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classref: Sync with current master branch (6c05ec3)
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@@ -718,7 +718,7 @@ Override this method to customize the return value of :ref:`to_string<class_Obje
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return "Welcome to Godot 4!"
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func _init():
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print(self) # Prints Welcome to Godot 4!"
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print(self) # Prints "Welcome to Godot 4!"
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var a = str(self) # a is "Welcome to Godot 4!"
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.. rst-class:: classref-item-separator
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@@ -794,7 +794,7 @@ Override this method to customize existing properties. Every property info goes
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|void| **add_user_signal**\ (\ signal\: :ref:`String<class_String>`, arguments\: :ref:`Array<class_Array>` = []\ ) :ref:`🔗<class_Object_method_add_user_signal>`
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Adds a user-defined ``signal``. Optional arguments for the signal can be added as an :ref:`Array<class_Array>` of dictionaries, each defining a ``name`` :ref:`String<class_String>` and a ``type`` :ref:`int<class_int>` (see :ref:`Variant.Type<enum_@GlobalScope_Variant.Type>`). See also :ref:`has_user_signal<class_Object_method_has_user_signal>` and :ref:`remove_user_signal<class_Object_method_remove_user_signal>`.
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Adds a user-defined signal named ``signal``. Optional arguments for the signal can be added as an :ref:`Array<class_Array>` of dictionaries, each defining a ``name`` :ref:`String<class_String>` and a ``type`` :ref:`int<class_int>` (see :ref:`Variant.Type<enum_@GlobalScope_Variant.Type>`). See also :ref:`has_user_signal<class_Object_method_has_user_signal>` and :ref:`remove_user_signal<class_Object_method_remove_user_signal>`.
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.. tabs::
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@@ -863,7 +863,7 @@ Calls the ``method`` on the object and returns the result. This method supports
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:ref:`Variant<class_Variant>` **call_deferred**\ (\ method\: :ref:`StringName<class_StringName>`, ...\ ) |vararg| :ref:`🔗<class_Object_method_call_deferred>`
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Calls the ``method`` on the object during idle time. Always returns null, **not** the method's result.
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Calls the ``method`` on the object during idle time. Always returns ``null``, **not** the method's result.
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Idle time happens mainly at the end of process and physics frames. In it, deferred calls will be run until there are none left, which means you can defer calls from other deferred calls and they'll still be run in the current idle time cycle. This means you should not call a method deferred from itself (or from a method called by it), as this causes infinite recursion the same way as if you had called the method directly.
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@@ -1489,7 +1489,7 @@ Returns ``true`` if the given ``method`` name exists in the object.
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Returns ``true`` if the given ``signal`` name exists in the object.
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\ **Note:** In C#, ``signal`` must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the ``SignalName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
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\ **Note:** In C#, ``signal`` must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the ``SignalName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
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.. rst-class:: classref-item-separator
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@@ -1560,7 +1560,7 @@ Returns ``true`` if the object inherits from the given ``class``. See also :ref:
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Returns ``true`` if a connection exists between the given ``signal`` name and ``callable``.
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\ **Note:** In C#, ``signal`` must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the ``SignalName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
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\ **Note:** In C#, ``signal`` must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the ``SignalName`` class to avoid allocating a new :ref:`StringName<class_StringName>` on each call.
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.. rst-class:: classref-item-separator
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