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Add EditorUndoRedoManager singleton
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@@ -344,7 +344,7 @@ void Sprite2DEditor::_convert_to_mesh_2d_node() {
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MeshInstance2D *mesh_instance = memnew(MeshInstance2D);
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mesh_instance->set_mesh(mesh);
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Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Convert to MeshInstance2D"));
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ur->add_do_method(SceneTreeDock::get_singleton(), "replace_node", node, mesh_instance, true, false);
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ur->add_do_reference(mesh_instance);
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@@ -402,7 +402,7 @@ void Sprite2DEditor::_convert_to_polygon_2d_node() {
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polygon_2d_instance->set_polygon(polygon);
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polygon_2d_instance->set_polygons(polys);
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Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Convert to Polygon2D"));
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ur->add_do_method(SceneTreeDock::get_singleton(), "replace_node", node, polygon_2d_instance, true, false);
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ur->add_do_reference(polygon_2d_instance);
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@@ -424,7 +424,7 @@ void Sprite2DEditor::_create_collision_polygon_2d_node() {
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CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D);
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collision_polygon_2d_instance->set_polygon(outline);
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Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Create CollisionPolygon2D Sibling"));
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ur->add_do_method(this, "_add_as_sibling_or_child", node, collision_polygon_2d_instance);
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ur->add_do_reference(collision_polygon_2d_instance);
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@@ -457,7 +457,7 @@ void Sprite2DEditor::_create_light_occluder_2d_node() {
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LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D);
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light_occluder_2d_instance->set_occluder_polygon(polygon);
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Ref<EditorUndoRedoManager> &ur = EditorNode::get_undo_redo();
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Create LightOccluder2D Sibling"));
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ur->add_do_method(this, "_add_as_sibling_or_child", node, light_occluder_2d_instance);
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ur->add_do_reference(light_occluder_2d_instance);
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