فهرست منبع

Improve code style (#1021)

* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
A Thousand Ships 1 سال پیش
والد
کامیت
82913393a8
70فایلهای تغییر یافته به همراه212 افزوده شده و 212 حذف شده
  1. 1 1
      2d/finite_state_machine/player/player_controller.gd
  2. 1 1
      2d/finite_state_machine/player/states/combat/attack.gd
  3. 1 1
      2d/finite_state_machine/player/states/combat/stagger.gd
  4. 1 1
      2d/finite_state_machine/player/states/die.gd
  5. 1 1
      2d/finite_state_machine/player/states/motion/in_air/jump.gd
  6. 1 1
      2d/finite_state_machine/player/states/motion/motion.gd
  7. 1 1
      2d/finite_state_machine/player/states/motion/on_ground/idle.gd
  8. 1 1
      2d/finite_state_machine/player/states/motion/on_ground/move.gd
  9. 1 1
      2d/finite_state_machine/player/states/motion/on_ground/on_ground.gd
  10. 3 3
      2d/finite_state_machine/player/weapon/sword.gd
  11. 1 1
      2d/finite_state_machine/player/weapon/weapon_pivot.gd
  12. 2 2
      2d/finite_state_machine/state_machine/state_machine.gd
  13. 2 2
      2d/physics_platformer/player/player.gd
  14. 3 3
      2d/physics_tests/test.gd
  15. 2 2
      2d/physics_tests/tests/functional/test_character.gd
  16. 2 2
      2d/physics_tests/tests/functional/test_collision_pairs.gd
  17. 2 2
      2d/physics_tests/tests/functional/test_joints.gd
  18. 14 14
      2d/physics_tests/tests/functional/test_one_way_collision.gd
  19. 1 1
      2d/physics_tests/tests/functional/test_raycasting.gd
  20. 1 1
      2d/physics_tests/tests/performance/test_perf_contacts.gd
  21. 1 1
      2d/physics_tests/tests_menu.gd
  22. 1 1
      2d/physics_tests/utils/container_log.gd
  23. 3 3
      2d/physics_tests/utils/option_menu.gd
  24. 1 1
      2d/physics_tests/utils/scroll_log.gd
  25. 2 2
      2d/physics_tests/utils/system_log.gd
  26. 2 2
      2d/role_playing_game/combat/combat.gd
  27. 4 4
      2d/role_playing_game/combat/combatants/combatant.gd
  28. 3 3
      2d/role_playing_game/combat/combatants/health.gd
  29. 1 1
      2d/role_playing_game/combat/interface/ui.gd
  30. 4 4
      2d/role_playing_game/combat/turn_queue.gd
  31. 2 2
      2d/role_playing_game/dialogue/dialogue_player/dialogue_player.gd
  32. 8 8
      2d/role_playing_game/dialogue/interface/interface.gd
  33. 1 1
      3d/graphics_settings/settings.gd
  34. 1 1
      3d/ik/button_change_scene.gd
  35. 1 1
      3d/ik/fps/example_player.gd
  36. 3 3
      3d/physics_tests/test.gd
  37. 2 2
      3d/physics_tests/tests/functional/test_collision_pairs.gd
  38. 2 2
      3d/physics_tests/tests/functional/test_joints.gd
  39. 2 2
      3d/physics_tests/tests/functional/test_moving_platform.gd
  40. 1 1
      3d/physics_tests/tests/functional/test_raycasting.gd
  41. 1 1
      3d/physics_tests/tests/functional/test_rigidbody_ground_check.gd
  42. 1 1
      3d/physics_tests/tests/performance/test_perf_contacts.gd
  43. 1 1
      3d/physics_tests/tests_menu.gd
  44. 1 1
      3d/physics_tests/utils/camera_orbit.gd
  45. 1 1
      3d/physics_tests/utils/container_log.gd
  46. 2 2
      3d/physics_tests/utils/option_menu.gd
  47. 2 2
      3d/physics_tests/utils/system_log.gd
  48. 1 1
      3d/platformer/enemy/enemy.gd
  49. 1 1
      3d/squash_the_creeps/Player.gd
  50. 3 3
      3d/truck_town/car_select/car_select.gd
  51. 1 1
      3d/voxel/world/chunk.gd
  52. 13 13
      gui/gd_paint/tools_panel.gd
  53. 6 6
      gui/multiple_resolutions/main.gd
  54. 2 2
      misc/compute_shader_heightmap/main.gd
  55. 1 1
      misc/joypads/joypads.gd
  56. 12 12
      mobile/android_iap/iap_demo.gd
  57. 5 5
      networking/multiplayer_bomber/gamestate.gd
  58. 5 5
      networking/multiplayer_bomber/lobby.gd
  59. 6 6
      networking/multiplayer_pong/logic/lobby.gd
  60. 1 1
      networking/multiplayer_pong/logic/pong.gd
  61. 2 2
      networking/webrtc_minimal/chat.gd
  62. 16 16
      networking/webrtc_signaling/client/multiplayer_client.gd
  63. 10 10
      networking/webrtc_signaling/demo/client_ui.gd
  64. 5 5
      networking/websocket_multiplayer/script/main.gd
  65. 5 5
      plugins/addons/material_creator/material_creator.gd
  66. 1 1
      viewport/3d_in_2d/3d_in_2d.gd
  67. 1 1
      viewport/dynamic_split_screen/camera_controller.gd
  68. 3 3
      viewport/gui_in_3d/gui_3d.gd
  69. 8 8
      xr/openxr_character_centric_movement/start_vr.gd
  70. 8 8
      xr/openxr_origin_centric_movement/start_vr.gd

+ 1 - 1
2d/finite_state_machine/player/player_controller.gd

@@ -24,4 +24,4 @@ func set_dead(value):
 
 
 
 
 func set_look_direction(value):
 func set_look_direction(value):
-	emit_signal("direction_changed", value)
+	direction_changed.emit(value)

+ 1 - 1
2d/finite_state_machine/player/states/combat/attack.gd

@@ -5,4 +5,4 @@ func enter():
 
 
 
 
 func _on_Sword_attack_finished():
 func _on_Sword_attack_finished():
-	emit_signal("finished", "previous")
+	finished.emit("previous")

+ 1 - 1
2d/finite_state_machine/player/states/combat/stagger.gd

@@ -9,4 +9,4 @@ func enter():
 
 
 func _on_animation_finished(anim_name):
 func _on_animation_finished(anim_name):
 	assert(anim_name == "stagger")
 	assert(anim_name == "stagger")
-	emit_signal("finished", "previous")
+	finished.emit("previous")

+ 1 - 1
2d/finite_state_machine/player/states/die.gd

@@ -7,4 +7,4 @@ func enter():
 
 
 
 
 func _on_animation_finished(_anim_name):
 func _on_animation_finished(_anim_name):
-	emit_signal("finished", "dead")
+	finished.emit("dead")

+ 1 - 1
2d/finite_state_machine/player/states/motion/in_air/jump.gd

@@ -46,7 +46,7 @@ func update(delta):
 	move_horizontally(delta, input_direction)
 	move_horizontally(delta, input_direction)
 	animate_jump_height(delta)
 	animate_jump_height(delta)
 	if height <= 0.0:
 	if height <= 0.0:
-		emit_signal("finished", "previous")
+		finished.emit("previous")
 
 
 
 
 func move_horizontally(delta, direction):
 func move_horizontally(delta, direction):

+ 1 - 1
2d/finite_state_machine/player/states/motion/motion.gd

@@ -3,7 +3,7 @@ extends "res://state_machine/state.gd"
 
 
 func handle_input(event):
 func handle_input(event):
 	if event.is_action_pressed("simulate_damage"):
 	if event.is_action_pressed("simulate_damage"):
-		emit_signal("finished", "stagger")
+		finished.emit("stagger")
 
 
 
 
 func get_input_direction():
 func get_input_direction():

+ 1 - 1
2d/finite_state_machine/player/states/motion/on_ground/idle.gd

@@ -11,4 +11,4 @@ func handle_input(event):
 func update(_delta):
 func update(_delta):
 	var input_direction = get_input_direction()
 	var input_direction = get_input_direction()
 	if input_direction:
 	if input_direction:
-		emit_signal("finished", "move")
+		finished.emit("move")

+ 1 - 1
2d/finite_state_machine/player/states/motion/on_ground/move.gd

@@ -19,7 +19,7 @@ func handle_input(event):
 func update(_delta):
 func update(_delta):
 	var input_direction = get_input_direction()
 	var input_direction = get_input_direction()
 	if input_direction.is_zero_approx():
 	if input_direction.is_zero_approx():
-		emit_signal("finished", "idle")
+		finished.emit("idle")
 	update_look_direction(input_direction)
 	update_look_direction(input_direction)
 
 
 	if Input.is_action_pressed("run"):
 	if Input.is_action_pressed("run"):

+ 1 - 1
2d/finite_state_machine/player/states/motion/on_ground/on_ground.gd

@@ -6,5 +6,5 @@ var velocity = Vector2()
 
 
 func handle_input(event):
 func handle_input(event):
 	if event.is_action_pressed("jump"):
 	if event.is_action_pressed("jump"):
-		emit_signal("finished", "jump")
+		finished.emit("jump")
 	return super.handle_input(event)
 	return super.handle_input(event)

+ 3 - 3
2d/finite_state_machine/player/weapon/sword.gd

@@ -31,8 +31,8 @@ var combo = [{
 var hit_objects = []
 var hit_objects = []
 
 
 func _ready():
 func _ready():
-	$AnimationPlayer.animation_finished.connect(self._on_animation_finished)
-	body_entered.connect(self._on_body_entered)
+	$AnimationPlayer.animation_finished.connect(_on_animation_finished)
+	body_entered.connect(_on_body_entered)
 	_change_state(States.IDLE)
 	_change_state(States.IDLE)
 
