Forráskód Böngészése

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 éve
szülő
commit
82913393a8
70 módosított fájl, 212 hozzáadás és 212 törlés
  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):
-	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():
-	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):
 	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):
-	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)
 	animate_jump_height(delta)
 	if height <= 0.0:
-		emit_signal("finished", "previous")
+		finished.emit("previous")
 
 
 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):
 	if event.is_action_pressed("simulate_damage"):
-		emit_signal("finished", "stagger")
+		finished.emit("stagger")
 
 
 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):
 	var input_direction = get_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):
 	var input_direction = get_input_direction()
 	if input_direction.is_zero_approx():
-		emit_signal("finished", "idle")
+		finished.emit("idle")
 	update_look_direction(input_direction)
 
 	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):
 	if event.is_action_pressed("jump"):
-		emit_signal("finished", "jump")
+		finished.emit("jump")
 	return super.handle_input(event)

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

@@ -31,8 +31,8 @@ var combo = [{
 var hit_objects = []
 
 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)
 
 
@@ -103,7 +103,7 @@ func _on_animation_finished(_name):
 		attack()
 	else:
 		_change_state(States.IDLE)
-		emit_signal("attack_finished")
+		attack_finished.emit()
 
 
 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
 
 func _ready():
-	owner.direction_changed.connect(self._on_Parent_direction_changed)
+	owner.direction_changed.connect(_on_Parent_direction_changed)
 	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():
 		start_state = get_child(0).get_path()
 	for child in get_children():
-		var err = child.finished.connect(self._change_state)
+		var err = child.finished.connect(_change_state)
 		if err:
 			printerr(err)
 	initialize(start_state)
@@ -70,7 +70,7 @@ func _change_state(state_name):
 		states_stack[0] = states_map[state_name]
 
 	current_state = states_stack[0]
-	emit_signal("state_changed", current_state)
+	state_changed.emit(current_state)
 
 	if state_name != "previous":
 		current_state.enter()

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

@@ -191,7 +191,7 @@ func _shot_bullet() -> void:
 	else:
 		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)
 
 	bullet.linear_velocity = Vector2(400.0 * speed_scale, -40)
@@ -204,5 +204,5 @@ func _shot_bullet() -> void:
 
 func _spawn_enemy_above() -> void:
 	var enemy := Enemy.instantiate() as RigidBody2D
-	enemy.position = self.position + 50 * Vector2.UP
+	enemy.position = position + 50 * Vector2.UP
 	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:
 		_wait_physics_ticks_counter -= 1
 		if _wait_physics_ticks_counter == 0:
-			emit_signal("wait_done")
+			wait_done.emit()
 
 
 func add_line(pos_start, pos_end, color):
@@ -111,7 +111,7 @@ func start_timer(timeout):
 		_timer = Timer.new()
 		_timer.one_shot = true
 		add_child(_timer)
-		_timer.timeout.connect(self._on_timer_done)
+		_timer.timeout.connect(_on_timer_done)
 	else:
 		cancel_timer()
 
@@ -124,7 +124,7 @@ func start_timer(timeout):
 func cancel_timer():
 	if _timer_started:
 		_timer.paused = true
-		_timer.emit_signal("timeout")
+		_timer.timeout.emit()
 		_timer.paused = false
 
 

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

@@ -44,8 +44,8 @@ var _moving_body: PhysicsBody2D = null
 
 
 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")
 	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_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
 	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_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]
 	_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_CHARACTER)
 
-		options.option_selected.connect(self._on_option_selected)
+		options.option_selected.connect(_on_option_selected)
 
 		$Controls/PlatformSize/HSlider.value = _platform_size
 		$Controls/PlatformAngle/HSlider.value = _platform_angle
 		$Controls/BodyAngle/HSlider.value = _body_angle
 
 		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
 		remove_child(_rigid_body_template)
@@ -236,13 +236,13 @@ func _start_test_case(option):
 
 	await _on_option_selected(option)
 
