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-rw-r--r--COPYRIGHT.txt12
-rw-r--r--LICENSE.txt4
-rw-r--r--core/config/engine.cpp4
-rw-r--r--core/config/engine.h4
-rw-r--r--core/config/project_settings.cpp4
-rw-r--r--core/config/project_settings.h4
-rw-r--r--core/core_bind.cpp9
-rw-r--r--core/core_bind.h4
-rw-r--r--core/core_constants.cpp4
-rw-r--r--core/core_constants.h4
-rw-r--r--core/core_string_names.cpp4
-rw-r--r--core/core_string_names.h4
-rw-r--r--core/crypto/aes_context.cpp4
-rw-r--r--core/crypto/aes_context.h4
-rw-r--r--core/crypto/crypto.cpp4
-rw-r--r--core/crypto/crypto.h4
-rw-r--r--core/crypto/crypto_core.cpp4
-rw-r--r--core/crypto/crypto_core.h4
-rw-r--r--core/crypto/hashing_context.cpp4
-rw-r--r--core/crypto/hashing_context.h4
-rw-r--r--core/debugger/debugger_marshalls.cpp4
-rw-r--r--core/debugger/debugger_marshalls.h4
-rw-r--r--core/debugger/engine_debugger.cpp4
-rw-r--r--core/debugger/engine_debugger.h4
-rw-r--r--core/debugger/local_debugger.cpp4
-rw-r--r--core/debugger/local_debugger.h4
-rw-r--r--core/debugger/remote_debugger.cpp4
-rw-r--r--core/debugger/remote_debugger.h4
-rw-r--r--core/debugger/remote_debugger_peer.cpp4
-rw-r--r--core/debugger/remote_debugger_peer.h4
-rw-r--r--core/debugger/script_debugger.cpp4
-rw-r--r--core/debugger/script_debugger.h4
-rw-r--r--core/doc_data.cpp4
-rw-r--r--core/doc_data.h4
-rw-r--r--core/error/error_list.h4
-rw-r--r--core/error/error_macros.cpp4
-rw-r--r--core/error/error_macros.h4
-rw-r--r--core/input/default_controller_mappings.h4
-rw-r--r--core/input/input.cpp4
-rw-r--r--core/input/input.h4
-rw-r--r--core/input/input_event.cpp4
-rw-r--r--core/input/input_event.h4
-rw-r--r--core/input/input_map.cpp4
-rw-r--r--core/input/input_map.h4
-rw-r--r--core/io/compression.cpp4
-rw-r--r--core/io/compression.h4
-rw-r--r--core/io/config_file.cpp4
-rw-r--r--core/io/config_file.h4
-rw-r--r--core/io/dtls_server.cpp4
-rw-r--r--core/io/dtls_server.h4
-rw-r--r--core/io/file_access_compressed.cpp4
-rw-r--r--core/io/file_access_compressed.h4
-rw-r--r--core/io/file_access_encrypted.cpp4
-rw-r--r--core/io/file_access_encrypted.h4
-rw-r--r--core/io/file_access_memory.cpp4
-rw-r--r--core/io/file_access_memory.h4
-rw-r--r--core/io/file_access_network.cpp4
-rw-r--r--core/io/file_access_network.h4
-rw-r--r--core/io/file_access_pack.cpp4
-rw-r--r--core/io/file_access_pack.h4
-rw-r--r--core/io/file_access_zip.cpp4
-rw-r--r--core/io/file_access_zip.h4
-rw-r--r--core/io/http_client.cpp4
-rw-r--r--core/io/http_client.h4
-rw-r--r--core/io/image.cpp4
-rw-r--r--core/io/image.h4
-rw-r--r--core/io/image_loader.cpp4
-rw-r--r--core/io/image_loader.h4
-rw-r--r--core/io/ip.cpp4
-rw-r--r--core/io/ip.h4
-rw-r--r--core/io/ip_address.cpp4
-rw-r--r--core/io/ip_address.h4
-rw-r--r--core/io/json.cpp4
-rw-r--r--core/io/json.h4
-rw-r--r--core/io/logger.cpp4
-rw-r--r--core/io/logger.h4
-rw-r--r--core/io/marshalls.cpp4
-rw-r--r--core/io/marshalls.h4
-rw-r--r--core/io/multiplayer_api.cpp4
-rw-r--r--core/io/multiplayer_api.h4
-rw-r--r--core/io/net_socket.cpp4
-rw-r--r--core/io/net_socket.h4
-rw-r--r--core/io/networked_multiplayer_peer.cpp4
-rw-r--r--core/io/networked_multiplayer_peer.h4
-rw-r--r--core/io/packed_data_container.cpp4
-rw-r--r--core/io/packed_data_container.h4
-rw-r--r--core/io/packet_peer.cpp4
-rw-r--r--core/io/packet_peer.h4
-rw-r--r--core/io/packet_peer_dtls.cpp4
-rw-r--r--core/io/packet_peer_dtls.h4
-rw-r--r--core/io/packet_peer_udp.cpp4
-rw-r--r--core/io/packet_peer_udp.h4
-rw-r--r--core/io/pck_packer.cpp4
-rw-r--r--core/io/pck_packer.h4
-rw-r--r--core/io/resource.cpp4
-rw-r--r--core/io/resource.h4
-rw-r--r--core/io/resource_format_binary.cpp4
-rw-r--r--core/io/resource_format_binary.h4
-rw-r--r--core/io/resource_importer.cpp4
-rw-r--r--core/io/resource_importer.h4
-rw-r--r--core/io/resource_loader.cpp4
-rw-r--r--core/io/resource_loader.h4
-rw-r--r--core/io/resource_saver.cpp4
-rw-r--r--core/io/resource_saver.h4
-rw-r--r--core/io/stream_peer.cpp4
-rw-r--r--core/io/stream_peer.h4
-rw-r--r--core/io/stream_peer_ssl.cpp4
-rw-r--r--core/io/stream_peer_ssl.h4
-rw-r--r--core/io/stream_peer_tcp.cpp4
-rw-r--r--core/io/stream_peer_tcp.h4
-rw-r--r--core/io/tcp_server.cpp4
-rw-r--r--core/io/tcp_server.h4
-rw-r--r--core/io/translation_loader_po.cpp4
-rw-r--r--core/io/translation_loader_po.h4
-rw-r--r--core/io/udp_server.cpp4
-rw-r--r--core/io/udp_server.h4
-rw-r--r--core/io/xml_parser.cpp4
-rw-r--r--core/io/xml_parser.h4
-rw-r--r--core/io/zip_io.cpp4
-rw-r--r--core/io/zip_io.h4
-rw-r--r--core/math/a_star.cpp4
-rw-r--r--core/math/a_star.h4
-rw-r--r--core/math/aabb.cpp4
-rw-r--r--core/math/aabb.h4
-rw-r--r--core/math/audio_frame.h4
-rw-r--r--core/math/basis.cpp4
-rw-r--r--core/math/basis.h4
-rw-r--r--core/math/camera_matrix.cpp4
-rw-r--r--core/math/camera_matrix.h4
-rw-r--r--core/math/color.cpp4
-rw-r--r--core/math/color.h4
-rw-r--r--core/math/delaunay_2d.h4
-rw-r--r--core/math/delaunay_3d.h4
-rw-r--r--core/math/disjoint_set.h4
-rw-r--r--core/math/dynamic_bvh.cpp4
-rw-r--r--core/math/dynamic_bvh.h4
-rw-r--r--core/math/expression.cpp4
-rw-r--r--core/math/expression.h4
-rw-r--r--core/math/face3.cpp4
-rw-r--r--core/math/face3.h4
-rw-r--r--core/math/geometry_2d.cpp4
-rw-r--r--core/math/geometry_2d.h15
-rw-r--r--core/math/geometry_3d.cpp4
-rw-r--r--core/math/geometry_3d.h4
-rw-r--r--core/math/math_defs.h4
-rw-r--r--core/math/math_fieldwise.cpp4
-rw-r--r--core/math/math_fieldwise.h4
-rw-r--r--core/math/math_funcs.cpp4
-rw-r--r--core/math/math_funcs.h4
-rw-r--r--core/math/octree.h4
-rw-r--r--core/math/plane.cpp4
-rw-r--r--core/math/plane.h4
-rw-r--r--core/math/quat.cpp4
-rw-r--r--core/math/quat.h4
-rw-r--r--core/math/quick_hull.cpp4
-rw-r--r--core/math/quick_hull.h4
-rw-r--r--core/math/random_number_generator.cpp4
-rw-r--r--core/math/random_number_generator.h4
-rw-r--r--core/math/random_pcg.cpp4
-rw-r--r--core/math/random_pcg.h4
-rw-r--r--core/math/rect2.cpp4
-rw-r--r--core/math/rect2.h4
-rw-r--r--core/math/transform.cpp4
-rw-r--r--core/math/transform.h8
-rw-r--r--core/math/transform_2d.cpp4
-rw-r--r--core/math/transform_2d.h4
-rw-r--r--core/math/triangle_mesh.cpp4
-rw-r--r--core/math/triangle_mesh.h4
-rw-r--r--core/math/triangulate.cpp4
-rw-r--r--core/math/triangulate.h4
-rw-r--r--core/math/vector2.cpp4
-rw-r--r--core/math/vector2.h4
-rw-r--r--core/math/vector3.cpp4
-rw-r--r--core/math/vector3.h4
-rw-r--r--core/math/vector3i.cpp4
-rw-r--r--core/math/vector3i.h4
-rw-r--r--core/object/callable_method_pointer.cpp4
-rw-r--r--core/object/callable_method_pointer.h4
-rw-r--r--core/object/class_db.cpp4
-rw-r--r--core/object/class_db.h4
-rw-r--r--core/object/message_queue.cpp4
