Replace -1 sentinel value in deltas array with NAN to distinguish
between "skip this blend point" and a legitimate negative delta from
a negative time scale node. std::signbit was incorrectly skipping
blend points with negative deltas, causing animation playback failure
and an out-of-bounds error when using negative time scale for reverse
animation.
Fixes#119060
https://github.com/godotengine/godot/pull/110369 changed the names from itos(index), to custom names however the "animation_node_removed" signal was not updated to reflect that change.
Also its safer to clear all the state when removing, rather than just the name.
This allows removing it from `class_db.h`, significantly reducing the amount of files
that include it transitively.
Also includes some include cleanup in `control.h` and `rich_text_label.h` done while
ensure they don't depend on `callable_mp`.
Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".