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Renames / fixes for Godot 4
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@@ -134,9 +134,9 @@ specifically add :ref:`class_EditorProperty`-based controls.
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return true
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else:
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return false
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.. code-tab:: csharp
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// MyInspectorPlugin.cs
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#if TOOLS
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using Godot;
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@@ -190,6 +190,8 @@ You can display your custom widget in two ways. Use just the default ``add_child
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method to display it to the right of the property name, and use ``add_child()``
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followed by ``set_bottom_editor()`` to position it below the name.
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.. FIXME: The second tab has the C# lexer for hightlighting disabled for now, as the provided code causes errors.
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.. tabs::
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.. code-tab:: gdscript GDScript
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@@ -237,11 +239,11 @@ followed by ``set_bottom_editor()`` to position it below the name.
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current_value = new_value
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refresh_control_text()
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updating = false
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func refresh_control_text():
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property_control.text = "Value: " + str(current_value)
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.. code-tab:: csharp
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.. code-tab:: none C#
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// RandomIntEditor.cs
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#if TOOLS
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