-rw-r--r--core/object/message_queue.h4
-rw-r--r--core/object/method_bind.cpp4
-rw-r--r--core/object/method_bind.h4
-rw-r--r--core/object/object.cpp11
-rw-r--r--core/object/object.h4
-rw-r--r--core/object/object_id.h4
-rw-r--r--core/object/reference.cpp4
-rw-r--r--core/object/reference.h4
-rw-r--r--core/object/script_language.cpp4
-rw-r--r--core/object/script_language.h4
-rw-r--r--core/object/undo_redo.cpp4
-rw-r--r--core/object/undo_redo.h4
-rw-r--r--core/os/copymem.h4
-rw-r--r--core/os/dir_access.cpp4
-rw-r--r--core/os/dir_access.h4
-rw-r--r--core/os/file_access.cpp4
-rw-r--r--core/os/file_access.h4
-rw-r--r--core/os/keyboard.cpp4
-rw-r--r--core/os/keyboard.h4
-rw-r--r--core/os/main_loop.cpp4
-rw-r--r--core/os/main_loop.h4
-rw-r--r--core/os/memory.cpp4
-rw-r--r--core/os/memory.h4
-rw-r--r--core/os/midi_driver.cpp4
-rw-r--r--core/os/midi_driver.h4
-rw-r--r--core/os/mutex.cpp4
-rw-r--r--core/os/mutex.h4
-rw-r--r--core/os/os.cpp4
-rw-r--r--core/os/os.h4
-rw-r--r--core/os/pool_allocator.cpp4
-rw-r--r--core/os/pool_allocator.h4
-rw-r--r--core/os/rw_lock.cpp4
-rw-r--r--core/os/rw_lock.h4
-rw-r--r--core/os/semaphore.h4
-rw-r--r--core/os/spin_lock.h4
-rw-r--r--core/os/thread.cpp4
-rw-r--r--core/os/thread.h4
-rw-r--r--core/os/thread_dummy.cpp4
-rw-r--r--core/os/thread_dummy.h4
-rw-r--r--core/os/thread_safe.h4
-rw-r--r--core/os/threaded_array_processor.h4
-rw-r--r--core/register_core_types.cpp4
-rw-r--r--core/register_core_types.h4
-rw-r--r--core/string/compressed_translation.cpp4
-rw-r--r--core/string/compressed_translation.h4
-rw-r--r--core/string/node_path.cpp4
-rw-r--r--core/string/node_path.h4
-rw-r--r--core/string/print_string.cpp4
-rw-r--r--core/string/print_string.h4
-rw-r--r--core/string/string_buffer.h4
-rw-r--r--core/string/string_builder.cpp4
-rw-r--r--core/string/string_builder.h4
-rw-r--r--core/string/string_name.cpp4
-rw-r--r--core/string/string_name.h4
-rw-r--r--core/string/translation.cpp4
-rw-r--r--core/string/translation.h4
-rw-r--r--core/string/translation_po.cpp4
-rw-r--r--core/string/translation_po.h4
-rw-r--r--core/string/ucaps.h4
-rw-r--r--core/string/ustring.cpp4
-rw-r--r--core/string/ustring.h4
-rw-r--r--core/templates/command_queue_mt.cpp4
-rw-r--r--core/templates/command_queue_mt.h4
-rw-r--r--core/templates/cowdata.h4
-rw-r--r--core/templates/hash_map.h4
-rw-r--r--core/templates/hashfuncs.h4
-rw-r--r--core/templates/list.h4
-rw-r--r--core/templates/local_vector.h4
-rw-r--r--core/templates/lru.h4
-rw-r--r--core/templates/map.h4
-rw-r--r--core/templates/oa_hash_map.h4
-rw-r--r--core/templates/ordered_hash_map.h4
-rw-r--r--core/templates/paged_allocator.h4
-rw-r--r--core/templates/paged_array.h4
-rw-r--r--core/templates/pair.h4
-rw-r--r--core/templates/pass_func.h4
-rw-r--r--core/templates/rid.h31
-rw-r--r--core/templates/rid_owner.cpp4
-rw-r--r--core/templates/rid_owner.h4
-rw-r--r--core/templates/ring_buffer.h4
-rw-r--r--core/templates/safe_refcount.cpp4
-rw-r--r--core/templates/safe_refcount.h4
-rw-r--r--core/templates/self_list.h4
-rw-r--r--core/templates/set.h4
-rw-r--r--core/templates/simple_type.h4
-rw-r--r--core/templates/sort_array.h4
-rw-r--r--core/templates/thread_work_pool.cpp4
-rw-r--r--core/templates/thread_work_pool.h5
-rw-r--r--core/templates/vector.h4
-rw-r--r--core/templates/vmap.h4
-rw-r--r--core/templates/vset.h4
-rw-r--r--core/typedefs.h4
-rw-r--r--core/variant/array.cpp4
-rw-r--r--core/variant/array.h4
-rw-r--r--core/variant/binder_common.h4
-rw-r--r--core/variant/callable.cpp4
-rw-r--r--core/variant/callable.h4
-rw-r--r--core/variant/callable_bind.cpp4
-rw-r--r--core/variant/callable_bind.h4
-rw-r--r--core/variant/container_type_validate.h4
-rw-r--r--core/variant/dictionary.cpp4
-rw-r--r--core/variant/dictionary.h4
-rw-r--r--core/variant/method_ptrcall.h4
-rw-r--r--core/variant/type_info.h4
-rw-r--r--core/variant/typed_array.h4
-rw-r--r--core/variant/variant.cpp4
-rw-r--r--core/variant/variant.h4
-rw-r--r--core/variant/variant_call.cpp4
-rw-r--r--core/variant/variant_construct.cpp4
-rw-r--r--core/variant/variant_internal.h4
-rw-r--r--core/variant/variant_op.cpp4
-rw-r--r--core/variant/variant_parser.cpp4
-rw-r--r--core/variant/variant_parser.h4
-rw-r--r--core/variant/variant_setget.cpp4
-rw-r--r--core/variant/variant_utility.cpp8
-rw-r--r--core/version.h4
-rw-r--r--doc/classes/@GlobalScope.xml36
-rw-r--r--doc/classes/AABB.xml2
-rw-r--r--doc/classes/AStar.xml6
-rw-r--r--doc/classes/AStar2D.xml5
-rw-r--r--doc/classes/Animation.xml4
-rw-r--r--doc/classes/AnimationNodeStateMachinePlayback.xml13
-rw-r--r--doc/classes/Array.xml16
-rw-r--r--doc/classes/ArrayMesh.xml10
-rw-r--r--doc/classes/Camera2D.xml14
-rw-r--r--doc/classes/CanvasItem.xml2
-rw-r--r--doc/classes/Color.xml4
-rw-r--r--doc/classes/Control.xml50
-rw-r--r--doc/classes/Dictionary.xml14
-rw-r--r--doc/classes/EditorInterface.xml14
-rw-r--r--doc/classes/EditorSceneImporterAssimp.xml36
-rw-r--r--doc/classes/EditorSceneImporterGLTF.xml13
-rw-r--r--doc/classes/EditorSceneImporterMesh.xml160
-rw-r--r--doc/classes/EditorSceneImporterMeshNode3D.xml21
-rw-r--r--doc/classes/EncodedObjectAsID.xml4
-rw-r--r--doc/classes/Engine.xml14
-rw-r--r--doc/classes/GLTFAccessor.xml43
-rw-r--r--doc/classes/GLTFAnimation.xml17
-rw-r--r--doc/classes/GLTFBufferView.xml25
-rw-r--r--doc/classes/GLTFCamera.xml23
-rw-r--r--doc/classes/GLTFDocument.xml13
-rw-r--r--doc/classes/GLTFLight.xml27
-rw-r--r--doc/classes/GLTFMesh.xml19
-rw-r--r--doc/classes/GLTFNode.xml43
-rw-r--r--doc/classes/GLTFSkeleton.xml67
-rw-r--r--doc/classes/GLTFSkin.xml71
-rw-r--r--doc/classes/GLTFSpecGloss.xml25
-rw-r--r--doc/classes/GLTFState.xml251
-rw-r--r--doc/classes/GLTFTexture.xml17
-rw-r--r--doc/classes/GeometryInstance3D.xml2
-rw-r--r--doc/classes/GraphEdit.xml6
-rw-r--r--doc/classes/ItemList.xml32
-rw-r--r--doc/classes/JSONParseResult.xml2
-rw-r--r--doc/classes/MainLoop.xml24
-rw-r--r--doc/classes/Mesh.xml6
-rw-r--r--doc/classes/NinePatchRect.xml4
-rw-r--r--doc/classes/Node.xml10
-rw-r--r--doc/classes/Node3D.xml2
-rw-r--r--doc/classes/Object.xml2
-rw-r--r--doc/classes/PackedByteArray.xml14
-rw-r--r--doc/classes/PackedColorArray.xml14
-rw-r--r--doc/classes/PackedFloat32Array.xml14
-rw-r--r--doc/classes/PackedFloat64Array.xml14
-rw-r--r--doc/classes/PackedInt32Array.xml14
-rw-r--r--doc/classes/PackedInt64Array.xml14
-rw-r--r--doc/classes/PackedSceneGLTF.xml58
-rw-r--r--doc/classes/PackedStringArray.xml14
-rw-r--r--doc/classes/PackedVector2Array.xml14
-rw-r--r--doc/classes/PackedVector3Array.xml14
-rw-r--r--doc/classes/Plane.xml2
-rw-r--r--doc/classes/PopupMenu.xml4
-rw-r--r--doc/classes/ProjectSettings.xml189
