Do not call Array default constructor when not necessary.
This fixes a bug where Array would get registered twice with the DisposablesTracker causing an exception on shutdown. Fixes #81231
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@ -52,7 +52,7 @@ namespace Godot.Collections
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/// </summary>
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/// <param name="array">The objects to put in the new array.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(Variant[] array) : this()
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public Array(Variant[] array)
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{
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if (array == null)
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throw new ArgumentNullException(nameof(array));
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@ -68,7 +68,7 @@ namespace Godot.Collections
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this[i] = array[i];
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}
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public Array(Span<StringName> array) : this()
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public Array(Span<StringName> array)
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{
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if (array == null)
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throw new ArgumentNullException(nameof(array));
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@ -84,7 +84,7 @@ namespace Godot.Collections
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this[i] = array[i];
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}
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public Array(Span<NodePath> array) : this()
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public Array(Span<NodePath> array)
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{
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if (array == null)
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throw new ArgumentNullException(nameof(array));
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@ -100,7 +100,7 @@ namespace Godot.Collections
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this[i] = array[i];
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}
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public Array(Span<Rid> array) : this()
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public Array(Span<Rid> array)
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{
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if (array == null)
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throw new ArgumentNullException(nameof(array));
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@ -121,7 +121,7 @@ namespace Godot.Collections
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// fine as long as the array is not mutated. However, Span does this type checking at
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// instantiation, so it's not possible to use it even when not mutating anything.
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// ReSharper disable once RedundantNameQualifier
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public Array(ReadOnlySpan<GodotObject> array) : this()
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public Array(ReadOnlySpan<GodotObject> array)
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{
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if (array == null)
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throw new ArgumentNullException(nameof(array));
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@ -1057,7 +1057,7 @@ namespace Godot.Collections
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/// </summary>
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/// <param name="array">The items to put in the new array.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(T[] array) : this()
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public Array(T[] array)
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{
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if (array == null)
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throw new ArgumentNullException(nameof(array));
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