 
 
 
@@ -103,7 +103,7 @@ func _on_animation_finished(_name):
 		attack()
 		attack()
 	else:
 	else:
 		_change_state(States.IDLE)
 		_change_state(States.IDLE)
-		emit_signal("attack_finished")
+		attack_finished.emit()
 
 
 
 
 func _on_StateMachine_state_changed(current_state):
 func _on_StateMachine_state_changed(current_state):

+ 1 - 1
2d/finite_state_machine/player/weapon/weapon_pivot.gd

@@ -3,7 +3,7 @@ extends Marker2D
 var z_index_start = 0
 var z_index_start = 0
 
 
 func _ready():
 func _ready():
-	owner.direction_changed.connect(self._on_Parent_direction_changed)
+	owner.direction_changed.connect(_on_Parent_direction_changed)
 	z_index_start = z_index
 	z_index_start = z_index
 
 
 
 

+ 2 - 2
2d/finite_state_machine/state_machine/state_machine.gd

@@ -24,7 +24,7 @@ func _enter_tree():
 	if start_state.is_empty():
 	if start_state.is_empty():
 		start_state = get_child(0).get_path()
 		start_state = get_child(0).get_path()
 	for child in get_children():
 	for child in get_children():
-		var err = child.finished.connect(self._change_state)
+		var err = child.finished.connect(_change_state)
 		if err:
 		if err:
 			printerr(err)
 			printerr(err)
 	initialize(start_state)
 	initialize(start_state)
@@ -70,7 +70,7 @@ func _change_state(state_name):
 		states_stack[0] = states_map[state_name]
 		states_stack[0] = states_map[state_name]
 
 
 	current_state = states_stack[0]
 	current_state = states_stack[0]
-	emit_signal("state_changed", current_state)
+	state_changed.emit(current_state)
 
 
 	if state_name != "previous":
 	if state_name != "previous":
 		current_state.enter()
 		current_state.enter()

+ 2 - 2
2d/physics_platformer/player/player.gd

@@ -191,7 +191,7 @@ func _shot_bullet() -> void:
 	else:
 	else:
 		speed_scale = 1.0
 		speed_scale = 1.0
 
 
-	bullet.position = self.position + bullet_shoot.position * Vector2(speed_scale, 1.0)
+	bullet.position = position + bullet_shoot.position * Vector2(speed_scale, 1.0)
 	get_parent().add_child(bullet)
 	get_parent().add_child(bullet)
 
 
 	bullet.linear_velocity = Vector2(400.0 * speed_scale, -40)
 	bullet.linear_velocity = Vector2(400.0 * speed_scale, -40)
@@ -204,5 +204,5 @@ func _shot_bullet() -> void:
 
 
 func _spawn_enemy_above() -> void:
 func _spawn_enemy_above() -> void:
 	var enemy := Enemy.instantiate() as RigidBody2D
 	var enemy := Enemy.instantiate() as RigidBody2D
-	enemy.position = self.position + 50 * Vector2.UP
+	enemy.position = position + 50 * Vector2.UP
 	get_parent().add_child(enemy)
 	get_parent().add_child(enemy)

+ 3 - 3
2d/physics_tests/test.gd

@@ -32,7 +32,7 @@ func _physics_process(_delta):
 	if _wait_physics_ticks_counter > 0:
 	if _wait_physics_ticks_counter > 0:
 		_wait_physics_ticks_counter -= 1
 		_wait_physics_ticks_counter -= 1
 		if _wait_physics_ticks_counter == 0:
 		if _wait_physics_ticks_counter == 0:
-			emit_signal("wait_done")
+			wait_done.emit()
 
 
 
 
 func add_line(pos_start, pos_end, color):
 func add_line(pos_start, pos_end, color):
@@ -111,7 +111,7 @@ func start_timer(timeout):
 		_timer = Timer.new()
 		_timer = Timer.new()
 		_timer.one_shot = true
 		_timer.one_shot = true
 		add_child(_timer)
 		add_child(_timer)
-		_timer.timeout.connect(self._on_timer_done)
+		_timer.timeout.connect(_on_timer_done)
 	else:
 	else:
 		cancel_timer()
 		cancel_timer()
 
 
@@ -124,7 +124,7 @@ func start_timer(timeout):
 func cancel_timer():
 func cancel_timer():
 	if _timer_started:
 	if _timer_started:
 		_timer.paused = true
 		_timer.paused = true
-		_timer.emit_signal("timeout")
+		_timer.timeout.emit()
 		_timer.paused = false
 		_timer.paused = false
 
 
 
 

+ 2 - 2
2d/physics_tests/tests/functional/test_character.gd

@@ -44,8 +44,8 @@ var _moving_body: PhysicsBody2D = null
 
 
 
 
 func _ready():
 func _ready():
-	options.option_selected.connect(self._on_option_selected)
-	options.option_changed.connect(self._on_option_changed)
+	options.option_selected.connect(_on_option_selected)
+	options.option_changed.connect(_on_option_changed)
 
 
 	_character_body_template = find_child("CharacterBody2D")
 	_character_body_template = find_child("CharacterBody2D")
 	if _character_body_template:
 	if _character_body_template:

+ 2 - 2
2d/physics_tests/tests/functional/test_collision_pairs.gd

@@ -42,8 +42,8 @@ func _ready():
 	options.add_menu_item(OPTION_SHAPE_CONCAVE_POLYGON, true, true)
 	options.add_menu_item(OPTION_SHAPE_CONCAVE_POLYGON, true, true)
 	options.add_menu_item(OPTION_SHAPE_CONCAVE_SEGMENTS, true, true)
 	options.add_menu_item(OPTION_SHAPE_CONCAVE_SEGMENTS, true, true)
 
 
-	options.option_selected.connect(self._on_option_selected)
-	options.option_changed.connect(self._on_option_changed)
+	options.option_selected.connect(_on_option_selected)
+	options.option_changed.connect(_on_option_changed)
 
 
 	await start_timer(0.5).timeout
 	await start_timer(0.5).timeout
 	if is_timer_canceled():
 	if is_timer_canceled():

+ 2 - 2
2d/physics_tests/tests/functional/test_joints.gd

@@ -43,8 +43,8 @@ func _ready():
 	options.add_menu_item(OPTION_TEST_CASE_DESTROY_BODY, true, false)
 	options.add_menu_item(OPTION_TEST_CASE_DESTROY_BODY, true, false)
 	options.add_menu_item(OPTION_TEST_CASE_CHANGE_POSITIONS, true, false)
 	options.add_menu_item(OPTION_TEST_CASE_CHANGE_POSITIONS, true, false)
 
 
-	options.connect(&"option_selected", Callable(self, "_on_option_selected"))
-	options.connect(&"option_changed", Callable(self, "_on_option_changed"))
+	options.option_selected.connect(_on_option_selected)
+	options.option_changed.connect(_on_option_changed)
 
 
 	_selected_joint = _joint_types.values()[0]
 	_selected_joint = _joint_types.values()[0]
 	_update_joint = true
 	_update_joint = true

+ 14 - 14
2d/physics_tests/tests/functional/test_one_way_collision.gd

@@ -81,15 +81,15 @@ func _ready():
 		options.add_menu_item(OPTION_TEST_CASE_MOVING_PLATFORM_RIGID)
 		options.add_menu_item(OPTION_TEST_CASE_MOVING_PLATFORM_RIGID)
 		options.add_menu_item(OPTION_TEST_CASE_MOVING_PLATFORM_CHARACTER)
 		options.add_menu_item(OPTION_TEST_CASE_MOVING_PLATFORM_CHARACTER)
 
 
-		options.option_selected.connect(self._on_option_selected)
+		options.option_selected.connect(_on_option_selected)
 
 
 		$Controls/PlatformSize/HSlider.value = _platform_size
 		$Controls/PlatformSize/HSlider.value = _platform_size
 		$Controls/PlatformAngle/HSlider.value = _platform_angle
 		$Controls/PlatformAngle/HSlider.value = _platform_angle
 		$Controls/BodyAngle/HSlider.value = _body_angle
 		$Controls/BodyAngle/HSlider.value = _body_angle
 
 
 		remove_child(_target_area)
 		remove_child(_target_area)
-		_target_area.body_entered.connect(self._on_target_entered)
-		$Timer.timeout.connect(self._on_timeout)
+		_target_area.body_entered.connect(_on_target_entered)
+		$Timer.timeout.connect(_on_timeout)
 
 
 		_rigid_body_template = $RigidBody2D
 		_rigid_body_template = $RigidBody2D
 		remove_child(_rigid_body_template)
 		remove_child(_rigid_body_template)
@@ -236,13 +236,13 @@ func _start_test_case(option):
 
 
 	await _on_option_selected(option)
 	await _on_option_selected(option)
 
 
-	await self.all_tests_done
+	await all_tests_done
 
 
 
 
 func _wait_for_test():
 func _wait_for_test():
 	await _reset_test()
 	await _reset_test()
 
 
-	await self.test_done
+	await test_done
 
 
 
 
 func _test_all_rigid_body():
 func _test_all_rigid_body():
@@ -331,7 +331,7 @@ func _test_moving_platform():
 		return
 		return
 
 
 	_platform_speed = 0.0
 	_platform_speed = 0.0
-	emit_signal("all_tests_done")
+	all_tests_done.emit()
 
