Ensure process notification is received only if really enabled, fixes #7894
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@ -240,7 +240,7 @@ void Node::_propagate_enter_tree() {
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void Node::_propagate_exit_tree() {
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//block while removing children
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//block while removing children
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#ifdef DEBUG_ENABLED
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@ -725,6 +725,17 @@ const Map<StringName, MultiplayerAPI::RPCMode>::Element *Node::get_node_rset_mod
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return data.rpc_properties.find(p_property);
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}
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bool Node::can_process_notification(int p_what) const {
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switch (p_what) {
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case NOTIFICATION_PHYSICS_PROCESS: return data.physics_process;
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case NOTIFICATION_PROCESS: return data.idle_process;
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case NOTIFICATION_INTERNAL_PROCESS: return data.idle_process_internal;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: return data.physics_process_internal;
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}
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return true;
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}
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bool Node::can_process() const {
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ERR_FAIL_COND_V(!is_inside_tree(), false);
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@ -364,6 +364,7 @@ public:
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void set_pause_mode(PauseMode p_mode);
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PauseMode get_pause_mode() const;
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bool can_process() const;
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bool can_process_notification(int p_what) const;
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void request_ready();
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@ -951,6 +951,8 @@ void SceneTree::_notify_group_pause(const StringName &p_group, int p_notificatio
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if (!n->can_process())
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continue;
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if (!n->can_process_notification(p_notification))
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continue;
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n->notification(p_notification);
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//ERR_FAIL_COND(node_count != g.nodes.size());
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