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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -62,7 +62,7 @@ SkinReference::~SkinReference() {
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skeleton_node->skin_bindings.erase(this);
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}
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VS::get_singleton()->free(skeleton);
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RS::get_singleton()->free(skeleton);
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}
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bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
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@@ -227,7 +227,7 @@ void Skeleton3D::_notification(int p_what) {
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case NOTIFICATION_UPDATE_SKELETON: {
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VisualServer *vs = VisualServer::get_singleton();
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RenderingServer *vs = RenderingServer::get_singleton();
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Bone *bonesptr = bones.ptrw();
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int len = bones.size();
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@@ -320,7 +320,7 @@ void Skeleton3D::_notification(int p_what) {
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uint32_t bind_count = skin->get_bind_count();
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if (E->get()->bind_count != bind_count) {
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VS::get_singleton()->skeleton_allocate(skeleton, bind_count);
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RS::get_singleton()->skeleton_allocate(skeleton, bind_count);
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E->get()->bind_count = bind_count;
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E->get()->skin_bone_indices.resize(bind_count);
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E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();
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@@ -802,9 +802,9 @@ void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RI
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CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_node);
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if (co) {
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if (p_add) {
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PhysicsServer::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
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PhysicsServer3D::get_singleton()->body_add_collision_exception(co->get_rid(), p_exception);
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} else {
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PhysicsServer::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
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PhysicsServer3D::get_singleton()->body_remove_collision_exception(co->get_rid(), p_exception);
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}
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}
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}
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@@ -871,7 +871,7 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
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skin_ref->skeleton_node = this;
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skin_ref->bind_count = 0;
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skin_ref->skeleton = VisualServer::get_singleton()->skeleton_create();
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skin_ref->skeleton = RenderingServer::get_singleton()->skeleton_create();
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skin_ref->skeleton_node = this;
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skin_ref->skin = skin;
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