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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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@@ -793,7 +793,7 @@ void ScriptEditorDebugger::_notification(int p_what) {
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} else if (camera_override >= CameraOverride::OVERRIDE_3D_1) {
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int viewport_idx = camera_override - CameraOverride::OVERRIDE_3D_1;
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Node3DEditorViewport *viewport = Node3DEditor::get_singleton()->get_editor_viewport(viewport_idx);
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Camera3D *const cam = viewport->get_camera();
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Camera3D *const cam = viewport->get_camera_3d();
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Array msg;
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msg.push_back(cam->get_camera_transform());
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