-rw-r--r--doc/classes/Quat.xml2
-rw-r--r--doc/classes/Rect2.xml22
-rw-r--r--doc/classes/Rect2i.xml22
-rw-r--r--doc/classes/ReflectionProbe.xml2
-rw-r--r--doc/classes/RenderingDevice.xml2
-rw-r--r--doc/classes/RenderingServer.xml38
-rw-r--r--doc/classes/RichTextLabel.xml1
-rw-r--r--doc/classes/SceneTree.xml12
-rw-r--r--doc/classes/String.xml14
-rw-r--r--doc/classes/StyleBox.xml6
-rw-r--r--doc/classes/StyleBoxFlat.xml8
-rw-r--r--doc/classes/StyleBoxTexture.xml8
-rw-r--r--doc/classes/SurfaceTool.xml40
-rw-r--r--doc/classes/TabContainer.xml6
-rw-r--r--doc/classes/TextureProgressBar.xml4
-rw-r--r--doc/classes/Variant.xml2
-rw-r--r--doc/classes/Vector2.xml26
-rw-r--r--doc/classes/Vector3.xml8
-rw-r--r--doc/classes/Viewport.xml4
-rw-r--r--doc/classes/WeakRef.xml2
-rw-r--r--doc/classes/XRController3D.xml14
-rw-r--r--doc/classes/XRPositionalTracker.xml32
-rw-r--r--doc/translations/ar.po4
-rw-r--r--doc/translations/ca.po4
-rw-r--r--doc/translations/classes.pot4
-rw-r--r--doc/translations/cs.po4
-rw-r--r--doc/translations/de.po4
-rw-r--r--doc/translations/es.po4
-rw-r--r--doc/translations/extract.py4
-rw-r--r--doc/translations/fa.po4
-rw-r--r--doc/translations/fi.po4
-rw-r--r--doc/translations/fr.po4
-rw-r--r--doc/translations/id.po4
-rw-r--r--doc/translations/it.po4
-rw-r--r--doc/translations/ja.po4
-rw-r--r--doc/translations/ko.po4
-rw-r--r--doc/translations/nl.po4
-rw-r--r--doc/translations/pl.po4
-rw-r--r--doc/translations/pt_BR.po4
-rw-r--r--doc/translations/ro.po4
-rw-r--r--doc/translations/ru.po4
-rw-r--r--doc/translations/sr_Cyrl.po4
-rw-r--r--doc/translations/th.po4
-rw-r--r--doc/translations/tr.po4
-rw-r--r--doc/translations/uk.po4
-rw-r--r--doc/translations/zh_Hans.po4
-rw-r--r--doc/translations/zh_Hant.po4
-rw-r--r--drivers/alsa/audio_driver_alsa.cpp4
-rw-r--r--drivers/alsa/audio_driver_alsa.h4
-rw-r--r--drivers/alsamidi/midi_driver_alsamidi.cpp4
-rw-r--r--drivers/alsamidi/midi_driver_alsamidi.h4
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.cpp4
-rw-r--r--drivers/coreaudio/audio_driver_coreaudio.h4
-rw-r--r--drivers/coremidi/midi_driver_coremidi.cpp4
-rw-r--r--drivers/coremidi/midi_driver_coremidi.h4
-rw-r--r--drivers/dummy/rasterizer_dummy.h4
-rw-r--r--drivers/dummy/texture_loader_dummy.cpp4
-rw-r--r--drivers/dummy/texture_loader_dummy.h4
-rw-r--r--drivers/png/image_loader_png.cpp4
-rw-r--r--drivers/png/image_loader_png.h4
-rw-r--r--drivers/png/png_driver_common.cpp4
-rw-r--r--drivers/png/png_driver_common.h4
-rw-r--r--drivers/png/resource_saver_png.cpp4
-rw-r--r--drivers/png/resource_saver_png.h4
-rw-r--r--drivers/pulseaudio/audio_driver_pulseaudio.cpp4
-rw-r--r--drivers/pulseaudio/audio_driver_pulseaudio.h4
-rw-r--r--drivers/register_driver_types.cpp4
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-rw-r--r--drivers/unix/dir_access_unix.cpp4
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-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.h4
-rw-r--r--servers/physics_2d/broad_phase_2d_sw.cpp4
-rw-r--r--servers/physics_2d/broad_phase_2d_sw.h4
-rw-r--r--servers/physics_2d/collision_object_2d_sw.cpp4
-rw-r--r--servers/physics_2d/collision_object_2d_sw.h4
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.cpp4
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.h4
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.cpp4
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.h4
-rw-r--r--servers/physics_2d/constraint_2d_sw.h4
-rw-r--r--servers/physics_2d/joints_2d_sw.cpp4
-rw-r--r--servers/physics_2d/joints_2d_sw.h4
-rw-r--r--servers/physics_2d/physics_server_2d_sw.cpp4
-rw-r--r--servers/physics_2d/physics_server_2d_sw.h4
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.cpp4
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.h4
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp4
-rw-r--r--servers/physics_2d/shape_2d_sw.h4
-rw-r--r--servers/physics_2d/space_2d_sw.cpp4
-rw-r--r--servers/physics_2d/space_2d_sw.h4
-rw-r--r--servers/physics_2d/step_2d_sw.cpp4
-rw-r--r--servers/physics_2d/step_2d_sw.h4
-rw-r--r--servers/physics_3d/area_3d_sw.cpp4
-rw-r--r--servers/physics_3d/area_3d_sw.h4
-rw-r--r--servers/physics_3d/area_pair_3d_sw.cpp4
-rw-r--r--servers/physics_3d/area_pair_3d_sw.h4
-rw-r--r--servers/physics_3d/body_3d_sw.cpp4
-rw-r--r--servers/physics_3d/body_3d_sw.h4
-rw-r--r--servers/physics_3d/body_pair_3d_sw.cpp4
-rw-r--r--servers/physics_3d/body_pair_3d_sw.h4
-rw-r--r--servers/physics_3d/broad_phase_3d_basic.cpp4
-rw-r--r--servers/physics_3d/broad_phase_3d_basic.h4
-rw-r--r--servers/physics_3d/broad_phase_3d_sw.cpp4
-rw-r--r--servers/physics_3d/broad_phase_3d_sw.h4
-rw-r--r--servers/physics_3d/broad_phase_octree.cpp4
-rw-r--r--servers/physics_3d/broad_phase_octree.h4
-rw-r--r--servers/physics_3d/collision_object_3d_sw.cpp4
-rw-r--r--servers/physics_3d/collision_object_3d_sw.h4
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp4
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.h4
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.cpp4
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.h4
-rw-r--r--servers/physics_3d/constraint_3d_sw.h4
-rw-r--r--servers/physics_3d/gjk_epa.cpp4
-rw-r--r--servers/physics_3d/gjk_epa.h4
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp4
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.h4
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp4
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.h4
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.cpp4
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.h4
-rw-r--r--servers/physics_3d/joints/jacobian_entry_3d_sw.h4
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.cpp4
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.h4
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.cpp4
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.h4
-rw-r--r--servers/physics_3d/joints_3d_sw.h4
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp4
-rw-r--r--servers/physics_3d/physics_server_3d_sw.h4
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp4
-rw-r--r--servers/physics_3d/shape_3d_sw.h4
-rw-r--r--servers/physics_3d/space_3d_sw.cpp4
-rw-r--r--servers/physics_3d/space_3d_sw.h4
-rw-r--r--servers/physics_3d/step_3d_sw.cpp4
-rw-r--r--servers/physics_3d/step_3d_sw.h4
-rw-r--r--servers/physics_server_2d.cpp4
-rw-r--r--servers/physics_server_2d.h4
-rw-r--r--servers/physics_server_3d.cpp4
-rw-r--r--servers/physics_server_3d.h4
-rw-r--r--servers/register_server_types.cpp4
-rw-r--r--servers/register_server_types.h4
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp4
-rw-r--r--servers/rendering/renderer_canvas_cull.h4
