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Merge pull request godotengine#7793 from Calinou/upgrading-to-godot-4-lifecycle-functions-super
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tutorials/migrating/upgrading_to_godot_4.1.rst

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Upgrading from Godot 4.0 to Godot 4.1
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=====================================
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For most games and apps made with 4.0 it should be relatively safe to migrate to 4.1.
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For most games and apps made with 4.0, it should be relatively safe to migrate to 4.1.
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This page intends to cover everything you need to pay attention to when migrating
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your project.
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affect you. Changes are grouped by areas/systems.
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.. warning::
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The GDExtension API completely breaks compatibility in 4.1 so it's not included
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The GDExtension API completely breaks compatibility in 4.1, so it's not included
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in the table below. See the :ref:`updating_your_gdextension_for_godot_4_1` section
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for more information.
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tutorials/migrating/upgrading_to_godot_4.rst

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The most notable examples of this are:
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- Lifecycle functions such as ``_ready()`` and ``_process()`` no longer
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implicitly call parent classes' functions that have the same name. Instead,
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you must use ``super()`` at the top of a lifecycle function in the child class
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so that the parent class function is called first.
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- Both :ref:`class_String` and :ref:`class_StringName` are now exposed to
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GDScript. This allows for greater optimization, as StringName is specifically
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designed to be used for "constant" strings that are created once and reused

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