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Rename all methods that return ScrollBar nodes to get_*_scroll_bar()
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@@ -3380,7 +3380,7 @@ Dictionary AnimationTrackEditor::get_state() const {
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state["fps_mode"] = timeline->is_using_fps();
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state["zoom"] = zoom->get_value();
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state["offset"] = timeline->get_value();
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state["v_scroll"] = scroll->get_v_scrollbar()->get_value();
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state["v_scroll"] = scroll->get_v_scroll_bar()->get_value();
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return state;
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}
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@@ -3408,9 +3408,9 @@ void AnimationTrackEditor::set_state(const Dictionary &p_state) {
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timeline->set_value(0);
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}
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if (p_state.has("v_scroll")) {
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scroll->get_v_scrollbar()->set_value(p_state["v_scroll"]);
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scroll->get_v_scroll_bar()->set_value(p_state["v_scroll"]);
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} else {
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scroll->get_v_scrollbar()->set_value(0);
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scroll->get_v_scroll_bar()->set_value(0);
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}
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}
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@@ -6031,7 +6031,7 @@ AnimationTrackEditor::AnimationTrackEditor() {
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scroll = memnew(ScrollContainer);
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timeline_vbox->add_child(scroll);
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scroll->set_v_size_flags(SIZE_EXPAND_FILL);
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VScrollBar *sb = scroll->get_v_scrollbar();
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VScrollBar *sb = scroll->get_v_scroll_bar();
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scroll->remove_child(sb);
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timeline_scroll->add_child(sb); // Move here so timeline and tracks are always aligned.
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scroll->connect("gui_input", callable_mp(this, &AnimationTrackEditor::_scroll_input));
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