* Use typed version of GD.Load()
* Use absolute paths (i.e., prefixed with "res://")
* Use "Path/To/" intermediate path values on abstract examples, to
illustrate that files can live in various directories
* Use PascalCase on files that are not GDScript or GLSL
- `_Process` and `_PhysicsProcess` take their delta argument as a `double`
- Use string interpolation instead of concatenating strings
- Use `string` instead of `String` (`using System` was removed from everywhere in a previous PR)
- Use `System.Array.Empty<T>()` to init empty arrays
- Use `SignalName.*` instead of `nameof(*)` for signals
- Do not use `event` as an argument name (that's a keyword)
- Match node paths to screenshots when retrieving nodes from the tree
- Add a C# example for scene unique nodes
- Update the "Cross language scripting" page
- Add a note about using `is` against `null`
* [Instancing with signals] Updated to 4.0
Basically started with changing `instance()` to `instantiate()`
Was a good chance to also upgrade the badly named `b` variables into proper intuitive names.
It's a good tutorial, short and to the point, though kinda abstract so I don't think there is anything more to add (if I put an image above the final codeblock, on how to add a signal via UI, it would ruin the abstraction imo)
* Made the signal location a bit more obvious
* Updated signal emission to 4.0 syntax
Interesting that emit_signal did work, backwards compatibility ftw!
`emit_signal()` its less intuitive as you must know a "magical function" of Godot instead of using the obvious variable, and also takes string argument lmao