 
 
 
 func _test_all():
 func _test_all():
@@ -373,7 +373,7 @@ func _start_test():
 		test_label += String(_rigid_body_template.name)
 		test_label += String(_rigid_body_template.name)
 		_moving_body = _rigid_body_template.duplicate()
 		_moving_body = _rigid_body_template.duplicate()
 		_moving_body.linear_velocity = _body_velocity
 		_moving_body.linear_velocity = _body_velocity
-		_moving_body.body_entered.connect(self._on_contact_detected)
+		_moving_body.body_entered.connect(_on_contact_detected)
 	add_child(_moving_body)
 	add_child(_moving_body)
 
 
 	if _platform_speed != 0.0:
 	if _platform_speed != 0.0:
@@ -411,7 +411,7 @@ func _reset_test(cancel_test = true):
 		if cancel_test:
 		if cancel_test:
 			Log.print_log("*** Stop around the clock tests")
 			Log.print_log("*** Stop around the clock tests")
 			_test_all_angles = false
 			_test_all_angles = false
-			emit_signal("all_tests_done")
+			all_tests_done.emit()
 		else:
 		else:
 			Log.print_log("*** Start around the clock tests")
 			Log.print_log("*** Start around the clock tests")
 		_platform_body.rotation = deg_to_rad(_platform_angle)
 		_platform_body.rotation = deg_to_rad(_platform_angle)
@@ -487,8 +487,8 @@ func _on_timeout():
 	$Timer.stop()
 	$Timer.stop()
 
 
 	if _test_canceled:
 	if _test_canceled:
-		emit_signal("test_done")
-		emit_signal("all_tests_done")
+		test_done.emit()
+		all_tests_done.emit()
 		return
 		return
 
 
 	if not _contact_detected and not _target_entered:
 	if not _contact_detected and not _target_entered:
@@ -497,18 +497,18 @@ func _on_timeout():
 
 
 	await start_timer(0.5).timeout
 	await start_timer(0.5).timeout
 	if _test_canceled:
 	if _test_canceled:
-		emit_signal("test_done")
-		emit_signal("all_tests_done")
+		test_done.emit()
+		all_tests_done.emit()
 		return
 		return
 
 
 	var was_all_angles = _test_all_angles
 	var was_all_angles = _test_all_angles
 
 
 	_next_test()
 	_next_test()
 
 
-	emit_signal("test_done")
+	test_done.emit()
 
 
 	if was_all_angles and not _test_all_angles:
 	if was_all_angles and not _test_all_angles:
-		emit_signal("all_tests_done")
+		all_tests_done.emit()
 
 
 
 
 func _set_result():
 func _set_result():

+ 1 - 1
2d/physics_tests/tests/functional/test_raycasting.gd

@@ -12,7 +12,7 @@ func _ready():
 
 
 	options.add_menu_item(OPTION_TEST_CASE_HIT_FROM_INSIDE, true, false)
 	options.add_menu_item(OPTION_TEST_CASE_HIT_FROM_INSIDE, true, false)
 
 
-	options.option_changed.connect(self._on_option_changed)
+	options.option_changed.connect(_on_option_changed)
 
 
 	await start_timer(0.5).timeout
 	await start_timer(0.5).timeout
 	if is_timer_canceled():
 	if is_timer_canceled():

+ 1 - 1
2d/physics_tests/tests/performance/test_perf_contacts.gd

@@ -39,7 +39,7 @@ func _ready():
 	options.add_menu_item(OPTION_TYPE_CAPSULE)
 	options.add_menu_item(OPTION_TYPE_CAPSULE)
 	options.add_menu_item(OPTION_TYPE_CONVEX_POLYGON)
 	options.add_menu_item(OPTION_TYPE_CONVEX_POLYGON)
 	options.add_menu_item(OPTION_TYPE_CONCAVE_POLYGON)
 	options.add_menu_item(OPTION_TYPE_CONCAVE_POLYGON)
-	options.option_selected.connect(self._on_option_selected)
+	options.option_selected.connect(_on_option_selected)
 
 
 	await _start_all_types()
 	await _start_all_types()
 
 

+ 1 - 1
2d/physics_tests/tests_menu.gd

@@ -13,7 +13,7 @@ var _current_test_scene: Node = null
 
 
 
 
 func _ready():
 func _ready():
-	option_selected.connect(self._on_option_selected)
+	option_selected.connect(_on_option_selected)
 
 
 
 
 func _process(_delta):
 func _process(_delta):

+ 1 - 1
2d/physics_tests/utils/container_log.gd

@@ -7,7 +7,7 @@ var _entry_template
 
 
 
 
 func _enter_tree():
 func _enter_tree():
-	Log.entry_logged.connect(self._on_log_entry)
+	Log.entry_logged.connect(_on_log_entry)
 
 
 	_entry_template = get_child(0) as Label
 	_entry_template = get_child(0) as Label
 	remove_child(_entry_template)
 	remove_child(_entry_template)

+ 3 - 3
2d/physics_tests/utils/option_menu.gd

@@ -62,10 +62,10 @@ func _on_item_pressed(item_index, popup_menu, path):
 			for other_index in range(popup_menu.get_item_count()):
 			for other_index in range(popup_menu.get_item_count()):
 				if other_index != item_index:
 				if other_index != item_index:
 					popup_menu.set_item_checked(other_index, false)
 					popup_menu.set_item_checked(other_index, false)
-			emit_signal("option_selected", item_path)
+			option_selected.emit(item_path)
 	elif popup_menu.is_item_checkable(item_index):
 	elif popup_menu.is_item_checkable(item_index):
 		var checked = not popup_menu.is_item_checked(item_index)
 		var checked = not popup_menu.is_item_checked(item_index)
 		popup_menu.set_item_checked(item_index, checked)
 		popup_menu.set_item_checked(item_index, checked)
-		emit_signal("option_changed", item_path, checked)
+		option_changed.emit(item_path, checked)
 	else:
 	else:
-		emit_signal("option_selected", item_path)
+		option_selected.emit(item_path)

+ 1 - 1
2d/physics_tests/utils/scroll_log.gd

@@ -6,7 +6,7 @@ extends ScrollContainer
 
 
 func _ready():
 func _ready():
 	var scrollbar = get_v_scroll_bar()
 	var scrollbar = get_v_scroll_bar()
-	scrollbar.scrolling.connect(self._on_scrolling)
+	scrollbar.scrolling.connect(_on_scrolling)
 
 
 
 
 func _process(_delta):
 func _process(_delta):

+ 2 - 2
2d/physics_tests/utils/system_log.gd

@@ -11,10 +11,10 @@ signal entry_logged(message, type)
 
 
 func print_log(message):
 func print_log(message):
 	print(message)
 	print(message)
-	emit_signal("entry_logged", message, LogType.LOG)
+	entry_logged.emit(message, LogType.LOG)
 
 
 
 
 func print_error(message):
 func print_error(message):
 	push_error(message)
 	push_error(message)
 	printerr(message)
 	printerr(message)
-	emit_signal("entry_logged", message, LogType.ERROR)
+	entry_logged.emit(message, LogType.ERROR)

+ 2 - 2
2d/role_playing_game/combat/combat.gd

@@ -9,7 +9,7 @@ func initialize(combat_combatants):
 		combatant = combatant.instantiate()
 		combatant = combatant.instantiate()
 		if combatant is Combatant:
 		if combatant is Combatant:
 			$Combatants.add_combatant(combatant)
 			$Combatants.add_combatant(combatant)
-			combatant.get_node("Health").connect("dead", Callable(self, "_on_combatant_death").bind(combatant))
+			combatant.get_node("Health").dead.connect(_on_combatant_death.bind(combatant))
 		else:
 		else:
 			combatant.queue_free()
 			combatant.queue_free()
 	$UI.initialize()
 	$UI.initialize()
@@ -24,7 +24,7 @@ func clear_combat():
 
 
 
 
 func finish_combat(winner, loser):
 func finish_combat(winner, loser):
-	emit_signal("combat_finished", winner, loser)
+	combat_finished.emit(winner, loser)
 
 
 
 
 func _on_combatant_death(combatant):
 func _on_combatant_death(combatant):

+ 4 - 4
2d/role_playing_game/combat/combatants/combatant.gd

@@ -24,21 +24,21 @@ func set_active(value):
 
 
 func attack(target):
 func attack(target):
 	target.take_damage(damage)
 	target.take_damage(damage)
-	emit_signal("turn_finished")
+	turn_finished.emit()
 
 
 
 
 func consume(item):
 func consume(item):
 	item.use(self)
 	item.use(self)
-	emit_signal("turn_finished")
+	turn_finished.emit()
 
 
 
 
 func defend():
 func defend():
 	$Health.armor += defense
 	$Health.armor += defense
-	emit_signal("turn_finished")
+	turn_finished.emit()
 
 
 
 
 func flee():
 func flee():
-	emit_signal("turn_finished")
+	turn_finished.emit()
 
 
 
 
 func take_damage(damage_to_take):
 func take_damage(damage_to_take):

+ 3 - 3
2d/role_playing_game/combat/combatants/health.gd

@@ -17,15 +17,15 @@ func _ready():
 func take_damage(damage):
 func take_damage(damage):
 	life = life - damage + armor
 	life = life - damage + armor
 	if life <= 0:
 	if life <= 0:
-		emit_signal("dead")
+		dead.emit()
 	else:
 	else:
-		emit_signal("health_changed", life)
+		health_changed.emit(life)
 
 
 
 
 func heal(amount):
 func heal(amount):
 	life += amount
 	life += amount
 	life = clamp(life, life, max_life)
 	life = clamp(life, life, max_life)
-	emit_signal("health_changed", life)
+	health_changed.emit(life)
 
 
 
 
 func get_health_ratio():
 func get_health_ratio():

+ 1 - 1
2d/role_playing_game/combat/interface/ui.gd

@@ -13,7 +13,7 @@ func initialize():
 		health_info.value = health.life
 		health_info.value = health.life
 		health_info.max_value = health.max_life
 		health_info.max_value = health.max_life
 		info.get_node("VBoxContainer/NameContainer/Name").text = combatant.name
 		info.get_node("VBoxContainer/NameContainer/Name").text = combatant.name
-		health.connect("health_changed", Callable(health_info, "set_value"))
+		health.health_changed.connect(health_info.set_value)
 		$Combatants.add_child(info)
 		$Combatants.add_child(info)
 	$Buttons/GridContainer/Attack.grab_focus()
 	$Buttons/GridContainer/Attack.grab_focus()
 