-rw-r--r--servers/rendering/renderer_canvas_render.cpp4
-rw-r--r--servers/rendering/renderer_canvas_render.h4
-rw-r--r--servers/rendering/renderer_compositor.cpp4
-rw-r--r--servers/rendering/renderer_compositor.h4
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp52
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h8
-rw-r--r--servers/rendering/renderer_rd/light_cluster_builder.cpp4
-rw-r--r--servers/rendering/renderer_rd/light_cluster_builder.h4
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp11
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h6
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp1473
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.h402
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp69
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h60
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp206
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h73
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h4
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp127
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h7
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl95
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl77
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl21
-rw-r--r--servers/rendering/renderer_scene.cpp4
-rw-r--r--servers/rendering/renderer_scene.h4
-rw-r--r--servers/rendering/renderer_scene_cull.cpp839
-rw-r--r--servers/rendering/renderer_scene_cull.h292
-rw-r--r--servers/rendering/renderer_scene_render.cpp4
-rw-r--r--servers/rendering/renderer_scene_render.h126
-rw-r--r--servers/rendering/renderer_storage.cpp27
-rw-r--r--servers/rendering/renderer_storage.h90
-rw-r--r--servers/rendering/renderer_thread_pool.cpp42
-rw-r--r--servers/rendering/renderer_thread_pool.h45
-rw-r--r--servers/rendering/renderer_viewport.cpp4
-rw-r--r--servers/rendering/renderer_viewport.h4
-rw-r--r--servers/rendering/rendering_device.cpp4
-rw-r--r--servers/rendering/rendering_device.h4
-rw-r--r--servers/rendering/rendering_device_binds.cpp4
-rw-r--r--servers/rendering/rendering_device_binds.h4
-rw-r--r--servers/rendering/rendering_server_default.cpp6
-rw-r--r--servers/rendering/rendering_server_default.h6
-rw-r--r--servers/rendering/rendering_server_globals.cpp4
-rw-r--r--servers/rendering/rendering_server_globals.h4
-rw-r--r--servers/rendering/rendering_server_wrap_mt.cpp4
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h6
-rw-r--r--servers/rendering/shader_language.cpp4
-rw-r--r--servers/rendering/shader_language.h4
-rw-r--r--servers/rendering/shader_types.cpp4
-rw-r--r--servers/rendering/shader_types.h4
-rw-r--r--servers/rendering_server.cpp27
-rw-r--r--servers/rendering_server.h30
-rw-r--r--servers/server_wrap_mt_common.h4
-rw-r--r--servers/text_server.cpp4
-rw-r--r--servers/text_server.h4
-rw-r--r--servers/xr/xr_interface.cpp4
-rw-r--r--servers/xr/xr_interface.h4
-rw-r--r--servers/xr/xr_positional_tracker.cpp4
-rw-r--r--servers/xr/xr_positional_tracker.h4
-rw-r--r--servers/xr_server.cpp4
-rw-r--r--servers/xr_server.h4
-rw-r--r--tests/SCsub5
-rw-r--r--tests/test_aabb.h4
-rw-r--r--tests/test_astar.h4
-rw-r--r--tests/test_basis.h4
-rw-r--r--tests/test_class_db.h4
-rw-r--r--tests/test_color.h4
-rw-r--r--tests/test_command_queue.h4
-rw-r--r--tests/test_config_file.h4
-rw-r--r--tests/test_crypto.h4
-rw-r--r--tests/test_curve.h4
-rw-r--r--tests/test_expression.h4
-rw-r--r--tests/test_file_access.h4
-rw-r--r--tests/test_geometry_2d.h553
-rw-r--r--tests/test_gradient.h4
-rw-r--r--tests/test_gui.cpp4
-rw-r--r--tests/test_gui.h4
-rw-r--r--tests/test_json.h4
-rw-r--r--tests/test_list.h4
-rw-r--r--tests/test_lru.h4
-rw-r--r--tests/test_macros.cpp4
-rw-r--r--tests/test_macros.h4
-rw-r--r--tests/test_main.cpp5
-rw-r--r--tests/test_main.h4
-rw-r--r--tests/test_math.cpp4
-rw-r--r--tests/test_math.h4
-rw-r--r--tests/test_method_bind.h4
-rw-r--r--tests/test_node_path.h4
-rw-r--r--tests/test_oa_hash_map.cpp4
-rw-r--r--tests/test_oa_hash_map.h4
-rw-r--r--tests/test_object.h4
-rw-r--r--tests/test_ordered_hash_map.h4
-rw-r--r--tests/test_paged_array.h4
-rw-r--r--tests/test_pck_packer.h4
-rw-r--r--tests/test_physics_2d.cpp4
-rw-r--r--tests/test_physics_2d.h4
-rw-r--r--tests/test_physics_3d.cpp4
-rw-r--r--tests/test_physics_3d.h4
-rw-r--r--tests/test_random_number_generator.h4
-rw-r--r--tests/test_rect2.h4
-rw-r--r--tests/test_render.cpp4
-rw-r--r--tests/test_render.h4
-rw-r--r--tests/test_shader_lang.cpp4
-rw-r--r--tests/test_shader_lang.h4
-rw-r--r--tests/test_string.h4
-rw-r--r--tests/test_text_server.h4
-rw-r--r--tests/test_utils.cpp4
-rw-r--r--tests/test_utils.h4
-rw-r--r--tests/test_validate_testing.h4
-rw-r--r--tests/test_variant.h4
-rw-r--r--thirdparty/README.md12
-rw-r--r--thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.cpp5
-rw-r--r--thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.h3
-rw-r--r--thirdparty/bullet/LinearMath/btQuickprof.cpp3
-rw-r--r--thirdparty/bullet/LinearMath/btScalar.h2
-rw-r--r--thirdparty/bullet/LinearMath/btSerializer.h2
-rw-r--r--thirdparty/enet/enet/godot.h4
-rw-r--r--thirdparty/enet/godot.cpp4
-rw-r--r--thirdparty/meshoptimizer/indexcodec.cpp78
-rw-r--r--thirdparty/meshoptimizer/meshoptimizer.h22
-rw-r--r--thirdparty/meshoptimizer/patches/simplifier_get_resulting_error.patch96
-rw-r--r--thirdparty/meshoptimizer/simplifier.cpp283
-rw-r--r--thirdparty/meshoptimizer/vertexcodec.cpp66
-rw-r--r--thirdparty/meshoptimizer/vertexfilter.cpp31
-rw-r--r--version.py2
2454 files changed, 13963 insertions, 10320 deletions
diff --git a/COPYRIGHT.txt b/COPYRIGHT.txt
index 03865b14ac..46b044a7a5 100644
--- a/COPYRIGHT.txt
+++ b/COPYRIGHT.txt
@@ -43,8 +43,8 @@ Source: https://github.com/godotengine/godot
Files: *
Comment: Godot Engine
-Copyright: 2007-2020, Juan Linietsky, Ariel Manzur.
- 2014-2020, Godot Engine contributors.
+Copyright: 2007-2021, Juan Linietsky, Ariel Manzur.
+ 2014-2021, Godot Engine contributors.
License: Expat
Files: ./icon.png
@@ -88,16 +88,16 @@ Files: ./servers/physics/gjk_epa.cpp
./servers/physics/joints/slider_joint_sw.h
Comment: Bullet Continuous Collision Detection and Physics Library
Copyright: 2003-2008, Erwin Coumans
- 2007-2020, Juan Linietsky, Ariel Manzur.
- 2014-2020, Godot Engine contributors.
+ 2007-2021, Juan Linietsky, Ariel Manzur.
+ 2014-2021, Godot Engine contributors.
License: Expat and Zlib
Files: ./servers/physics/joints/cone_twist_joint_sw.cpp
./servers/physics/joints/cone_twist_joint_sw.h
Comment: Bullet Continuous Collision Detection and Physics Library
Copyright: 2007, Starbreeze Studios
- 2007-2020, Juan Linietsky, Ariel Manzur.
