Project converter: Remove Tween properties/signals from renames
The Tween class in Godot 3 is fully incompatible with Godot 4, there's no point doing these renames. It also makes it harder to use Threen, my (currently WIP) forward-port of the Godot 3 Tween to Godot 4.
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@ -569,8 +569,6 @@ const char *RenamesMap3To4::gdscript_function_renames[][2] = {
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{ "shortcut_match", "is_match" }, // InputEvent
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{ "skeleton_allocate", "skeleton_allocate_data" }, // RenderingServer
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{ "surface_update_region", "surface_update_attribute_region" }, // ArrayMesh
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{ "targeting_method", "tween_method" }, // Tween
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{ "targeting_property", "tween_property" }, // Tween
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{ "track_remove_key_at_position", "track_remove_key_at_time" }, // Animation
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{ "triangulate_delaunay_2d", "triangulate_delaunay" }, // Geometry2D
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{ "unselect", "deselect" }, // ItemList
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@ -969,8 +967,6 @@ const char *RenamesMap3To4::csharp_function_renames[][2] = {
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{ "ShortcutMatch", "IsMatch" }, // InputEvent
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{ "SkeletonAllocate", "SkeletonAllocateData" }, // RenderingServer
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{ "SurfaceUpdateRegion", "SurfaceUpdateAttributeRegion" }, // ArrayMesh
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{ "TargetingMethod", "TweenMethod" }, // Tween
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{ "TargetingProperty", "TweenProperty" }, // Tween
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{ "TrackRemoveKeyAtPosition", "TrackRemoveKeyAtTime" }, // Animation
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{ "TriangulateDelaunay2d", "TriangulateDelaunay" }, // Geometry2D
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{ "UnbindChildNodeFromBone", "RemoveBoneChild" }, // Skeleton3D
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@ -1266,8 +1262,6 @@ const char *RenamesMap3To4::gdscript_signals_renames[][2] = {
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{ "tab_close", "tab_closed" }, // TextEdit
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{ "tab_hover", "tab_hovered" }, // TextEdit
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{ "text_entered", "text_submitted" }, // LineEdit
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{ "tween_completed", "finished" }, // Tween
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{ "tween_step", "step_finished" }, // Tween
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{ nullptr, nullptr },
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};
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@ -1287,8 +1281,6 @@ const char *RenamesMap3To4::csharp_signals_renames[][2] = {
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{ "TabClose", "TabClosed" }, // TextEdit
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{ "TabHover", "TabHovered" }, // TextEdit
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{ "TextEntered", "TextSubmitted" }, // LineEdit
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{ "TweenCompleted", "Finished" }, // Tween
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{ "TweenStep", "StepFinished" }, // Tween
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{ nullptr, nullptr },
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};
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