 

+ 4 - 4
2d/role_playing_game/combat/turn_queue.gd

@@ -23,7 +23,7 @@ func get_next_in_queue():
 	var current_combatant = queue.pop_front()
 	var current_combatant = queue.pop_front()
 	current_combatant.active = false
 	current_combatant.active = false
 	queue.append(current_combatant)
 	queue.append(current_combatant)
-	self.active_combatant = queue[0]
+	active_combatant = queue[0]
 	return active_combatant
 	return active_combatant
 
 
 
 
@@ -33,7 +33,7 @@ func remove(combatant):
 		new_queue.append(n)
 		new_queue.append(n)
 	new_queue.remove(new_queue.find(combatant))
 	new_queue.remove(new_queue.find(combatant))
 	combatant.queue_free()
 	combatant.queue_free()
-	self.queue = new_queue
+	queue = new_queue
 
 
 
 
 func set_queue(new_queue):
 func set_queue(new_queue):
@@ -44,10 +44,10 @@ func set_queue(new_queue):
 		queue.append(node)
 		queue.append(node)
 		node.active = false
 		node.active = false
 	if queue.size() > 0:
 	if queue.size() > 0:
-		self.active_combatant = queue[0]
+		active_combatant = queue[0]
 
 
 
 
 func _set_active_combatant(new_combatant):
 func _set_active_combatant(new_combatant):
 	active_combatant = new_combatant
 	active_combatant = new_combatant
 	active_combatant.active = true
 	active_combatant.active = true
-	emit_signal("active_combatant_changed", active_combatant)
+	active_combatant_changed.emit(active_combatant)

+ 2 - 2
2d/role_playing_game/dialogue/dialogue_player/dialogue_player.gd

@@ -12,7 +12,7 @@ var dialogue_text = ""
 
 
 
 
 func start_dialogue():
 func start_dialogue():
-	emit_signal("dialogue_started")
+	dialogue_started.emit()
 	current = 0
 	current = 0
 	index_dialogue()
 	index_dialogue()
 	dialogue_text = dialogue_keys[current].text
 	dialogue_text = dialogue_keys[current].text
@@ -22,7 +22,7 @@ func start_dialogue():
 func next_dialogue():
 func next_dialogue():
 	current += 1
 	current += 1
 	if current == dialogue_keys.size():
 	if current == dialogue_keys.size():
-		emit_signal("dialogue_finished")
+		dialogue_finished.emit()
 		return
 		return
 	dialogue_text = dialogue_keys[current].text
 	dialogue_text = dialogue_keys[current].text
 	dialogue_name = dialogue_keys[current].name
 	dialogue_name = dialogue_keys[current].name

+ 8 - 8
2d/role_playing_game/dialogue/interface/interface.gd

@@ -18,10 +18,10 @@ func show_dialogue(player, dialogue):
 			$Name.text = "[center]" + dialogue_node.dialogue_name + "[/center]"
 			$Name.text = "[center]" + dialogue_node.dialogue_name + "[/center]"
 			$Text.text = dialogue_node.dialogue_text
 			$Text.text = dialogue_node.dialogue_text
 			return
 			return
-	dialogue_node.connect("dialogue_started", Callable(player, "set_active").bind(false))
-	dialogue_node.connect("dialogue_finished", Callable(player, "set_active").bind(true))
-	dialogue_node.connect("dialogue_finished", Callable(self, "hide"))
-	dialogue_node.connect("dialogue_finished", Callable(self, "_on_dialogue_finished").bind(player))
+	dialogue_node.dialogue_started.connect(player.set_active.bind(false))
+	dialogue_node.dialogue_finished.connect(player.set_active.bind(true))
+	dialogue_node.dialogue_finished.connect(hide)
+	dialogue_node.dialogue_finished.connect(_on_dialogue_finished.bind(player))
 	dialogue_node.start_dialogue()
 	dialogue_node.start_dialogue()
 	$Name.text = "[center]" + dialogue_node.dialogue_name + "[/center]"
 	$Name.text = "[center]" + dialogue_node.dialogue_name + "[/center]"
 	$Text.text = dialogue_node.dialogue_text
 	$Text.text = dialogue_node.dialogue_text
@@ -34,7 +34,7 @@ func _on_Button_button_up():
 
 
 
 
 func _on_dialogue_finished(player):
 func _on_dialogue_finished(player):
-	dialogue_node.disconnect("dialogue_started", Callable(player, "set_active"))
-	dialogue_node.disconnect("dialogue_finished", Callable(player, "set_active"))
-	dialogue_node.disconnect("dialogue_finished", Callable(self, "hide"))
-	dialogue_node.disconnect("dialogue_finished", Callable(self, "_on_dialogue_finished"))
+	dialogue_node.dialogue_started.disconnect(player.set_active)
+	dialogue_node.dialogue_finished.disconnect(player.set_active)
+	dialogue_node.dialogue_finished.disconnect(hide)
+	dialogue_node.dialogue_finished.disconnect(_on_dialogue_finished)

+ 1 - 1
3d/graphics_settings/settings.gd

@@ -22,7 +22,7 @@ var viewport_start_size := Vector2(
 
 
 
 
 func _ready() -> void:
 func _ready() -> void:
-	get_viewport().size_changed.connect(self.update_resolution_label)
+	get_viewport().size_changed.connect(update_resolution_label)
 	update_resolution_label()
 	update_resolution_label()
 
 
 	# Disable V-Sync to uncap framerate on supported platforms. This makes performance comparison
 	# Disable V-Sync to uncap framerate on supported platforms. This makes performance comparison

+ 1 - 1
3d/ik/button_change_scene.gd

@@ -4,7 +4,7 @@ extends Button
 
 
 
 
 func _ready():
 func _ready():
-	pressed.connect(self.change_scene)
+	pressed.connect(change_scene)
 
 
 
 
 func change_scene():
 func change_scene():

+ 1 - 1
3d/ik/fps/example_player.gd

@@ -57,7 +57,7 @@ var simple_bullet = preload("res://fps/simple_bullet.tscn")
 
 
 
 
 func _ready():
 func _ready():
-	anim_player.animation_finished.connect(self.animation_finished)
+	anim_player.animation_finished.connect(animation_finished)
 
 
 	set_physics_process(true)
 	set_physics_process(true)
 	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
 	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

+ 3 - 3
3d/physics_tests/test.gd

@@ -23,7 +23,7 @@ func _physics_process(_delta):
 	if _wait_physics_ticks_counter > 0:
 	if _wait_physics_ticks_counter > 0:
 		_wait_physics_ticks_counter -= 1
 		_wait_physics_ticks_counter -= 1
 		if _wait_physics_ticks_counter == 0:
 		if _wait_physics_ticks_counter == 0:
-			emit_signal("wait_done")
+			wait_done.emit()
 
 
 
 
 func add_sphere(pos, radius, color):
 func add_sphere(pos, radius, color):
@@ -95,7 +95,7 @@ func start_timer(timeout):
 		_timer = Timer.new()
 		_timer = Timer.new()
 		_timer.one_shot = true
 		_timer.one_shot = true
 		add_child(_timer)
 		add_child(_timer)
-		_timer.connect(&"timeout", Callable(self, "_on_timer_done"))
+		_timer.timeout.connect(_on_timer_done)
 	else:
 	else:
 		cancel_timer()
 		cancel_timer()
 
 
@@ -108,7 +108,7 @@ func start_timer(timeout):
 func cancel_timer():
 func cancel_timer():
 	if _timer_started:
 	if _timer_started:
 		_timer.paused = true
 		_timer.paused = true
-		_timer.emit_signal("timeout")
+		_timer.timeout.emit()
 		_timer.paused = false
 		_timer.paused = false
 
 
 
 

+ 2 - 2
3d/physics_tests/tests/functional/test_collision_pairs.gd

@@ -40,8 +40,8 @@ func _ready():
 	$Options.add_menu_item(OPTION_SHAPE_CONVEX_POLYGON, true, true)
 	$Options.add_menu_item(OPTION_SHAPE_CONVEX_POLYGON, true, true)
 	$Options.add_menu_item(OPTION_SHAPE_CONCAVE_POLYGON, true, true)
 	$Options.add_menu_item(OPTION_SHAPE_CONCAVE_POLYGON, true, true)
 
 
-	$Options.option_selected.connect(self._on_option_selected)
-	$Options.option_changed.connect(self._on_option_changed)
+	$Options.option_selected.connect(_on_option_selected)
+	$Options.option_changed.connect(_on_option_changed)
 
 
 	await start_timer(0.5).timeout
 	await start_timer(0.5).timeout
 	if is_timer_canceled():
 	if is_timer_canceled():

+ 2 - 2
3d/physics_tests/tests/functional/test_joints.gd

@@ -42,8 +42,8 @@ func _ready():
 	options.add_menu_item(OPTION_TEST_CASE_DESTROY_BODY, true, false)
 	options.add_menu_item(OPTION_TEST_CASE_DESTROY_BODY, true, false)
 	options.add_menu_item(OPTION_TEST_CASE_CHANGE_POSITIONS, true, false)
 	options.add_menu_item(OPTION_TEST_CASE_CHANGE_POSITIONS, true, false)
 
 
-	options.connect(&"option_selected", Callable(self, "_on_option_selected"))
-	options.connect(&"option_changed", Callable(self, "_on_option_changed"))
+	options.option_selected.connect(_on_option_selected)
+	options.option_changed.connect(_on_option_changed)
 
