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Unify Scripts Panel naming for the script and shader editors
Both use the same shortcut and action, so it makes sense to call it a Files panel as opposed to a Scripts panel.
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@@ -209,7 +209,7 @@ public:
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virtual void update_settings() = 0;
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virtual void set_debugger_active(bool p_active) = 0;
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virtual bool can_lose_focus_on_node_selection() { return true; }
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virtual void update_toggle_scripts_button() {}
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virtual void update_toggle_files_button() {}
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virtual bool show_members_overview() = 0;
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@@ -252,7 +252,7 @@ class ScriptEditor : public PanelContainer {
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CLOSE_DOCS,
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CLOSE_ALL,
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CLOSE_OTHER_TABS,
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TOGGLE_SCRIPTS_PANEL,
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TOGGLE_FILES_PANEL,
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SHOW_IN_FILE_SYSTEM,
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FILE_COPY_PATH,
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FILE_COPY_UID,
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@@ -545,8 +545,8 @@ protected:
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public:
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static ScriptEditor *get_singleton() { return script_editor; }
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bool toggle_scripts_panel();
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bool is_scripts_panel_toggled();
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bool toggle_files_panel();
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bool is_files_panel_toggled();
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void apply_scripts() const;
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void reload_scripts(bool p_refresh_only = false);
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void open_script_create_dialog(const String &p_base_name, const String &p_base_path);
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