-	await self.all_tests_done
+	await all_tests_done
 
 
 func _wait_for_test():
 	await _reset_test()
 
-	await self.test_done
+	await test_done
 
 
 func _test_all_rigid_body():
@@ -331,7 +331,7 @@ func _test_moving_platform():
 		return
 
 	_platform_speed = 0.0
-	emit_signal("all_tests_done")
+	all_tests_done.emit()
 
 
 func _test_all():
@@ -373,7 +373,7 @@ func _start_test():
 		test_label += String(_rigid_body_template.name)
 		_moving_body = _rigid_body_template.duplicate()
 		_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)
 
 	if _platform_speed != 0.0:
@@ -411,7 +411,7 @@ func _reset_test(cancel_test = true):
 		if cancel_test:
 			Log.print_log("*** Stop around the clock tests")
 			_test_all_angles = false
-			emit_signal("all_tests_done")
+			all_tests_done.emit()
 		else:
 			Log.print_log("*** Start around the clock tests")
 		_platform_body.rotation = deg_to_rad(_platform_angle)
@@ -487,8 +487,8 @@ func _on_timeout():
 	$Timer.stop()
 
 	if _test_canceled:
-		emit_signal("test_done")
-		emit_signal("all_tests_done")
+		test_done.emit()
+		all_tests_done.emit()
 		return
 
 	if not _contact_detected and not _target_entered:
@@ -497,18 +497,18 @@ func _on_timeout():
 
 	await start_timer(0.5).timeout
 	if _test_canceled:
-		emit_signal("test_done")
-		emit_signal("all_tests_done")
+		test_done.emit()
+		all_tests_done.emit()
 		return
 
 	var was_all_angles = _test_all_angles
 
 	_next_test()
 
-	emit_signal("test_done")
+	test_done.emit()
 
 	if was_all_angles and not _test_all_angles:
-		emit_signal("all_tests_done")
+		all_tests_done.emit()
 
 
 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.option_changed.connect(self._on_option_changed)
+	options.option_changed.connect(_on_option_changed)
 
 	await start_timer(0.5).timeout
 	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_CONVEX_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()
 

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

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

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

@@ -7,7 +7,7 @@ var _entry_template
 
 
 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
 	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()):
 				if other_index != item_index:
 					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):
 		var checked = not popup_menu.is_item_checked(item_index)
 		popup_menu.set_item_checked(item_index, checked)
-		emit_signal("option_changed", item_path, checked)
+		option_changed.emit(item_path, checked)
 	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():
 	var scrollbar = get_v_scroll_bar()
-	scrollbar.scrolling.connect(self._on_scrolling)
+	scrollbar.scrolling.connect(_on_scrolling)
 
 
 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):
 	print(message)
-	emit_signal("entry_logged", message, LogType.LOG)
+	entry_logged.emit(message, LogType.LOG)
 
 
 func print_error(message):
 	push_error(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()
 		if combatant is 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:
 			combatant.queue_free()
 	$UI.initialize()
@@ -24,7 +24,7 @@ func clear_combat():
 
 
 func finish_combat(winner, loser):
-	emit_signal("combat_finished", winner, loser)
+	combat_finished.emit(winner, loser)
 
 
 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):
 	target.take_damage(damage)
-	emit_signal("turn_finished")
+	turn_finished.emit()
 
 
 func consume(item):
 	item.use(self)
-	emit_signal("turn_finished")
+	turn_finished.emit()
 
 
 func defend():
 	$Health.armor += defense
-	emit_signal("turn_finished")
+	turn_finished.emit()
 
 
 func flee():
-	emit_signal("turn_finished")
+	turn_finished.emit()
 
 
 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):
 	life = life - damage + armor
 	if life <= 0:
-		emit_signal("dead")
+		dead.emit()
 	else:
-		emit_signal("health_changed", life)
+		health_changed.emit(life)
 
 
 func heal(amount):
 	life += amount
 	life = clamp(life, life, max_life)
-	emit_signal("health_changed", life)
+	health_changed.emit(life)
 
