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Update certain example code snippets to use the new syntax
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@@ -483,7 +483,7 @@ Here is the GDScript sample code:
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func _ready():
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print("Start debugging")
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HilbertHotel.connect("occupy_room", self, "_print_occupy_room")
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HilbertHotel.occupy_room.connect(_print_occupy_room)
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var rid = HilbertHotel.create_bus()
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OS.delay_msec(2000)
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HilbertHotel.create_bus()
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@@ -131,7 +131,7 @@ It uses the NavigationServer2D and a NavigationAgent2D for path movement.
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navigation_agent.target_desired_distance = 4.0
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# Make sure to not await during _ready.
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call_deferred("actor_setup")
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actor_setup.call_deferred()
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func actor_setup():
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# Wait for the first physics frame so the NavigationServer can sync.
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@@ -132,7 +132,7 @@ It uses the NavigationServer3D and a NavigationAgent3D for path movement.
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navigation_agent.target_desired_distance = 0.5
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# Make sure to not await during _ready.
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call_deferred("actor_setup")
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actor_setup.call_deferred()
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func actor_setup():
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# Wait for the first physics frame so the NavigationServer can sync.
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@@ -97,7 +97,7 @@ Afterwards the function waits for the next physics frame before continuing with
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func _ready():
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# Use call deferred to make sure the entire scene tree nodes are setup
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# else await on 'physics_frame' in a _ready() might get stuck.
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call_deferred("custom_setup")
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custom_setup.call_deferred()
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func custom_setup():
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@@ -30,7 +30,7 @@ Interacting with the active scene tree is **NOT** thread-safe. Make sure to use
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# Unsafe:
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node.add_child(child_node)
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# Safe:
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node.call_deferred("add_child", child_node)
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node.add_child.call_deferred(child_node)
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However, creating scene chunks (nodes in tree arrangement) outside the active tree is fine. This way, parts of a scene can be built or instantiated in a thread, then added in the main thread:
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@@ -39,7 +39,7 @@ However, creating scene chunks (nodes in tree arrangement) outside the active tr
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var enemy_scene = load("res://enemy_scene.scn")
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var enemy = enemy_scene.instantiate()
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enemy.add_child(weapon) # Set a weapon.
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world.call_deferred("add_child", enemy)
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world.add_child.call_deferred(enemy)
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Still, this is only really useful if you have **one** thread loading data.
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Attempting to load or create scene chunks from multiple threads may work, but you risk
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@@ -205,7 +205,7 @@ current scene and replace it with the requested one.
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# The solution is to defer the load to a later time, when
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# we can be sure that no code from the current scene is running:
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call_deferred("_deferred_goto_scene", path)
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_deferred_goto_scene.call_deferred(path)
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func _deferred_goto_scene(path):
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