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Remove vector to_2d() + to_3d() methods
Semantics aren't obvious -- while Z component is the mathematically natural extension, in Godot Y would be more typical (being the up/down axis in 3D). There's also the topic of +/- signs... Maybe it can be re-added once there are clearer use cases. Alternatively, a more flexible swizzle! macro supporting 0 when extending is possible.
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