Fix Node class in MSVC debugger for dev_build
(cherry picked from commit b3a83b7c4e
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@ -362,6 +362,8 @@ Files extracted from upstream source:
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- `src/` and `sharpyuv/` except from: `.am`, `.rc` and `.in` files
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- `AUTHORS`, `COPYING`, `PATENTS`
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Patch `godot-node-debug-fix.patch` workarounds shadowing of godot's Node class in the MSVC debugger.
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## mbedtls
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@ -0,0 +1,16 @@
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diff --git a/thirdparty/libwebp/src/enc/quant_enc.c b/thirdparty/libwebp/src/enc/quant_enc.c
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index 6d8202d277..8f9a3c8668 100644
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--- a/src/enc/quant_enc.c
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+++ b/src/enc/quant_enc.c
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@@ -556,6 +556,11 @@ static void AddScore(VP8ModeScore* WEBP_RESTRICT const dst,
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//------------------------------------------------------------------------------
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// Performs trellis-optimized quantization.
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+// -- GODOT start --
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+// Prevents Visual Studio debugger from using this Node struct in place of the Godot Node class.
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+#define Node Node_libwebp_quant
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+// -- GODOT end --
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+
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// Trellis node
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typedef struct {
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int8_t prev; // best previous node
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@ -556,6 +556,11 @@ static void AddScore(VP8ModeScore* WEBP_RESTRICT const dst,
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//------------------------------------------------------------------------------
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// Performs trellis-optimized quantization.
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// -- GODOT start --
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// Prevents Visual Studio debugger from using this Node struct in place of the Godot Node class.
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#define Node Node_libwebp_quant
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// -- GODOT end --
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// Trellis node
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typedef struct {
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int8_t prev; // best previous node
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