Remove some unused SceneTree properties
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029aadef56
commit
0a68876348
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@ -120,7 +120,6 @@ void SceneTreeTimer::release_connections() {
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SceneTreeTimer::SceneTreeTimer() {}
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void SceneTree::tree_changed() {
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tree_version++;
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emit_signal(tree_changed_name);
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}
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@ -153,7 +152,6 @@ SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_nod
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ERR_FAIL_COND_V_MSG(E->value.nodes.has(p_node), &E->value, "Already in group: " + p_group + ".");
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E->value.nodes.push_back(p_node);
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//E->value.last_tree_version=0;
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E->value.changed = true;
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return &E->value;
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}
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@ -476,8 +474,6 @@ void SceneTree::iteration_prepare() {
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}
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bool SceneTree::physics_process(double p_time) {
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root_lock++;
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current_frame++;
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flush_transform_notifications();
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@ -501,7 +497,6 @@ bool SceneTree::physics_process(double p_time) {
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process_tweens(p_time, true);
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flush_transform_notifications();
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root_lock--;
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_flush_delete_queue();
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_call_idle_callbacks();
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@ -510,8 +505,6 @@ bool SceneTree::physics_process(double p_time) {
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}
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bool SceneTree::process(double p_time) {
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root_lock++;
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if (MainLoop::process(p_time)) {
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_quit = true;
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}
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@ -537,8 +530,6 @@ bool SceneTree::process(double p_time) {
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MessageQueue::get_singleton()->flush(); //small little hack
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flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
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root_lock--;
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_flush_delete_queue();
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if (unlikely(pending_new_scene)) {
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@ -122,7 +122,6 @@ private:
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Window *root = nullptr;
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uint64_t tree_version = 1;
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double physics_process_time = 0.0;
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double process_time = 0.0;
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bool accept_quit = true;
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@ -134,7 +133,6 @@ private:
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bool debug_navigation_hint = false;
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#endif
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bool paused = false;
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int root_lock = 0;
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HashMap<StringName, Group> group_map;
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bool _quit = false;
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@ -165,7 +163,6 @@ private:
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// Safety for when a node is deleted while a group is being called.
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bool processing = false;
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int nodes_removed_on_group_call_lock = 0;
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HashSet<Node *> nodes_removed_on_group_call; // Skip erased nodes.
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