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Issue correct error when disconnecting nonexistent connection with a valid signal
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Checks whether the signal exists when issuing an error message when
disconnecting a nonexistent connection. Also prints the callable name.
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Each of those only grouped 1 property, making them useless.
This closes https://github.com/godotengine/godot-proposals/issues/1840.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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