- 2014-2020, Godot Engine contributors.
+ 2007-2021, Juan Linietsky, Ariel Manzur.
+ 2014-2021, Godot Engine contributors.
License: Expat and Zlib
Files: ./thirdparty/assimp/
diff --git a/LICENSE.txt b/LICENSE.txt
index 52bd041102..bee83fb8b8 100644
--- a/LICENSE.txt
+++ b/LICENSE.txt
@@ -1,5 +1,5 @@
-Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
diff --git a/core/config/engine.cpp b/core/config/engine.cpp
index 26f8cdf840..2360d66438 100644
--- a/core/config/engine.cpp
+++ b/core/config/engine.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/config/engine.h b/core/config/engine.h
index c0fd64fcc4..a9080e3dfd 100644
--- a/core/config/engine.h
+++ b/core/config/engine.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp
index f939fca984..70e8133eaa 100644
--- a/core/config/project_settings.cpp
+++ b/core/config/project_settings.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/config/project_settings.h b/core/config/project_settings.h
index 5a16248c76..59c56c23c2 100644
--- a/core/config/project_settings.h
+++ b/core/config/project_settings.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/core_bind.cpp b/core/core_bind.cpp
index d769bd28b6..a84a208050 100644
--- a/core/core_bind.cpp
+++ b/core/core_bind.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -587,10 +587,7 @@ void _OS::print_resources_by_type(const Vector<String> &p_types) {
List<Ref<Resource>> resources;
ResourceCache::get_cached_resources(&resources);
- List<Ref<Resource>> rsrc;
- ResourceCache::get_cached_resources(&rsrc);
-
- for (List<Ref<Resource>>::Element *E = rsrc.front(); E; E = E->next()) {
+ for (List<Ref<Resource>>::Element *E = resources.front(); E; E = E->next()) {
Ref<Resource> r = E->get();
bool found = false;
diff --git a/core/core_bind.h b/core/core_bind.h
index 08634339ae..30dfa2d7a8 100644
--- a/core/core_bind.h
+++ b/core/core_bind.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/core_constants.cpp b/core/core_constants.cpp
index 555908ea79..3df121b9cb 100644
--- a/core/core_constants.cpp
+++ b/core/core_constants.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/core_constants.h b/core/core_constants.h
index 6cddd9daec..deaf9ec60f 100644
--- a/core/core_constants.h
+++ b/core/core_constants.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/core_string_names.cpp b/core/core_string_names.cpp
index 6f86f107e6..18ac2a2d43 100644
--- a/core/core_string_names.cpp
+++ b/core/core_string_names.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/core_string_names.h b/core/core_string_names.h
index c0bdc33d28..b4e386f3bc 100644
--- a/core/core_string_names.h
+++ b/core/core_string_names.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/crypto/aes_context.cpp b/core/crypto/aes_context.cpp
index 608f3c912c..b387aeb27d 100644
--- a/core/crypto/aes_context.cpp
+++ b/core/crypto/aes_context.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/crypto/aes_context.h b/core/crypto/aes_context.h
index 557bde1f04..cc00b18fd2 100644
--- a/core/crypto/aes_context.h
+++ b/core/crypto/aes_context.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/crypto/crypto.cpp b/core/crypto/crypto.cpp
index 33ba0ba704..99f4fb232d 100644
--- a/core/crypto/crypto.cpp
+++ b/core/crypto/crypto.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/crypto/crypto.h b/core/crypto/crypto.h
index 5cacddaea0..30d2129e3d 100644
--- a/core/crypto/crypto.h
+++ b/core/crypto/crypto.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/crypto/crypto_core.cpp b/core/crypto/crypto_core.cpp
index 117e47d538..f90092056e 100644
--- a/core/crypto/crypto_core.cpp
+++ b/core/crypto/crypto_core.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/crypto/crypto_core.h b/core/crypto/crypto_core.h
index c2ec6febe3..27b380e838 100644
--- a/core/crypto/crypto_core.h
+++ b/core/crypto/crypto_core.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/crypto/hashing_context.cpp b/core/crypto/hashing_context.cpp
index fb0dadfbab..070d2d4dd7 100644
--- a/core/crypto/hashing_context.cpp
+++ b/core/crypto/hashing_context.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/crypto/hashing_context.h b/core/crypto/hashing_context.h
index 7cd55ba267..892a48a4e8 100644
--- a/core/crypto/hashing_context.h
+++ b/core/crypto/hashing_context.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/debugger_marshalls.cpp b/core/debugger/debugger_marshalls.cpp
index 03de832b5e..26f82c2658 100644
--- a/core/debugger/debugger_marshalls.cpp
+++ b/core/debugger/debugger_marshalls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/debugger_marshalls.h b/core/debugger/debugger_marshalls.h
index 0c13790d60..3e8c34d84b 100644
--- a/core/debugger/debugger_marshalls.h
+++ b/core/debugger/debugger_marshalls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/engine_debugger.cpp b/core/debugger/engine_debugger.cpp
index 9fef2ee9ea..895b8c23a9 100644
--- a/core/debugger/engine_debugger.cpp
+++ b/core/debugger/engine_debugger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/engine_debugger.h b/core/debugger/engine_debugger.h
index 96fb494484..c6daea6e2f 100644
--- a/core/debugger/engine_debugger.h
+++ b/core/debugger/engine_debugger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/local_debugger.cpp b/core/debugger/local_debugger.cpp
index e8401655f1..1dd7e268a5 100644
--- a/core/debugger/local_debugger.cpp
+++ b/core/debugger/local_debugger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/local_debugger.h b/core/debugger/local_debugger.h
index dbdeec173b..e793b2a859 100644
--- a/core/debugger/local_debugger.h
+++ b/core/debugger/local_debugger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/remote_debugger.cpp b/core/debugger/remote_debugger.cpp
index 05307ebf4c..7392e6b9a6 100644
--- a/core/debugger/remote_debugger.cpp
+++ b/core/debugger/remote_debugger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/remote_debugger.h b/core/debugger/remote_debugger.h
index 37cc8af2a5..28e670747e 100644
--- a/core/debugger/remote_debugger.h
+++ b/core/debugger/remote_debugger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/remote_debugger_peer.cpp b/core/debugger/remote_debugger_peer.cpp
index 338c637014..2e388d5934 100644
--- a/core/debugger/remote_debugger_peer.cpp
+++ b/core/debugger/remote_debugger_peer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/remote_debugger_peer.h b/core/debugger/remote_debugger_peer.h
index 79b88f5549..c759c65568 100644
--- a/core/debugger/remote_debugger_peer.h
+++ b/core/debugger/remote_debugger_peer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/script_debugger.cpp b/core/debugger/script_debugger.cpp
index 0cd3238efb..6d1e4ed101 100644
--- a/core/debugger/script_debugger.cpp
+++ b/core/debugger/script_debugger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/debugger/script_debugger.h b/core/debugger/script_debugger.h
index 7f2f2becc2..9f034a5e5d 100644
--- a/core/debugger/script_debugger.h
+++ b/core/debugger/script_debugger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/doc_data.cpp b/core/doc_data.cpp
index d84ac6d05b..45450bf97a 100644
--- a/core/doc_data.cpp
+++ b/core/doc_data.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/doc_data.h b/core/doc_data.h
index 65b57d1381..46ab697768 100644
--- a/core/doc_data.h
+++ b/core/doc_data.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/error/error_list.h b/core/error/error_list.h
index a0218cf045..f032f44c1f 100644
--- a/core/error/error_list.h
+++ b/core/error/error_list.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/error/error_macros.cpp b/core/error/error_macros.cpp
index 80879dd25d..272dda97d8 100644
--- a/core/error/error_macros.cpp
+++ b/core/error/error_macros.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/error/error_macros.h b/core/error/error_macros.h
index 6353961b04..8eb6217ce8 100644
--- a/core/error/error_macros.h
+++ b/core/error/error_macros.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/input/default_controller_mappings.h b/core/input/default_controller_mappings.h
index 9e2a69acec..ba5e650226 100644
--- a/core/input/default_controller_mappings.h
+++ b/core/input/default_controller_mappings.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/input/input.cpp b/core/input/input.cpp
index 9759cd4888..c96884a7b3 100644
--- a/core/input/input.cpp
+++ b/core/input/input.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/input/input.h b/core/input/input.h
index 39dc0bceff..445b7ff0cf 100644
--- a/core/input/input.h
+++ b/core/input/input.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/input/input_event.cpp b/core/input/input_event.cpp
index bdfa5dff5f..2771a15b80 100644
--- a/core/input/input_event.cpp
+++ b/core/input/input_event.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/input/input_event.h b/core/input/input_event.h
index 6a71a24c8b..1500faa24c 100644
--- a/core/input/input_event.h
+++ b/core/input/input_event.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/input/input_map.cpp b/core/input/input_map.cpp
index 45e2ddc71d..53ed925c1f 100644
--- a/core/input/input_map.cpp
+++ b/core/input/input_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/input/input_map.h b/core/input/input_map.h
index 948d78ebdd..1646e7fadb 100644
