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Remove Gd::new_alloc() for now
There is almost no use case for this, since this is covered by `UserT::alloc_gd()` and `Engine::new_alloc()` in a shorter form. If we need generic programming, we should design it as a whole.
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godot-core/src/obj/gd.rs

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@@ -134,15 +134,6 @@ where
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unsafe { Gd::from_obj_sys(object_ptr) }
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}
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/// Construct default instance for manually managed pointer.
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pub fn new_alloc<ManualMem>() -> Self
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where
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T: GodotClass<Mem = ManualMem> + cap::GodotDefault,
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ManualMem: mem::PossiblyManual,
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{
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Self::default_instance()
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}
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/// Moves a user-created object into this smart pointer, submitting ownership to the Godot engine.
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///
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/// This is only useful for types `T` which do not store their base objects (if they have a base,

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