaded, remove pending state
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scr->pending_reload_state.erase(obj->get_instance_id()); //as it reloaded, remove pending state
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}
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//if instance states were saved, set them!
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