Fix VisibilityEnabler2D behavior on start
(cherry picked from commit d0c5d91032
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5d26836c78
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0200db15cc
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@ -248,10 +248,19 @@ void VisibilityEnabler2D::_notification(int p_what) {
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_find_nodes(from);
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_find_nodes(from);
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if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent())
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// We need to defer the call of set_process and set_physics_process,
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get_parent()->set_physics_process(false);
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// otherwise they are overwritten inside NOTIFICATION_READY.
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if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
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// We can't use call_deferred, because it happens after a physics frame.
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get_parent()->set_process(false);
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// The ready signal works as it's emitted immediately after NOTIFICATION_READY.
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if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) {
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get_parent()->connect(SceneStringNames::get_singleton()->ready,
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get_parent(), "set_physics_process", varray(false), CONNECT_ONESHOT);
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}
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if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) {
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get_parent()->connect(SceneStringNames::get_singleton()->ready,
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get_parent(), "set_process", varray(false), CONNECT_ONESHOT);
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}
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}
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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if (p_what == NOTIFICATION_EXIT_TREE) {
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