--- a/core/input/input_map.h
+++ b/core/input/input_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/compression.cpp b/core/io/compression.cpp
index 8e613cb3ce..456023e2a6 100644
--- a/core/io/compression.cpp
+++ b/core/io/compression.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/compression.h b/core/io/compression.h
index 864869788a..cbfed74124 100644
--- a/core/io/compression.h
+++ b/core/io/compression.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/config_file.cpp b/core/io/config_file.cpp
index a53431cab2..015c1f0d90 100644
--- a/core/io/config_file.cpp
+++ b/core/io/config_file.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/config_file.h b/core/io/config_file.h
index 1dc4492ca8..386d304f07 100644
--- a/core/io/config_file.h
+++ b/core/io/config_file.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/dtls_server.cpp b/core/io/dtls_server.cpp
index 1930f40c47..288b2efe0e 100644
--- a/core/io/dtls_server.cpp
+++ b/core/io/dtls_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/dtls_server.h b/core/io/dtls_server.h
index ae1d3bcd98..92b6caf508 100644
--- a/core/io/dtls_server.h
+++ b/core/io/dtls_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_compressed.cpp b/core/io/file_access_compressed.cpp
index b06b3c078f..9ec2b27e88 100644
--- a/core/io/file_access_compressed.cpp
+++ b/core/io/file_access_compressed.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_compressed.h b/core/io/file_access_compressed.h
index 52284b347e..118d05ea57 100644
--- a/core/io/file_access_compressed.h
+++ b/core/io/file_access_compressed.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_encrypted.cpp b/core/io/file_access_encrypted.cpp
index cf5800b472..8b4c57ce64 100644
--- a/core/io/file_access_encrypted.cpp
+++ b/core/io/file_access_encrypted.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_encrypted.h b/core/io/file_access_encrypted.h
index c760933038..969052d04f 100644
--- a/core/io/file_access_encrypted.h
+++ b/core/io/file_access_encrypted.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_memory.cpp b/core/io/file_access_memory.cpp
index 79cba63765..04270de77f 100644
--- a/core/io/file_access_memory.cpp
+++ b/core/io/file_access_memory.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_memory.h b/core/io/file_access_memory.h
index 47012b4e83..0e3b0ad7b1 100644
--- a/core/io/file_access_memory.h
+++ b/core/io/file_access_memory.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_network.cpp b/core/io/file_access_network.cpp
index 207d5757ec..1d9aa846eb 100644
--- a/core/io/file_access_network.cpp
+++ b/core/io/file_access_network.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_network.h b/core/io/file_access_network.h
index dc5ce1e883..6aec2869fc 100644
--- a/core/io/file_access_network.h
+++ b/core/io/file_access_network.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_pack.cpp b/core/io/file_access_pack.cpp
index 30c94d6a4d..faf4fca14f 100644
--- a/core/io/file_access_pack.cpp
+++ b/core/io/file_access_pack.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_pack.h b/core/io/file_access_pack.h
index c13626a5aa..3c84e6b656 100644
--- a/core/io/file_access_pack.h
+++ b/core/io/file_access_pack.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_zip.cpp b/core/io/file_access_zip.cpp
index 1163c409bc..01f9337a80 100644
--- a/core/io/file_access_zip.cpp
+++ b/core/io/file_access_zip.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/file_access_zip.h b/core/io/file_access_zip.h
index f8e7c1e587..8559f871ce 100644
--- a/core/io/file_access_zip.h
+++ b/core/io/file_access_zip.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/http_client.cpp b/core/io/http_client.cpp
index 768fcdbb14..a2fcf074ae 100644
--- a/core/io/http_client.cpp
+++ b/core/io/http_client.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/http_client.h b/core/io/http_client.h
index 3d9fe321ba..ec4b86b26f 100644
--- a/core/io/http_client.h
+++ b/core/io/http_client.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/image.cpp b/core/io/image.cpp
index b3dc835450..986c29b539 100644
--- a/core/io/image.cpp
+++ b/core/io/image.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/image.h b/core/io/image.h
index aba8f2b0a3..b894be7df4 100644
--- a/core/io/image.h
+++ b/core/io/image.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/image_loader.cpp b/core/io/image_loader.cpp
index f6d8668349..8ca1cb3beb 100644
--- a/core/io/image_loader.cpp
+++ b/core/io/image_loader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/image_loader.h b/core/io/image_loader.h
index d5fb4678eb..bf67e1486f 100644
--- a/core/io/image_loader.h
+++ b/core/io/image_loader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/ip.cpp b/core/io/ip.cpp
index beb3c7fc2e..6fb812e78d 100644
--- a/core/io/ip.cpp
+++ b/core/io/ip.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/ip.h b/core/io/ip.h
index 32572b8eb2..ae080b8e26 100644
--- a/core/io/ip.h
+++ b/core/io/ip.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/ip_address.cpp b/core/io/ip_address.cpp
index 7d730e5ae8..5f98eb69e8 100644
--- a/core/io/ip_address.cpp
+++ b/core/io/ip_address.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/ip_address.h b/core/io/ip_address.h
index 7a813230f5..49bf83d72f 100644
--- a/core/io/ip_address.h
+++ b/core/io/ip_address.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/json.cpp b/core/io/json.cpp
index f9d96c5e1f..bc4527869b 100644
--- a/core/io/json.cpp
+++ b/core/io/json.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/json.h b/core/io/json.h
index 431b252e55..537477666e 100644
--- a/core/io/json.h
+++ b/core/io/json.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/logger.cpp b/core/io/logger.cpp
index 241c72d310..da200f5717 100644
--- a/core/io/logger.cpp
+++ b/core/io/logger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/logger.h b/core/io/logger.h
index 9eaf506c51..b8e615b436 100644
--- a/core/io/logger.h
+++ b/core/io/logger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/marshalls.cpp b/core/io/marshalls.cpp
index db12fcb7f7..218a612da2 100644
--- a/core/io/marshalls.cpp
+++ b/core/io/marshalls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/marshalls.h b/core/io/marshalls.h
index 6969a9b500..cc0e9ba301 100644
--- a/core/io/marshalls.h
+++ b/core/io/marshalls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/multiplayer_api.cpp b/core/io/multiplayer_api.cpp
index afab00ebd6..6b550e69c8 100644
--- a/core/io/multiplayer_api.cpp
+++ b/core/io/multiplayer_api.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/multiplayer_api.h b/core/io/multiplayer_api.h
index ca52a1c689..7f88b53a27 100644
--- a/core/io/multiplayer_api.h
+++ b/core/io/multiplayer_api.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/net_socket.cpp b/core/io/net_socket.cpp
index 130a2e245e..b51d26ba83 100644
--- a/core/io/net_socket.cpp
+++ b/core/io/net_socket.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/net_socket.h b/core/io/net_socket.h
index 67d0253985..bc09477693 100644
--- a/core/io/net_socket.h
+++ b/core/io/net_socket.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/networked_multiplayer_peer.cpp b/core/io/networked_multiplayer_peer.cpp
index f521f2bb79..b6af046e77 100644
--- a/core/io/networked_multiplayer_peer.cpp
+++ b/core/io/networked_multiplayer_peer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/networked_multiplayer_peer.h b/core/io/networked_multiplayer_peer.h
index dc76237f45..7c90f97d88 100644
--- a/core/io/networked_multiplayer_peer.h
+++ b/core/io/networked_multiplayer_peer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/packed_data_container.cpp b/core/io/packed_data_container.cpp
index fbe8fa8a28..a0b97772e6 100644
--- a/core/io/packed_data_container.cpp
+++ b/core/io/packed_data_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/packed_data_container.h b/core/io/packed_data_container.h
index 3899c14bb4..7791e21bb3 100644
--- a/core/io/packed_data_container.h
+++ b/core/io/packed_data_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/packet_peer.cpp b/core/io/packet_peer.cpp
index 3da494a8ef..318fd10243 100644
--- a/core/io/packet_peer.cpp
+++ b/core/io/packet_peer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/packet_peer.h b/core/io/packet_peer.h
index a25fa03875..9e03c44750 100644
--- a/core/io/packet_peer.h
+++ b/core/io/packet_peer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/packet_peer_dtls.cpp b/core/io/packet_peer_dtls.cpp
index 9f6fccc993..bac98e20e7 100644
--- a/core/io/packet_peer_dtls.cpp
+++ b/core/io/packet_peer_dtls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/packet_peer_dtls.h b/core/io/packet_peer_dtls.h
index c2ff4e1a7f..31c52f539f 100644
--- a/core/io/packet_peer_dtls.h
+++ b/core/io/packet_peer_dtls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/packet_peer_udp.cpp b/core/io/packet_peer_udp.cpp
index 488cfbeaa8..d8d63d976f 100644
--- a/core/io/packet_peer_udp.cpp
+++ b/core/io/packet_peer_udp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/packet_peer_udp.h b/core/io/packet_peer_udp.h
index 9a44a1ebea..4bac6994fc 100644
--- a/core/io/packet_peer_udp.h