 
 	_selected_joint = _joint_types.values()[0]
 	_selected_joint = _joint_types.values()[0]
 	_update_joint = true
 	_update_joint = true

+ 2 - 2
3d/physics_tests/tests/functional/test_moving_platform.gd

@@ -55,8 +55,8 @@ func _ready():
 	options.add_menu_item(OPTION_ROUGH, true, false)
 	options.add_menu_item(OPTION_ROUGH, true, false)
 	options.add_menu_item(OPTION_PROCESS_PHYSICS, true, false)
 	options.add_menu_item(OPTION_PROCESS_PHYSICS, true, false)
 
 
-	options.option_selected.connect(self._on_option_selected)
-	options.option_changed.connect(self._on_option_changed)
+	options.option_selected.connect(_on_option_selected)
+	options.option_changed.connect(_on_option_changed)
 
 
 	_shapes[SHAPE_CAPSULE] = "Capsule"
 	_shapes[SHAPE_CAPSULE] = "Capsule"
 	_shapes[SHAPE_BOX] = "Box"
 	_shapes[SHAPE_BOX] = "Box"

+ 1 - 1
3d/physics_tests/tests/functional/test_raycasting.gd

@@ -15,7 +15,7 @@ func _ready():
 
 
 	options.add_menu_item(OPTION_TEST_CASE_HIT_FROM_INSIDE, true, false)
 	options.add_menu_item(OPTION_TEST_CASE_HIT_FROM_INSIDE, true, false)
 
 
-	options.option_changed.connect(self._on_option_changed)
+	options.option_changed.connect(_on_option_changed)
 
 
 	_material.flags_unshaded = true
 	_material.flags_unshaded = true
 	_material.vertex_color_use_as_albedo = true
 	_material.vertex_color_use_as_albedo = true

+ 1 - 1
3d/physics_tests/tests/functional/test_rigidbody_ground_check.gd

@@ -36,7 +36,7 @@ func _ready():
 	options.add_menu_item(SHAPE_CONVEX)
 	options.add_menu_item(SHAPE_CONVEX)
 	options.add_menu_item(SHAPE_BOX)
 	options.add_menu_item(SHAPE_BOX)
 
 
-	options.option_selected.connect(self._on_option_selected)
+	options.option_selected.connect(_on_option_selected)
 	restart_scene()
 	restart_scene()
 
 
 
 

+ 1 - 1
3d/physics_tests/tests/performance/test_perf_contacts.gd

@@ -35,7 +35,7 @@ func _ready():
 	$Options.add_menu_item(OPTION_TYPE_CAPSULE)
 	$Options.add_menu_item(OPTION_TYPE_CAPSULE)
 	$Options.add_menu_item(OPTION_TYPE_CYLINDER)
 	$Options.add_menu_item(OPTION_TYPE_CYLINDER)
 	$Options.add_menu_item(OPTION_TYPE_CONVEX)
 	$Options.add_menu_item(OPTION_TYPE_CONVEX)
-	$Options.option_selected.connect(self._on_option_selected)
+	$Options.option_selected.connect(_on_option_selected)
 
 
 	await _start_all_types()
 	await _start_all_types()
 
 

+ 1 - 1
3d/physics_tests/tests_menu.gd

@@ -13,7 +13,7 @@ var _current_test_scene: Node = null
 
 
 
 
 func _ready():
 func _ready():
-	option_selected.connect(self._on_option_selected)
+	option_selected.connect(_on_option_selected)
 
 
 
 
 func _process(_delta):
 func _process(_delta):

+ 1 - 1
3d/physics_tests/utils/camera_orbit.gd

@@ -8,7 +8,7 @@ var _rotation_pivot
 
 
 
 
 func _ready():
 func _ready():
-	call_deferred("_initialize_pivot")
+	_initialize_pivot.call_deferred()
 
 
 
 
 func _unhandled_input(event):
 func _unhandled_input(event):

+ 1 - 1
3d/physics_tests/utils/container_log.gd

@@ -7,7 +7,7 @@ var _entry_template
 
 
 
 
 func _enter_tree():
 func _enter_tree():
-	Log.entry_logged.connect(self._on_log_entry)
+	Log.entry_logged.connect(_on_log_entry)
 
 
 	_entry_template = get_child(0) as Label
 	_entry_template = get_child(0) as Label
 	remove_child(_entry_template)
 	remove_child(_entry_template)

+ 2 - 2
3d/physics_tests/utils/option_menu.gd

@@ -55,6 +55,6 @@ func _on_item_pressed(item_index, popup_menu, path):
 	if popup_menu.is_item_checkable(item_index):
 	if popup_menu.is_item_checkable(item_index):
 		var checked = not popup_menu.is_item_checked(item_index)
 		var checked = not popup_menu.is_item_checked(item_index)
 		popup_menu.set_item_checked(item_index, checked)
 		popup_menu.set_item_checked(item_index, checked)
-		emit_signal("option_changed", item_path, checked)
+		option_changed.emit(item_path, checked)
 	else:
 	else:
-		emit_signal("option_selected", item_path)
+		option_selected.emit(item_path)

+ 2 - 2
3d/physics_tests/utils/system_log.gd

@@ -11,10 +11,10 @@ signal entry_logged(message, type)
 
 
 func print_log(message):
 func print_log(message):
 	print(message)
 	print(message)
-	emit_signal("entry_logged", message, LogType.LOG)
+	entry_logged.emit(message, LogType.LOG)
 
 
 
 
 func print_error(message):
 func print_error(message):
 	push_error(message)
 	push_error(message)
 	printerr(message)
 	printerr(message)
-	emit_signal("entry_logged", message, LogType.ERROR)
+	entry_logged.emit(message, LogType.ERROR)

+ 1 - 1
3d/platformer/enemy/enemy.gd

@@ -24,7 +24,7 @@ func _integrate_forces(state: PhysicsDirectBodyState3D):
 	var grav := state.get_total_gravity()
 	var grav := state.get_total_gravity()
 	# get_total_gravity returns zero for the first few frames, leading to errors.
 	# get_total_gravity returns zero for the first few frames, leading to errors.
 	if grav.is_zero_approx():
 	if grav.is_zero_approx():
-		grav = self.gravity
+		grav = gravity
 
 
 	lin_velocity += grav * delta # Apply gravity.
 	lin_velocity += grav * delta # Apply gravity.
 	var up := -grav.normalized()
 	var up := -grav.normalized()

+ 1 - 1
3d/squash_the_creeps/Player.gd

@@ -66,7 +66,7 @@ func _physics_process(delta):
 
 
 
 
 func die():
 func die():
-	emit_signal("hit")
+	hit.emit()
 	queue_free()
 	queue_free()
 
 
 
 

+ 3 - 3
3d/truck_town/car_select/car_select.gd

@@ -4,7 +4,7 @@ var town: Node3D = null
 
 
 func _ready():
 func _ready():
 	# Automatically focus the first item for gamepad accessibility.
 	# Automatically focus the first item for gamepad accessibility.
-	$HBoxContainer/MiniVan.call_deferred("grab_focus")
+	$HBoxContainer/MiniVan.grab_focus.call_deferred()
 
 
 func _process(_delta: float):
 func _process(_delta: float):
 	if Input.is_action_just_pressed(&"back"):
 	if Input.is_action_just_pressed(&"back"):
@@ -17,7 +17,7 @@ func _load_scene(car_scene: PackedScene):
 	town = preload("res://town/town_scene.tscn").instantiate()
 	town = preload("res://town/town_scene.tscn").instantiate()
 	town.get_node(^"InstancePos").add_child(car)
 	town.get_node(^"InstancePos").add_child(car)
 	town.get_node(^"Spedometer").car_body = car.get_child(0)
 	town.get_node(^"Spedometer").car_body = car.get_child(0)
-	town.get_node(^"Back").pressed.connect(self._on_back_pressed)
+	town.get_node(^"Back").pressed.connect(_on_back_pressed)
 
 
 	get_parent().add_child(town)
 	get_parent().add_child(town)
 	hide()
 	hide()
@@ -29,7 +29,7 @@ func _on_back_pressed():
 		town.queue_free()
 		town.queue_free()
 		show()
 		show()
 		# Automatically focus the first item for gamepad accessibility.
 		# Automatically focus the first item for gamepad accessibility.
-		$HBoxContainer/MiniVan.call_deferred("grab_focus")
+		$HBoxContainer/MiniVan.grab_focus.call_deferred()
 	else:
 	else:
 		# In main menu, exit the game.
 		# In main menu, exit the game.
 		get_tree().quit()
 		get_tree().quit()

+ 1 - 1
3d/voxel/world/chunk.gd

@@ -30,7 +30,7 @@ func _ready():
 	_generate_chunk_collider()
 	_generate_chunk_collider()
 	# However, we can use a thread for mesh generation.
 	# However, we can use a thread for mesh generation.
 	_thread = Thread.new()
 	_thread = Thread.new()
-	_thread.start(self._generate_chunk_mesh)
+	_thread.start(_generate_chunk_mesh)
 
 
 
 
 func regenerate():
 func regenerate():

+ 13 - 13
gui/gd_paint/tools_panel.gd

@@ -12,25 +12,25 @@ extends Panel
 
 
 func _ready():
 func _ready():
 	# Assign all of the needed signals for the oppersation buttons.
 	# Assign all of the needed signals for the oppersation buttons.
-	$ButtonUndo.pressed.connect(self.button_pressed.bind("undo_stroke"))
-	$ButtonSave.pressed.connect(self.button_pressed.bind("save_picture"))
-	$ButtonClear.pressed.connect(self.button_pressed.bind("clear_picture"))
+	$ButtonUndo.pressed.connect(button_pressed.bind("undo_stroke"))
+	$ButtonSave.pressed.connect(button_pressed.bind("save_picture"))
+	$ButtonClear.pressed.connect(button_pressed.bind("clear_picture"))
 
