Fix wrong disconnect in callback in VisibilityNotifier 3D
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@ -319,8 +319,6 @@ void VisibilityEnabler2D::_node_removed(Node *p_node) {
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if (!visible)
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_change_node_state(p_node, true);
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//changed to one shot, not needed
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//p_node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,"_node_removed");
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nodes.erase(p_node);
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}
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@ -240,7 +240,6 @@ void VisibilityEnabler::_node_removed(Node *p_node) {
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if (!visible)
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_change_node_state(p_node, true);
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p_node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed");
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nodes.erase(p_node);
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}
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