+++ b/core/io/packet_peer_udp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/pck_packer.cpp b/core/io/pck_packer.cpp
index f2b0c80aab..a0697ca18b 100644
--- a/core/io/pck_packer.cpp
+++ b/core/io/pck_packer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/pck_packer.h b/core/io/pck_packer.h
index 56be1b52df..dec8f8748d 100644
--- a/core/io/pck_packer.h
+++ b/core/io/pck_packer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource.cpp b/core/io/resource.cpp
index 58ab9a8cde..716da5e395 100644
--- a/core/io/resource.cpp
+++ b/core/io/resource.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource.h b/core/io/resource.h
index 6e0bd7d7f4..eda18a8538 100644
--- a/core/io/resource.h
+++ b/core/io/resource.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource_format_binary.cpp b/core/io/resource_format_binary.cpp
index aeb859aabd..ae4643a19f 100644
--- a/core/io/resource_format_binary.cpp
+++ b/core/io/resource_format_binary.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource_format_binary.h b/core/io/resource_format_binary.h
index 54cddca49e..428725f1d2 100644
--- a/core/io/resource_format_binary.h
+++ b/core/io/resource_format_binary.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource_importer.cpp b/core/io/resource_importer.cpp
index 9b14d2c763..d86877ee14 100644
--- a/core/io/resource_importer.cpp
+++ b/core/io/resource_importer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource_importer.h b/core/io/resource_importer.h
index 1b300bf656..d31273e3cb 100644
--- a/core/io/resource_importer.h
+++ b/core/io/resource_importer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource_loader.cpp b/core/io/resource_loader.cpp
index a8ca6a817e..821e468aee 100644
--- a/core/io/resource_loader.cpp
+++ b/core/io/resource_loader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource_loader.h b/core/io/resource_loader.h
index 02c668f214..dbf6be46c5 100644
--- a/core/io/resource_loader.h
+++ b/core/io/resource_loader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource_saver.cpp b/core/io/resource_saver.cpp
index 6ded27d82f..7ebc7f34b3 100644
--- a/core/io/resource_saver.cpp
+++ b/core/io/resource_saver.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/resource_saver.h b/core/io/resource_saver.h
index c724c4a6e5..2c9e8f1aa3 100644
--- a/core/io/resource_saver.h
+++ b/core/io/resource_saver.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/stream_peer.cpp b/core/io/stream_peer.cpp
index 403f61bb24..8407d55196 100644
--- a/core/io/stream_peer.cpp
+++ b/core/io/stream_peer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/stream_peer.h b/core/io/stream_peer.h
index 8c1e918dd8..dadedbd2dc 100644
--- a/core/io/stream_peer.h
+++ b/core/io/stream_peer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/stream_peer_ssl.cpp b/core/io/stream_peer_ssl.cpp
index daf36a5350..6f5a06474c 100644
--- a/core/io/stream_peer_ssl.cpp
+++ b/core/io/stream_peer_ssl.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/stream_peer_ssl.h b/core/io/stream_peer_ssl.h
index 81b95b856d..1df9ced08c 100644
--- a/core/io/stream_peer_ssl.h
+++ b/core/io/stream_peer_ssl.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/stream_peer_tcp.cpp b/core/io/stream_peer_tcp.cpp
index aa9c409528..760710a9eb 100644
--- a/core/io/stream_peer_tcp.cpp
+++ b/core/io/stream_peer_tcp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/stream_peer_tcp.h b/core/io/stream_peer_tcp.h
index 173f92e2b6..10b90908d4 100644
--- a/core/io/stream_peer_tcp.h
+++ b/core/io/stream_peer_tcp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/tcp_server.cpp b/core/io/tcp_server.cpp
index d7061b6bf4..323d2bbd7f 100644
--- a/core/io/tcp_server.cpp
+++ b/core/io/tcp_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/tcp_server.h b/core/io/tcp_server.h
index eb715a745c..f06ddd2d99 100644
--- a/core/io/tcp_server.h
+++ b/core/io/tcp_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/translation_loader_po.cpp b/core/io/translation_loader_po.cpp
index 88cd089663..ce2c3eb1cd 100644
--- a/core/io/translation_loader_po.cpp
+++ b/core/io/translation_loader_po.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/translation_loader_po.h b/core/io/translation_loader_po.h
index 16c9f1e680..a524972588 100644
--- a/core/io/translation_loader_po.h
+++ b/core/io/translation_loader_po.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/udp_server.cpp b/core/io/udp_server.cpp
index acd15aadc6..f56fb431ef 100644
--- a/core/io/udp_server.cpp
+++ b/core/io/udp_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/udp_server.h b/core/io/udp_server.h
index 3175b09b19..bbd2f951c9 100644
--- a/core/io/udp_server.h
+++ b/core/io/udp_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/xml_parser.cpp b/core/io/xml_parser.cpp
index 85143c0f04..905be6089d 100644
--- a/core/io/xml_parser.cpp
+++ b/core/io/xml_parser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/xml_parser.h b/core/io/xml_parser.h
index d8cc26b4c1..01af6a90ad 100644
--- a/core/io/xml_parser.h
+++ b/core/io/xml_parser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/zip_io.cpp b/core/io/zip_io.cpp
index b8e7fd34d0..4b4a46e198 100644
--- a/core/io/zip_io.cpp
+++ b/core/io/zip_io.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/io/zip_io.h b/core/io/zip_io.h
index ba2065b5d1..52691c65e9 100644
--- a/core/io/zip_io.h
+++ b/core/io/zip_io.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp
index 6b97cba9f9..88e11a630c 100644
--- a/core/math/a_star.cpp
+++ b/core/math/a_star.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/a_star.h b/core/math/a_star.h
index 7cfa73f2c2..4c61abd91c 100644
--- a/core/math/a_star.h
+++ b/core/math/a_star.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/aabb.cpp b/core/math/aabb.cpp
index 08673d0dd1..2c721997d8 100644
--- a/core/math/aabb.cpp
+++ b/core/math/aabb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/aabb.h b/core/math/aabb.h
index 24908ae59d..2861358e32 100644
--- a/core/math/aabb.h
+++ b/core/math/aabb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h
index 43d4a63cd3..5773da9211 100644
--- a/core/math/audio_frame.h
+++ b/core/math/audio_frame.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/basis.cpp b/core/math/basis.cpp
index a64f29517d..26b4caba39 100644
--- a/core/math/basis.cpp
+++ b/core/math/basis.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/basis.h b/core/math/basis.h
index 4cb3d55200..56f6227313 100644
--- a/core/math/basis.h
+++ b/core/math/basis.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp
index f29cb7a269..9ec71af57f 100644
--- a/core/math/camera_matrix.cpp
+++ b/core/math/camera_matrix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h
index f856a7b1bf..03068bc7ea 100644
--- a/core/math/camera_matrix.h
+++ b/core/math/camera_matrix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/color.cpp b/core/math/color.cpp
index 2afe14bd63..4d58c8c84a 100644
--- a/core/math/color.cpp
+++ b/core/math/color.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/color.h b/core/math/color.h
index b928ff8592..c7b5ceca3d 100644
--- a/core/math/color.h
+++ b/core/math/color.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/delaunay_2d.h b/core/math/delaunay_2d.h
index d637671686..95064e5700 100644
--- a/core/math/delaunay_2d.h
+++ b/core/math/delaunay_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/delaunay_3d.h b/core/math/delaunay_3d.h
index ea8655cfff..25cc1125db 100644
--- a/core/math/delaunay_3d.h
+++ b/core/math/delaunay_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/disjoint_set.h b/core/math/disjoint_set.h
index 51b9ce81af..b155412f64 100644
--- a/core/math/disjoint_set.h
+++ b/core/math/disjoint_set.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/dynamic_bvh.cpp b/core/math/dynamic_bvh.cpp
index 23e713dd2d..4639a52278 100644
--- a/core/math/dynamic_bvh.cpp
+++ b/core/math/dynamic_bvh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/dynamic_bvh.h b/core/math/dynamic_bvh.h
index 8b0d390465..c71db2d24d 100644
--- a/core/math/dynamic_bvh.h
+++ b/core/math/dynamic_bvh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/expression.cpp b/core/math/expression.cpp
index 29b706a3a9..636ea601c7 100644
--- a/core/math/expression.cpp
+++ b/core/math/expression.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/expression.h b/core/math/expression.h
index 6b34bc6ae8..a6b288ed6e 100644
--- a/core/math/expression.h
+++ b/core/math/expression.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/face3.cpp b/core/math/face3.cpp
index db2bfaa58b..beb0a8e405 100644
--- a/core/math/face3.cpp
+++ b/core/math/face3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/face3.h b/core/math/face3.h
index fb40e8ab9e..2e86b0a904 100644
--- a/core/math/face3.h
+++ b/core/math/face3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/geometry_2d.cpp b/core/math/geometry_2d.cpp
index 4636e1c774..5d4c31088b 100644
--- a/core/math/geometry_2d.cpp
+++ b/core/math/geometry_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/geometry_2d.h b/core/math/geometry_2d.h
index 12bad5768e..4b5aef352f 100644
--- a/core/math/geometry_2d.h
+++ b/core/math/geometry_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -145,6 +145,12 @@ public:
return p_segment[0] + n * d; // Inside.