 
 	# Assign all of the needed signals for the brush buttons.
 	# Assign all of the needed signals for the brush buttons.
-	$ButtonToolPencil.pressed.connect(self.button_pressed.bind("mode_pencil"))
-	$ButtonToolEraser.pressed.connect(self.button_pressed.bind("mode_eraser"))
-	$ButtonToolRectangle.pressed.connect(self.button_pressed.bind("mode_rectangle"))
-	$ButtonToolCircle.pressed.connect(self.button_pressed.bind("mode_circle"))
-	$BrushSettings/ButtonShapeBox.pressed.connect(self.button_pressed.bind("shape_rectangle"))
-	$BrushSettings/ButtonShapeCircle.pressed.connect(self.button_pressed.bind("shape_circle"))
+	$ButtonToolPencil.pressed.connect(button_pressed.bind("mode_pencil"))
+	$ButtonToolEraser.pressed.connect(button_pressed.bind("mode_eraser"))
+	$ButtonToolRectangle.pressed.connect(button_pressed.bind("mode_rectangle"))
+	$ButtonToolCircle.pressed.connect(button_pressed.bind("mode_circle"))
+	$BrushSettings/ButtonShapeBox.pressed.connect(button_pressed.bind("shape_rectangle"))
+	$BrushSettings/ButtonShapeCircle.pressed.connect(button_pressed.bind("shape_circle"))
 
 
 	# Assign all of the needed signals for the other brush settings (and ColorPickerBackground).
 	# Assign all of the needed signals for the other brush settings (and ColorPickerBackground).
-	$ColorPickerBrush.color_changed.connect(self.brush_color_changed)
-	$ColorPickerBackground.color_changed.connect(self.background_color_changed)
-	$BrushSettings/HScrollBarBrushSize.value_changed.connect(self.brush_size_changed)
+	$ColorPickerBrush.color_changed.connect(brush_color_changed)
+	$ColorPickerBackground.color_changed.connect(background_color_changed)
+	$BrushSettings/HScrollBarBrushSize.value_changed.connect(brush_size_changed)
 
 
 	# Assign the "file_selected" signal in SaveFileDialog.
 	# Assign the "file_selected" signal in SaveFileDialog.
-	save_dialog.file_selected.connect(self.save_file_selected)
+	save_dialog.file_selected.connect(save_file_selected)
 
 
 	# Set physics process so we can update the status label.
 	# Set physics process so we can update the status label.
 	set_physics_process(true)
 	set_physics_process(true)

+ 6 - 6
gui/multiple_resolutions/main.gd

@@ -26,8 +26,8 @@ func _ready():
 	# The `resized` signal will be emitted when the window size changes, as the root Control node
 	# The `resized` signal will be emitted when the window size changes, as the root Control node
 	# is resized whenever the window size changes. This is because the root Control node
 	# is resized whenever the window size changes. This is because the root Control node
 	# uses a Full Rect anchor, so its size will always be equal to the window size.
 	# uses a Full Rect anchor, so its size will always be equal to the window size.
-	resized.connect(self._on_resized)
-	call_deferred("update_container")
+	resized.connect(_on_resized)
+	update_container.call_deferred()
 
 
 
 
 func update_container():
 func update_container():
@@ -75,17 +75,17 @@ func _on_gui_aspect_ratio_item_selected(index):
 		6:  # 21:9
 		6:  # 21:9
 			gui_aspect_ratio = 21.0 / 9.0
 			gui_aspect_ratio = 21.0 / 9.0
 
 
-	call_deferred("update_container")
+	update_container.call_deferred()
 
 
 
 
 func _on_resized():
 func _on_resized():
-	call_deferred("update_container")
+	update_container.call_deferred()
 
 
 
 
 func _on_gui_margin_drag_ended(_value_changed):
 func _on_gui_margin_drag_ended(_value_changed):
 	gui_margin = $"Panel/AspectRatioContainer/Panel/CenterContainer/Options/GUIMargin/HSlider".value
 	gui_margin = $"Panel/AspectRatioContainer/Panel/CenterContainer/Options/GUIMargin/HSlider".value
 	$"Panel/AspectRatioContainer/Panel/CenterContainer/Options/GUIMargin/Value".text = str(gui_margin)
 	$"Panel/AspectRatioContainer/Panel/CenterContainer/Options/GUIMargin/Value".text = str(gui_margin)
-	call_deferred("update_container")
+	update_container.call_deferred()
 
 
 
 
 func _on_window_base_size_item_selected(index):
 func _on_window_base_size_item_selected(index):
@@ -108,7 +108,7 @@ func _on_window_base_size_item_selected(index):
 			base_window_size = Vector2(1680, 720)
 			base_window_size = Vector2(1680, 720)
 
 
 	get_viewport().content_scale_size = base_window_size
 	get_viewport().content_scale_size = base_window_size
-	call_deferred("update_container")
+	update_container.call_deferred()
 
 
 
 
 func _on_window_stretch_mode_item_selected(index):
 func _on_window_stretch_mode_item_selected(index):

+ 2 - 2
misc/compute_shader_heightmap/main.gd

@@ -252,9 +252,9 @@ func _on_random_button_pressed() -> void:
 
 
 func _on_create_button_gpu_pressed() -> void:
 func _on_create_button_gpu_pressed() -> void:
 	var heightmap = prepare_image()
 	var heightmap = prepare_image()
-	call_deferred("compute_island_gpu", heightmap)
+	compute_island_gpu.call_deferred(heightmap)
 
 
 
 
 func _on_create_button_cpu_pressed() -> void:
 func _on_create_button_cpu_pressed() -> void:
 	var heightmap = prepare_image()
 	var heightmap = prepare_image()
-	call_deferred("compute_island_cpu", heightmap)
+	compute_island_cpu.call_deferred(heightmap)

+ 1 - 1
misc/joypads/joypads.gd

@@ -23,7 +23,7 @@ var axis_value
 @onready var joypad_number = $DeviceInfo/JoyNumber
 @onready var joypad_number = $DeviceInfo/JoyNumber
 
 
 func _ready():
 func _ready():
-	Input.joy_connection_changed.connect(self._on_joy_connection_changed)
+	Input.joy_connection_changed.connect(_on_joy_connection_changed)
 
 
 	for joypad in Input.get_connected_joypads():
 	for joypad in Input.get_connected_joypads():
 		print_rich("Found joypad #%d: [b]%s[/b] - %s" % [joypad, Input.get_joy_name(joypad), Input.get_joy_guid(joypad)])
 		print_rich("Found joypad #%d: [b]%s[/b] - %s" % [joypad, Input.get_joy_name(joypad), Input.get_joy_guid(joypad)])

+ 12 - 12
mobile/android_iap/iap_demo.gd

@@ -14,29 +14,29 @@ func _ready():
 
 
 		payment = Engine.get_singleton("GodotGooglePlayBilling")
 		payment = Engine.get_singleton("GodotGooglePlayBilling")
 		# No params.
 		# No params.
-		payment.connected.connect(self._on_connected)
+		payment.connected.connect(_on_connected)
 		# No params.
 		# No params.
-		payment.disconnected.connect(self._on_disconnected)
+		payment.disconnected.connect(_on_disconnected)
 		# Response ID (int), Debug message (string).
 		# Response ID (int), Debug message (string).
-		payment.connect_error.connect(self._on_connect_error)
+		payment.connect_error.connect(_on_connect_error)
 		# Purchases (Dictionary[]).
 		# Purchases (Dictionary[]).
-		payment.purchases_updated.connect(self._on_purchases_updated)
+		payment.purchases_updated.connect(_on_purchases_updated)
 		# Response ID (int), Debug message (string).
 		# Response ID (int), Debug message (string).
-		payment.purchase_error.connect(self._on_purchase_error)
+		payment.purchase_error.connect(_on_purchase_error)
 		# SKUs (Dictionary[]).
 		# SKUs (Dictionary[]).
-		payment.sku_details_query_completed.connect(self._on_sku_details_query_completed)
+		payment.sku_details_query_completed.connect(_on_sku_details_query_completed)
 		# Response ID (int), Debug message (string), Queried SKUs (string[]).
 		# Response ID (int), Debug message (string), Queried SKUs (string[]).
-		payment.sku_details_query_error.connect(self._on_sku_details_query_error)
+		payment.sku_details_query_error.connect(_on_sku_details_query_error)
 		# Purchase token (string).
 		# Purchase token (string).
-		payment.purchase_acknowledged.connect(self._on_purchase_acknowledged)
+		payment.purchase_acknowledged.connect(_on_purchase_acknowledged)
 		# Response ID (int), Debug message (string), Purchase token (string).
 		# Response ID (int), Debug message (string), Purchase token (string).
-		payment.purchase_acknowledgement_error.connect(self._on_purchase_acknowledgement_error)
+		payment.purchase_acknowledgement_error.connect(_on_purchase_acknowledgement_error)
 		# Purchase token (string).
 		# Purchase token (string).
-		payment.purchase_consumed.connect(self._on_purchase_consumed)
+		payment.purchase_consumed.connect(_on_purchase_consumed)
 		# Response ID (int), Debug message (string), Purchase token (string).
 		# Response ID (int), Debug message (string), Purchase token (string).
-		payment.purchase_consumption_error.connect(self._on_purchase_consumption_error)
+		payment.purchase_consumption_error.connect(_on_purchase_consumption_error)
 		# Purchases (Dictionary[])
 		# Purchases (Dictionary[])
-		payment.query_purchases_response.connect(self._on_query_purchases_response)
+		payment.query_purchases_response.connect(_on_query_purchases_response)
 		payment.startConnection()
 		payment.startConnection()
 	else:
 	else:
 		show_alert("Android IAP support is not enabled. Make sure you have enabled 'Custom Build' and installed and enabled the GodotGooglePlayBilling plugin in your Android export settings! This application will not work.")
 		show_alert("Android IAP support is not enabled. Make sure you have enabled 'Custom Build' and installed and enabled the GodotGooglePlayBilling plugin in your Android export settings! This application will not work.")