 
 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.max_value = health.max_life
 		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)
 	$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()
 	current_combatant.active = false
 	queue.append(current_combatant)
-	self.active_combatant = queue[0]
+	active_combatant = queue[0]
 	return active_combatant
 
 
@@ -33,7 +33,7 @@ func remove(combatant):
 		new_queue.append(n)
 	new_queue.remove(new_queue.find(combatant))
 	combatant.queue_free()
-	self.queue = new_queue
+	queue = new_queue
 
 
 func set_queue(new_queue):
@@ -44,10 +44,10 @@ func set_queue(new_queue):
 		queue.append(node)
 		node.active = false
 	if queue.size() > 0:
-		self.active_combatant = queue[0]
+		active_combatant = queue[0]
 
 
 func _set_active_combatant(new_combatant):
 	active_combatant = new_combatant
 	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():
-	emit_signal("dialogue_started")
+	dialogue_started.emit()
 	current = 0
 	index_dialogue()
 	dialogue_text = dialogue_keys[current].text
@@ -22,7 +22,7 @@ func start_dialogue():
 func next_dialogue():
 	current += 1
 	if current == dialogue_keys.size():
-		emit_signal("dialogue_finished")
+		dialogue_finished.emit()
 		return
 	dialogue_text = dialogue_keys[current].text
 	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]"
 			$Text.text = dialogue_node.dialogue_text
 			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()
 	$Name.text = "[center]" + dialogue_node.dialogue_name + "[/center]"
 	$Text.text = dialogue_node.dialogue_text
@@ -34,7 +34,7 @@ func _on_Button_button_up():
 
 
 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:
-	get_viewport().size_changed.connect(self.update_resolution_label)
+	get_viewport().size_changed.connect(update_resolution_label)
 	update_resolution_label()
 
 	# 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():
-	pressed.connect(self.change_scene)
+	pressed.connect(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():
-	anim_player.animation_finished.connect(self.animation_finished)
+	anim_player.animation_finished.connect(animation_finished)
 
 	set_physics_process(true)
 	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:
 		_wait_physics_ticks_counter -= 1
 		if _wait_physics_ticks_counter == 0:
-			emit_signal("wait_done")
+			wait_done.emit()
 
 
 func add_sphere(pos, radius, color):
@@ -95,7 +95,7 @@ func start_timer(timeout):
 		_timer = Timer.new()
 		_timer.one_shot = true
 		add_child(_timer)
-		_timer.connect(&"timeout", Callable(self, "_on_timer_done"))
+		_timer.timeout.connect(_on_timer_done)
 	else:
 		cancel_timer()
 
@@ -108,7 +108,7 @@ func start_timer(timeout):
 func cancel_timer():
 	if _timer_started:
 		_timer.paused = true
-		_timer.emit_signal("timeout")
+		_timer.timeout.emit()
 		_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_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
 	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_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]
 	_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_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_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.option_changed.connect(self._on_option_changed)
+	options.option_changed.connect(_on_option_changed)
 
 	_material.flags_unshaded = 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_BOX)
 
-	options.option_selected.connect(self._on_option_selected)
+	options.option_selected.connect(_on_option_selected)
 	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_CYLINDER)
 	$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()
 

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

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

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

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

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

@@ -7,7 +7,7 @@ var _entry_template
 
 
 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
 	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):
 		var checked = not popup_menu.is_item_checked(item_index)
 		popup_menu.set_item_checked(item_index, checked)
-		emit_signal("option_changed", item_path, checked)
+		option_changed.emit(item_path, checked)
 	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):
 	print(message)
-	emit_signal("entry_logged", message, LogType.LOG)
+	entry_logged.emit(message, LogType.LOG)
 
 
 func print_error(message):
 	push_error(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()
 	# get_total_gravity returns zero for the first few frames, leading to errors.
 	if grav.is_zero_approx():
-		grav = self.gravity
+		grav = gravity
 
 	lin_velocity += grav * delta # Apply gravity.
 	var up := -grav.normalized()

