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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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@@ -2418,7 +2418,7 @@ void Node3DEditorViewport::_notification(int p_what) {
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Node *scene_root = editor->get_scene_tree_dock()->get_editor_data()->get_edited_scene_root();
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if (previewing_cinema && scene_root != nullptr) {
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Camera3D *cam = scene_root->get_viewport()->get_camera();
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Camera3D *cam = scene_root->get_viewport()->get_camera_3d();
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if (cam != nullptr && cam != previewing) {
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//then switch the viewport's camera to the scene's viewport camera
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if (previewing != nullptr) {
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