+ 5 - 5
networking/multiplayer_bomber/gamestate.gd

@@ -142,8 +142,8 @@ func end_game():
 
 
 
 
 func _ready():
 func _ready():
-	multiplayer.peer_connected.connect(self._player_connected)
-	multiplayer.peer_disconnected.connect(self._player_disconnected)
-	multiplayer.connected_to_server.connect(self._connected_ok)
-	multiplayer.connection_failed.connect(self._connected_fail)
-	multiplayer.server_disconnected.connect(self._server_disconnected)
+	multiplayer.peer_connected.connect(_player_connected)
+	multiplayer.peer_disconnected.connect(_player_disconnected)
+	multiplayer.connected_to_server.connect(_connected_ok)
+	multiplayer.connection_failed.connect(_connected_fail)
+	multiplayer.server_disconnected.connect(_server_disconnected)

+ 5 - 5
networking/multiplayer_bomber/lobby.gd

@@ -2,11 +2,11 @@ extends Control
 
 
 func _ready():
 func _ready():
 	# Called every time the node is added to the scene.
 	# Called every time the node is added to the scene.
-	gamestate.connection_failed.connect(self._on_connection_failed)
-	gamestate.connection_succeeded.connect(self._on_connection_success)
-	gamestate.player_list_changed.connect(self.refresh_lobby)
-	gamestate.game_ended.connect(self._on_game_ended)
-	gamestate.game_error.connect(self._on_game_error)
+	gamestate.connection_failed.connect(_on_connection_failed)
+	gamestate.connection_succeeded.connect(_on_connection_success)
+	gamestate.player_list_changed.connect(refresh_lobby)
+	gamestate.game_ended.connect(_on_game_ended)
+	gamestate.game_error.connect(_on_game_error)
 	# Set the player name according to the system username. Fallback to the path.
 	# Set the player name according to the system username. Fallback to the path.
 	if OS.has_environment("USERNAME"):
 	if OS.has_environment("USERNAME"):
 		$Connect/Name.text = OS.get_environment("USERNAME")
 		$Connect/Name.text = OS.get_environment("USERNAME")

+ 6 - 6
networking/multiplayer_pong/logic/lobby.gd

@@ -17,11 +17,11 @@ var peer = null
 
 
 func _ready():
 func _ready():
 	# Connect all the callbacks related to networking.
 	# Connect all the callbacks related to networking.
-	multiplayer.peer_connected.connect(self._player_connected)
-	multiplayer.peer_disconnected.connect(self._player_disconnected)
-	multiplayer.connected_to_server.connect(self._connected_ok)
-	multiplayer.connection_failed.connect(self._connected_fail)
-	multiplayer.server_disconnected.connect(self._server_disconnected)
+	multiplayer.peer_connected.connect(_player_connected)
+	multiplayer.peer_disconnected.connect(_player_disconnected)
+	multiplayer.connected_to_server.connect(_connected_ok)
+	multiplayer.connection_failed.connect(_connected_fail)
+	multiplayer.server_disconnected.connect(_server_disconnected)
 
 
 #### Network callbacks from SceneTree ####
 #### Network callbacks from SceneTree ####
 
 
@@ -30,7 +30,7 @@ func _player_connected(_id):
 	# Someone connected, start the game!
 	# Someone connected, start the game!
 	var pong = load("res://pong.tscn").instantiate()
 	var pong = load("res://pong.tscn").instantiate()
 	# Connect deferred so we can safely erase it from the callback.
 	# Connect deferred so we can safely erase it from the callback.
-	pong.game_finished.connect(self._end_game, CONNECT_DEFERRED)
+	pong.game_finished.connect(_end_game, CONNECT_DEFERRED)
 
 
 	get_tree().get_root().add_child(pong)
 	get_tree().get_root().add_child(pong)
 	hide()
 	hide()

+ 1 - 1
networking/multiplayer_pong/logic/pong.gd

@@ -50,4 +50,4 @@ func update_score(add_to_left):
 
 
 
 
 func _on_exit_game_pressed():
 func _on_exit_game_pressed():
-	emit_signal("game_finished")
+	game_finished.emit()

+ 2 - 2
networking/webrtc_minimal/chat.gd

@@ -8,8 +8,8 @@ var channel = peer.create_data_channel("chat", {"negotiated": true, "id": 1})
 
 
 func _ready():
 func _ready():
 	# Connect all functions.
 	# Connect all functions.
-	peer.ice_candidate_created.connect(self._on_ice_candidate)
-	peer.session_description_created.connect(self._on_session)
+	peer.ice_candidate_created.connect(_on_ice_candidate)
+	peer.session_description_created.connect(_on_session)
 
 
 	# Register to the local signaling server (see below for the implementation).
 	# Register to the local signaling server (see below for the implementation).
 	Signaling.register(String(get_path()))
 	Signaling.register(String(get_path()))

+ 16 - 16
networking/webrtc_signaling/client/multiplayer_client.gd

@@ -4,24 +4,24 @@ var rtc_mp: WebRTCMultiplayerPeer = WebRTCMultiplayerPeer.new()
 var sealed := false
 var sealed := false
 
 
 func _init():
 func _init():
-	connected.connect(self._connected)
-	disconnected.connect(self._disconnected)
+	connected.connect(_connected)
+	disconnected.connect(_disconnected)
 
 
-	offer_received.connect(self._offer_received)
-	answer_received.connect(self._answer_received)
-	candidate_received.connect(self._candidate_received)
+	offer_received.connect(_offer_received)
+	answer_received.connect(_answer_received)
+	candidate_received.connect(_candidate_received)
 
 
-	lobby_joined.connect(self._lobby_joined)
-	lobby_sealed.connect(self._lobby_sealed)
-	peer_connected.connect(self._peer_connected)
-	peer_disconnected.connect(self._peer_disconnected)
+	lobby_joined.connect(_lobby_joined)
+	lobby_sealed.connect(_lobby_sealed)
+	peer_connected.connect(_peer_connected)
+	peer_disconnected.connect(_peer_disconnected)
 
 
 
 
-func start(url, lobby = "", mesh:=true):
+func start(url, _lobby = "", _mesh := true):
 	stop()
 	stop()
 	sealed = false
 	sealed = false
-	self.mesh = mesh
-	self.lobby = lobby
+	mesh = _mesh
+	lobby = _lobby
 	connect_to_url(url)
 	connect_to_url(url)
 
 
 
 
@@ -36,8 +36,8 @@ func _create_peer(id):
 	peer.initialize({
 	peer.initialize({
 		"iceServers": [ { "urls": ["stun:stun.l.google.com:19302"] } ]
 		"iceServers": [ { "urls": ["stun:stun.l.google.com:19302"] } ]
 	})
 	})
-	peer.session_description_created.connect(self._offer_created.bind(id))
-	peer.ice_candidate_created.connect(self._new_ice_candidate.bind(id))
+	peer.session_description_created.connect(_offer_created.bind(id))
+	peer.ice_candidate_created.connect(_new_ice_candidate.bind(id))
 	rtc_mp.add_peer(peer, id)
 	rtc_mp.add_peer(peer, id)
 	if id < rtc_mp.get_unique_id(): # So lobby creator never creates offers.
 	if id < rtc_mp.get_unique_id(): # So lobby creator never creates offers.
 		peer.create_offer()
 		peer.create_offer()
@@ -68,8 +68,8 @@ func _connected(id, use_mesh):
 	multiplayer.multiplayer_peer = rtc_mp
 	multiplayer.multiplayer_peer = rtc_mp
 
 
 
 
-func _lobby_joined(lobby):
-	self.lobby = lobby
+func _lobby_joined(_lobby):
+	lobby = _lobby
 
 
 
 
 func _lobby_sealed():
 func _lobby_sealed():

+ 10 - 10
networking/webrtc_signaling/demo/client_ui.gd

@@ -6,16 +6,16 @@ extends Control
 @onready var mesh = $VBoxContainer/Connect/Mesh
 @onready var mesh = $VBoxContainer/Connect/Mesh
 
 
 func _ready():
 func _ready():
-	client.lobby_joined.connect(self._lobby_joined)
-	client.lobby_sealed.connect(self._lobby_sealed)
-	client.connected.connect(self._connected)
-	client.disconnected.connect(self._disconnected)
-
-	multiplayer.connected_to_server.connect(self._mp_server_connected)
-	multiplayer.connection_failed.connect(self._mp_server_disconnect)
-	multiplayer.server_disconnected.connect(self._mp_server_disconnect)
-	multiplayer.peer_connected.connect(self._mp_peer_connected)
-	multiplayer.peer_disconnected.connect(self._mp_peer_disconnected)
+	client.lobby_joined.connect(_lobby_joined)
+	client.lobby_sealed.connect(_lobby_sealed)
+	client.connected.connect(_connected)
+	client.disconnected.connect(_disconnected)
+
+	multiplayer.connected_to_server.connect(_mp_server_connected)
+	multiplayer.connection_failed.connect(_mp_server_disconnect)
+	multiplayer.server_disconnected.connect(_mp_server_disconnect)
+	multiplayer.peer_connected.connect(_mp_peer_connected)
+	multiplayer.peer_disconnected.connect(_mp_peer_disconnected)
 
 
 
 
 @rpc("any_peer", "call_local")
 @rpc("any_peer", "call_local")

+ 5 - 5
networking/websocket_multiplayer/script/main.gd

@@ -18,11 +18,11 @@ func _init():
 