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

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

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

@@ -4,7 +4,7 @@ var town: Node3D = null
 
 func _ready():
 	# Automatically focus the first item for gamepad accessibility.
-	$HBoxContainer/MiniVan.call_deferred("grab_focus")
+	$HBoxContainer/MiniVan.grab_focus.call_deferred()
 
 func _process(_delta: float):
 	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.get_node(^"InstancePos").add_child(car)
 	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)
 	hide()
@@ -29,7 +29,7 @@ func _on_back_pressed():
 		town.queue_free()
 		show()
 		# Automatically focus the first item for gamepad accessibility.
-		$HBoxContainer/MiniVan.call_deferred("grab_focus")
+		$HBoxContainer/MiniVan.grab_focus.call_deferred()
 	else:
 		# In main menu, exit the game.
 		get_tree().quit()

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

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

+ 13 - 13
gui/gd_paint/tools_panel.gd

@@ -12,25 +12,25 @@ extends Panel
 
 func _ready():
 	# 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.
-	$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).
-	$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.
-	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(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
 	# 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.
-	resized.connect(self._on_resized)
-	call_deferred("update_container")
+	resized.connect(_on_resized)
+	update_container.call_deferred()
 
 
 func update_container():
@@ -75,17 +75,17 @@ func _on_gui_aspect_ratio_item_selected(index):
 		6:  # 21:9
 			gui_aspect_ratio = 21.0 / 9.0
 
-	call_deferred("update_container")
+	update_container.call_deferred()
 
 
 func _on_resized():
-	call_deferred("update_container")
+	update_container.call_deferred()
 
 
 func _on_gui_margin_drag_ended(_value_changed):
 	gui_margin = $"Panel/AspectRatioContainer/Panel/CenterContainer/Options/GUIMargin/HSlider".value
 	$"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):
@@ -108,7 +108,7 @@ func _on_window_base_size_item_selected(index):
 			base_window_size = Vector2(1680, 720)
 
 	get_viewport().content_scale_size = base_window_size
-	call_deferred("update_container")
+	update_container.call_deferred()
 
 
 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:
 	var heightmap = prepare_image()
-	call_deferred("compute_island_gpu", heightmap)
+	compute_island_gpu.call_deferred(heightmap)
 
 
 func _on_create_button_cpu_pressed() -> void:
 	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
 
 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():
 		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")
 		# No params.
-		payment.connected.connect(self._on_connected)
+		payment.connected.connect(_on_connected)
 		# No params.
-		payment.disconnected.connect(self._on_disconnected)
+		payment.disconnected.connect(_on_disconnected)
 		# Response ID (int), Debug message (string).
-		payment.connect_error.connect(self._on_connect_error)
+		payment.connect_error.connect(_on_connect_error)
 		# Purchases (Dictionary[]).
-		payment.purchases_updated.connect(self._on_purchases_updated)
+		payment.purchases_updated.connect(_on_purchases_updated)
 		# Response ID (int), Debug message (string).
-		payment.purchase_error.connect(self._on_purchase_error)
+		payment.purchase_error.connect(_on_purchase_error)
 		# 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[]).
-		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).
-		payment.purchase_acknowledged.connect(self._on_purchase_acknowledged)
+		payment.purchase_acknowledged.connect(_on_purchase_acknowledged)
 		# 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).
-		payment.purchase_consumed.connect(self._on_purchase_consumed)
+		payment.purchase_consumed.connect(_on_purchase_consumed)
 		# 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[])
-		payment.query_purchases_response.connect(self._on_query_purchases_response)
+		payment.query_purchases_response.connect(_on_query_purchases_response)
 		payment.startConnection()
 	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.")

