Rename CanvasItem.update() to queue_redraw()
Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
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111 changed files with 1354 additions and 1354 deletions
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@ -1200,7 +1200,7 @@ void SceneTreeDock::_notification(int p_what) {
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if (canvas_item_plugin) {
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canvas_item_plugin->get_canvas_item_editor()->connect("item_lock_status_changed", Callable(scene_tree, "_update_tree"));
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canvas_item_plugin->get_canvas_item_editor()->connect("item_group_status_changed", Callable(scene_tree, "_update_tree"));
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scene_tree->connect("node_changed", callable_mp((CanvasItem *)canvas_item_plugin->get_canvas_item_editor()->get_viewport_control(), &CanvasItem::update));
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scene_tree->connect("node_changed", callable_mp((CanvasItem *)canvas_item_plugin->get_canvas_item_editor()->get_viewport_control(), &CanvasItem::queue_redraw));
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}
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Node3DEditorPlugin *spatial_editor_plugin = Object::cast_to<Node3DEditorPlugin>(editor_data->get_editor("3D"));
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@ -2127,7 +2127,7 @@ void SceneTreeDock::_delete_confirm(bool p_cut) {
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// hack, force 2d editor viewport to refresh after deletion
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if (CanvasItemEditor *editor = CanvasItemEditor::get_singleton()) {
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editor->get_viewport_control()->update();
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editor->get_viewport_control()->queue_redraw();
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}
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_push_item(nullptr);
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