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Implements https://github.com/godotengine/godot-proposals/issues/4096 * Nodes can be marked unique to the scene in the editor (or via code). * Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched. * Implementation is very optimal, as these nodes are cached. |
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.. | ||
char_utils.h | ||
locales.h | ||
node_path.cpp | ||
node_path.h | ||
optimized_translation.cpp | ||
optimized_translation.h | ||
print_string.cpp | ||
print_string.h | ||
SCsub | ||
string_buffer.h | ||
string_builder.cpp | ||
string_builder.h | ||
string_name.cpp | ||
string_name.h | ||
translation_po.cpp | ||
translation_po.h | ||
translation.cpp | ||
translation.h | ||
ucaps.h | ||
ustring.cpp | ||
ustring.h |