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Rename empty() to is_empty()
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@@ -80,7 +80,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
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Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc);
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bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.empty();
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bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.is_empty();
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Map<Ref<Resource>, Ref<Resource>> resources_local_to_scene;
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@@ -603,7 +603,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
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// Save the right type. If this node was created by an instance
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// then flag that the node should not be created but reused
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if (pack_state_stack.empty()) {
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if (pack_state_stack.is_empty()) {
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//this node is not part of an instancing process, so save the type
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nd.type = _nm_get_string(p_node->get_class(), name_map);
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} else {
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@@ -1349,7 +1349,7 @@ NodePath SceneState::get_node_path(int p_idx, bool p_for_parent) const {
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sub_path.insert(0, base_path.get_name(i));
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}
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if (sub_path.empty()) {
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if (sub_path.is_empty()) {
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return NodePath(".");
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}
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