 
 
 
 func _ready():
 func _ready():
-	multiplayer.peer_connected.connect(self._peer_connected)
-	multiplayer.peer_disconnected.connect(self._peer_disconnected)
-	multiplayer.server_disconnected.connect(self._close_network)
-	multiplayer.connection_failed.connect(self._close_network)
-	multiplayer.connected_to_server.connect(self._connected)
+	multiplayer.peer_connected.connect(_peer_connected)
+	multiplayer.peer_disconnected.connect(_peer_disconnected)
+	multiplayer.server_disconnected.connect(_close_network)
+	multiplayer.connection_failed.connect(_close_network)
+	multiplayer.connected_to_server.connect(_connected)
 
 
 	$AcceptDialog.get_label().horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
 	$AcceptDialog.get_label().horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
 	$AcceptDialog.get_label().vertical_alignment = VERTICAL_ALIGNMENT_CENTER
 	$AcceptDialog.get_label().vertical_alignment = VERTICAL_ALIGNMENT_CENTER

+ 5 - 5
plugins/addons/material_creator/material_creator.gd

@@ -7,11 +7,11 @@ var editor_interface
 
 
 func _ready():
 func _ready():
 	# Connect all of the signals we'll need to save and load silly materials.
 	# Connect all of the signals we'll need to save and load silly materials.
-	get_node(^"VBoxContainer/ApplyButton").pressed.connect(self.apply_pressed)
-	get_node(^"VBoxContainer/SaveButton").pressed.connect(self.save_pressed)
-	get_node(^"VBoxContainer/LoadButton").pressed.connect(self.load_pressed)
-	get_node(^"SaveMaterialDialog").file_selected.connect(self.save_file_selected)
-	get_node(^"LoadMaterialDialog").file_selected.connect(self.load_file_selected)
+	get_node(^"VBoxContainer/ApplyButton").pressed.connect(apply_pressed)
+	get_node(^"VBoxContainer/SaveButton").pressed.connect(save_pressed)
+	get_node(^"VBoxContainer/LoadButton").pressed.connect(load_pressed)
+	get_node(^"SaveMaterialDialog").file_selected.connect(save_file_selected)
+	get_node(^"LoadMaterialDialog").file_selected.connect(load_file_selected)
 	RenderingServer.canvas_item_set_clip(get_canvas_item(), true)
 	RenderingServer.canvas_item_set_clip(get_canvas_item(), true)
 
 
 
 

+ 1 - 1
viewport/3d_in_2d/3d_in_2d.gd

@@ -7,7 +7,7 @@ var viewport_initial_size = Vector2()
 
 
 func _ready():
 func _ready():
 	$AnimatedSprite2D.play()
 	$AnimatedSprite2D.play()
-	get_viewport().size_changed.connect(self._root_viewport_size_changed)
+	get_viewport().size_changed.connect(_root_viewport_size_changed)
 	viewport_initial_size = viewport.size
 	viewport_initial_size = viewport.size
 
 
 
 

+ 1 - 1
viewport/dynamic_split_screen/camera_controller.gd

@@ -38,7 +38,7 @@ func _ready():
 	_on_size_changed()
 	_on_size_changed()
 	_update_splitscreen()
 	_update_splitscreen()
 
 
-	get_viewport().size_changed.connect(self._on_size_changed)
+	get_viewport().size_changed.connect(_on_size_changed)
 
 
 	view.material.set_shader_parameter("viewport1", viewport1.get_texture())
 	view.material.set_shader_parameter("viewport1", viewport1.get_texture())
 	view.material.set_shader_parameter("viewport2", viewport2.get_texture())
 	view.material.set_shader_parameter("viewport2", viewport2.get_texture())

+ 3 - 3
viewport/gui_in_3d/gui_3d.gd

@@ -12,9 +12,9 @@ var last_event_time: float = -1.0
 @onready var node_area = $Quad/Area3D
 @onready var node_area = $Quad/Area3D
 
 
 func _ready():
 func _ready():
-	node_area.mouse_entered.connect(self._mouse_entered_area)
-	node_area.mouse_exited.connect(self._mouse_exited_area)
-	node_area.input_event.connect(self._mouse_input_event)
+	node_area.mouse_entered.connect(_mouse_entered_area)
+	node_area.mouse_exited.connect(_mouse_exited_area)
+	node_area.input_event.connect(_mouse_input_event)
 
 
 	# If the material is NOT set to use billboard settings, then avoid running billboard specific code
 	# If the material is NOT set to use billboard settings, then avoid running billboard specific code
 	if node_quad.get_surface_override_material(0).billboard_mode == BaseMaterial3D.BillboardMode.BILLBOARD_DISABLED:
 	if node_quad.get_surface_override_material(0).billboard_mode == BaseMaterial3D.BillboardMode.BILLBOARD_DISABLED:

+ 8 - 8
xr/openxr_character_centric_movement/start_vr.gd

@@ -24,11 +24,11 @@ func _ready():
 		DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
 		DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
 
 
 		# Connect the OpenXR events
 		# Connect the OpenXR events
-		xr_interface.connect("session_begun", _on_openxr_session_begun)
-		xr_interface.connect("session_visible", _on_openxr_visible_state)
-		xr_interface.connect("session_focussed", _on_openxr_focused_state)
-		xr_interface.connect("session_stopping", _on_openxr_stopping)
-		xr_interface.connect("pose_recentered", _on_openxr_pose_recentered)
+		xr_interface.session_begun.connect(_on_openxr_session_begun)
+		xr_interface.session_visible.connect(_on_openxr_visible_state)
+		xr_interface.session_focussed.connect(_on_openxr_focused_state)
+		xr_interface.session_stopping.connect(_on_openxr_stopping)
+		xr_interface.pose_recentered.connect(_on_openxr_pose_recentered)
 	else:
 	else:
 		# We couldn't start OpenXR.
 		# We couldn't start OpenXR.
 		print("OpenXR not instantiated!")
 		print("OpenXR not instantiated!")
@@ -79,7 +79,7 @@ func _on_openxr_visible_state() -> void:
 		# pause our game
 		# pause our game
 		process_mode = Node.PROCESS_MODE_DISABLED
 		process_mode = Node.PROCESS_MODE_DISABLED
 
 
-		emit_signal("focus_lost")
+		focus_lost.emit()
 
 
 
 
 # Handle OpenXR focused state
 # Handle OpenXR focused state
@@ -90,7 +90,7 @@ func _on_openxr_focused_state() -> void:
 	# unpause our game
 	# unpause our game
 	process_mode = Node.PROCESS_MODE_INHERIT
 	process_mode = Node.PROCESS_MODE_INHERIT
 
 
-	emit_signal("focus_gained")
+	focus_gained.emit()
 
 
 # Handle OpenXR stopping state
 # Handle OpenXR stopping state
 func _on_openxr_stopping() -> void:
 func _on_openxr_stopping() -> void:
@@ -101,4 +101,4 @@ func _on_openxr_stopping() -> void:
 func _on_openxr_pose_recentered() -> void:
 func _on_openxr_pose_recentered() -> void:
 	# User recentered view, we have to react to this by recentering the view.
 	# User recentered view, we have to react to this by recentering the view.
 	# This is game implementation dependent.
 	# This is game implementation dependent.
-	emit_signal("pose_recentered")
+	pose_recentered.emit()

+ 8 - 8
xr/openxr_origin_centric_movement/start_vr.gd

@@ -24,11 +24,11 @@ func _ready():
 		DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
 		DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
 
 
 		# Connect the OpenXR events
 		# Connect the OpenXR events
-		xr_interface.connect("session_begun", _on_openxr_session_begun)
-		xr_interface.connect("session_visible", _on_openxr_visible_state)
-		xr_interface.connect("session_focussed", _on_openxr_focused_state)
-		xr_interface.connect("session_stopping", _on_openxr_stopping)
-		xr_interface.connect("pose_recentered", _on_openxr_pose_recentered)
+		xr_interface.session_begun.connect(_on_openxr_session_begun)
+		xr_interface.session_visible.connect(_on_openxr_visible_state)
+		xr_interface.session_focussed.connect(_on_openxr_focused_state)
+		xr_interface.session_stopping.connect(_on_openxr_stopping)
+		xr_interface.pose_recentered.connect(_on_openxr_pose_recentered)
 	else:
 	else:
 		# We couldn't start OpenXR.
 		# We couldn't start OpenXR.
 		print("OpenXR not instantiated!")
 		print("OpenXR not instantiated!")
@@ -79,7 +79,7 @@ func _on_openxr_visible_state() -> void:
 		# pause our game
 		# pause our game
 		process_mode = Node.PROCESS_MODE_DISABLED
 		process_mode = Node.PROCESS_MODE_DISABLED
 
 
-		emit_signal("focus_lost")
+		focus_lost.emit()
 
 
 
 
 # Handle OpenXR focused state
 # Handle OpenXR focused state
@@ -90,7 +90,7 @@ func _on_openxr_focused_state() -> void:
 	# unpause our game
 	# unpause our game
 	process_mode = Node.PROCESS_MODE_INHERIT
 	process_mode = Node.PROCESS_MODE_INHERIT
 
 
-	emit_signal("focus_gained")
+	focus_gained.emit()
 
 
 # Handle OpenXR stopping state
 # Handle OpenXR stopping state
 func _on_openxr_stopping() -> void:
 func _on_openxr_stopping() -> void:
@@ -101,4 +101,4 @@ func _on_openxr_stopping() -> void:
 func _on_openxr_pose_recentered() -> void:
 func _on_openxr_pose_recentered() -> void:
 	# User recentered view, we have to react to this by recentering the view.
 	# User recentered view, we have to react to this by recentering the view.
 	# This is game implementation dependent.
 	# This is game implementation dependent.
-	emit_signal("pose_recentered")
+	pose_recentered.emit()