+ 5 - 5
networking/multiplayer_bomber/gamestate.gd

@@ -142,8 +142,8 @@ func end_game():
 
 
 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():
 	# 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.
 	if OS.has_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():
 	# 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 ####
 
@@ -30,7 +30,7 @@ func _player_connected(_id):
 	# Someone connected, start the game!
 	var pong = load("res://pong.tscn").instantiate()
 	# 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)
 	hide()

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

@@ -50,4 +50,4 @@ func update_score(add_to_left):
 
 
 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():
 	# 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).
 	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
 
 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()
 	sealed = false
-	self.mesh = mesh
-	self.lobby = lobby
+	mesh = _mesh
+	lobby = _lobby
 	connect_to_url(url)
 
 
@@ -36,8 +36,8 @@ func _create_peer(id):
 	peer.initialize({
 		"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)
 	if id < rtc_mp.get_unique_id(): # So lobby creator never creates offers.
 		peer.create_offer()
@@ -68,8 +68,8 @@ func _connected(id, use_mesh):
 	multiplayer.multiplayer_peer = rtc_mp
 
 
-func _lobby_joined(lobby):
-	self.lobby = lobby
+func _lobby_joined(_lobby):
+	lobby = _lobby
 
 
 func _lobby_sealed():

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

@@ -6,16 +6,16 @@ extends Control
 @onready var mesh = $VBoxContainer/Connect/Mesh
 
 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")

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

@@ -18,11 +18,11 @@ func _init():
 
 
 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().vertical_alignment = VERTICAL_ALIGNMENT_CENTER

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

@@ -7,11 +7,11 @@ var editor_interface
 
 func _ready():
 	# 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)
 
 

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

@@ -7,7 +7,7 @@ var viewport_initial_size = Vector2()
 
 func _ready():
 	$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
 
 

+ 1 - 1
viewport/dynamic_split_screen/camera_controller.gd

@@ -38,7 +38,7 @@ func _ready():
 	_on_size_changed()
 	_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("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
 
 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 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)
 
 		# 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:
 		# We couldn't start OpenXR.
 		print("OpenXR not instantiated!")
@@ -79,7 +79,7 @@ func _on_openxr_visible_state() -> void:
 		# pause our game
 		process_mode = Node.PROCESS_MODE_DISABLED
 
-		emit_signal("focus_lost")
+		focus_lost.emit()
 
 
 # Handle OpenXR focused state
@@ -90,7 +90,7 @@ func _on_openxr_focused_state() -> void:
 	# unpause our game
 	process_mode = Node.PROCESS_MODE_INHERIT
 
-	emit_signal("focus_gained")
+	focus_gained.emit()
 
 # Handle OpenXR stopping state
 func _on_openxr_stopping() -> void:
@@ -101,4 +101,4 @@ func _on_openxr_stopping() -> void:
 func _on_openxr_pose_recentered() -> void:
 	# User recentered view, we have to react to this by recentering the view.
 	# 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)
 
 		# 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:
 		# We couldn't start OpenXR.
 		print("OpenXR not instantiated!")
@@ -79,7 +79,7 @@ func _on_openxr_visible_state() -> void:
 		# pause our game
 		process_mode = Node.PROCESS_MODE_DISABLED
 
-		emit_signal("focus_lost")
+		focus_lost.emit()
 
 
 # Handle OpenXR focused state
@@ -90,7 +90,7 @@ func _on_openxr_focused_state() -> void:
 	# unpause our game
 	process_mode = Node.PROCESS_MODE_INHERIT
 
-	emit_signal("focus_gained")
+	focus_gained.emit()
 
 # Handle OpenXR stopping state
 func _on_openxr_stopping() -> void:
@@ -101,4 +101,4 @@ func _on_openxr_stopping() -> void:
 func _on_openxr_pose_recentered() -> void:
 	# User recentered view, we have to react to this by recentering the view.
 	# This is game implementation dependent.
-	emit_signal("pose_recentered")
+	pose_recentered.emit()