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authorJosh Chandler <j5d1c7@gmail.com>2020-04-28 11:04:07 -0400
committerJosh Chandler <j5d1c7@gmail.com>2021-07-03 15:08:17 -0400
commit879f84d8f8e7d9467bb9049b445d576916c847c0 (patch)
treee824ecb7e4670b4e0ede7de99f0f21e2254acec1 /servers/physics_2d/collision_solver_2d_sw.cpp
parente849dc1791cd064b3b9736ac91f0ae9fae3bc8d9 (diff)
add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
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