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Fixing mono build after instance() -> instanciate() name change
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@ -114,12 +114,12 @@ namespace GodotTools.Ides
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if (Utils.OS.IsMacOS && editorId == ExternalEditorId.VisualStudioForMac)
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{
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vsForMacInstance = (vsForMacInstance?.IsDisposed ?? true ? null : vsForMacInstance) ??
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new MonoDevelop.Instantiate(solutionPath, MonoDevelop.EditorId.VisualStudioForMac);
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new MonoDevelop.Instance(solutionPath, MonoDevelop.EditorId.VisualStudioForMac);
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return vsForMacInstance;
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}
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monoDevelInstance = (monoDevelInstance?.IsDisposed ?? true ? null : monoDevelInstance) ??
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new MonoDevelop.Instantiate(solutionPath, MonoDevelop.EditorId.MonoDevelop);
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new MonoDevelop.Instance(solutionPath, MonoDevelop.EditorId.MonoDevelop);
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return monoDevelInstance;
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}
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@ -8,9 +8,9 @@ namespace Godot
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/// `Node.NotificationInstanced` notification on the root node.
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/// </summary>
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/// <typeparam name="T">The type to cast to. Should be a descendant of Node.</typeparam>
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public T Instance<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
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public T Instantiate<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
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{
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return (T)(object)Instance(editState);
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return (T)(object)Instantiate(editState);
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}
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/// <summary>
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@ -19,9 +19,9 @@ namespace Godot
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/// `Node.NotificationInstanced` notification on the root node.
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/// </summary>
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/// <typeparam name="T">The type to cast to. Should be a descendant of Node.</typeparam>
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public T InstanceOrNull<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
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public T InstantiateOrNull<T>(PackedScene.GenEditState editState = (PackedScene.GenEditState)0) where T : class
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{
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return Instance(editState) as T;
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return Instantiate(editState) as T;
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}
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}
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}
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