}
+// Disable False Positives in MSVC compiler; we correctly check for 0 here to prevent a division by 0.
+// See: https://github.com/godotengine/godot/pull/44274
+#ifdef _MSC_VER
+#pragma warning(disable : 4723)
+#endif
+
static bool line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b, Vector2 &r_result) {
// See http://paulbourke.net/geometry/pointlineplane/
@@ -159,6 +165,11 @@ public:
return true;
}
+// Re-enable division by 0 warning
+#ifdef _MSC_VER
+#pragma warning(default : 4723)
+#endif
+
static bool segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b, Vector2 *r_result) {
Vector2 B = p_to_a - p_from_a;
Vector2 C = p_from_b - p_from_a;
diff --git a/core/math/geometry_3d.cpp b/core/math/geometry_3d.cpp
index ccb6648561..a918d1de0d 100644
--- a/core/math/geometry_3d.cpp
+++ b/core/math/geometry_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h
index f10fbeaaaf..825817af5e 100644
--- a/core/math/geometry_3d.h
+++ b/core/math/geometry_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/math_defs.h b/core/math/math_defs.h
index 0478de732a..df2223fb78 100644
--- a/core/math/math_defs.h
+++ b/core/math/math_defs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/math_fieldwise.cpp b/core/math/math_fieldwise.cpp
index 221c6812c1..0985a727f2 100644
--- a/core/math/math_fieldwise.cpp
+++ b/core/math/math_fieldwise.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/math_fieldwise.h b/core/math/math_fieldwise.h
index e8aac0dced..fe44d09900 100644
--- a/core/math/math_fieldwise.h
+++ b/core/math/math_fieldwise.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp
index f664b2f006..e92bb9f4aa 100644
--- a/core/math/math_funcs.cpp
+++ b/core/math/math_funcs.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index f4ebffe81c..c7d24e9c58 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/octree.h b/core/math/octree.h
index f7ff4faef3..493a63aa2e 100644
--- a/core/math/octree.h
+++ b/core/math/octree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/plane.cpp b/core/math/plane.cpp
index e1ae3288ed..f1d3bbbd54 100644
--- a/core/math/plane.cpp
+++ b/core/math/plane.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/plane.h b/core/math/plane.h
index 1386b0a2cb..2267b28c53 100644
--- a/core/math/plane.h
+++ b/core/math/plane.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/quat.cpp b/core/math/quat.cpp
index fc2d71c377..4cecc20fef 100644
--- a/core/math/quat.cpp
+++ b/core/math/quat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/quat.h b/core/math/quat.h
index bb980f7677..423a7f8dfe 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp
index 8dff13c050..ad28967d7a 100644
--- a/core/math/quick_hull.cpp
+++ b/core/math/quick_hull.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h
index 024325c4fc..48ea139cc9 100644
--- a/core/math/quick_hull.h
+++ b/core/math/quick_hull.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/random_number_generator.cpp b/core/math/random_number_generator.cpp
index f045213fb9..b40d010219 100644
--- a/core/math/random_number_generator.cpp
+++ b/core/math/random_number_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/random_number_generator.h b/core/math/random_number_generator.h
index 7728fd09c0..a396c2b7d7 100644
--- a/core/math/random_number_generator.h
+++ b/core/math/random_number_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/random_pcg.cpp b/core/math/random_pcg.cpp
index c39037747a..9609620469 100644
--- a/core/math/random_pcg.cpp
+++ b/core/math/random_pcg.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/random_pcg.h b/core/math/random_pcg.h
index 2e257cb5b7..5a03b758ce 100644
--- a/core/math/random_pcg.h
+++ b/core/math/random_pcg.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/rect2.cpp b/core/math/rect2.cpp
index 0cc3c4ca0f..60c44999f7 100644
--- a/core/math/rect2.cpp
+++ b/core/math/rect2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/rect2.h b/core/math/rect2.h
index cc10328357..512499bdb2 100644
--- a/core/math/rect2.h
+++ b/core/math/rect2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/transform.cpp b/core/math/transform.cpp
index 733bb4d55e..fab5d124fa 100644
--- a/core/math/transform.cpp
+++ b/core/math/transform.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/transform.h b/core/math/transform.h
index c63dbcb989..60da6f5593 100644
--- a/core/math/transform.h
+++ b/core/math/transform.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -144,8 +144,8 @@ _FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const {
_FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const {
Vector3 point = p_plane.normal * p_plane.d;
Vector3 point_dir = point + p_plane.normal;
- xform_inv(point);
- xform_inv(point_dir);
+ point = xform_inv(point);
+ point_dir = xform_inv(point_dir);
Vector3 normal = point_dir - point;
normal.normalize();
diff --git a/core/math/transform_2d.cpp b/core/math/transform_2d.cpp
index 00e561f973..4a521b96ae 100644
--- a/core/math/transform_2d.cpp
+++ b/core/math/transform_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/transform_2d.h b/core/math/transform_2d.h
index 342623939e..327d0f244f 100644
--- a/core/math/transform_2d.h
+++ b/core/math/transform_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp
index cfe8422d80..23c0c686a2 100644
--- a/core/math/triangle_mesh.cpp
+++ b/core/math/triangle_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/triangle_mesh.h b/core/math/triangle_mesh.h
index d719822ec3..1d1dbc114b 100644
--- a/core/math/triangle_mesh.h
+++ b/core/math/triangle_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/triangulate.cpp b/core/math/triangulate.cpp
index 12bd384c6a..0047c0705d 100644
--- a/core/math/triangulate.cpp
+++ b/core/math/triangulate.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/triangulate.h b/core/math/triangulate.h
index c453b77ecf..55dc4e8e7d 100644
--- a/core/math/triangulate.h
+++ b/core/math/triangulate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/vector2.cpp b/core/math/vector2.cpp
index 7d5a051a34..496e29ebe4 100644
--- a/core/math/vector2.cpp
+++ b/core/math/vector2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/vector2.h b/core/math/vector2.h
index faa26f81bd..24795857a3 100644
--- a/core/math/vector2.h
+++ b/core/math/vector2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp
index ebacf07fd4..f0629d3db8 100644
--- a/core/math/vector3.cpp
+++ b/core/math/vector3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 5af84377fd..3fdb944729 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/vector3i.cpp b/core/math/vector3i.cpp
index 718a1553a0..167fa3221d 100644
--- a/core/math/vector3i.cpp
+++ b/core/math/vector3i.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/vector3i.h b/core/math/vector3i.h
index 1bfd6d5ab2..b0411fb62e 100644
--- a/core/math/vector3i.h
+++ b/core/math/vector3i.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/callable_method_pointer.cpp b/core/object/callable_method_pointer.cpp
index 21a917cbd7..2bfaef744d 100644
--- a/core/object/callable_method_pointer.cpp
+++ b/core/object/callable_method_pointer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/callable_method_pointer.h b/core/object/callable_method_pointer.h
index 68990dcb72..115797a00c 100644
--- a/core/object/callable_method_pointer.h
+++ b/core/object/callable_method_pointer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/class_db.cpp b/core/object/class_db.cpp
index 6cdaacf164..6bc6d653d1 100644
--- a/core/object/class_db.cpp
+++ b/core/object/class_db.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/class_db.h b/core/object/class_db.h
index 94f26da60d..0591676b92 100644
--- a/core/object/class_db.h
+++ b/core/object/class_db.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/message_queue.cpp b/core/object/message_queue.cpp
index f0d6786853..4751c69f1e 100644
--- a/core/object/message_queue.cpp
+++ b/core/object/message_queue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/message_queue.h b/core/object/message_queue.h
index 2901ab196a..1b8def62d3 100644
--- a/core/object/message_queue.h
+++ b/core/object/message_queue.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/method_bind.cpp b/core/object/method_bind.cpp
index e6652ac09f..9c5ed60708 100644
--- a/core/object/method_bind.cpp
+++ b/core/object/method_bind.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/method_bind.h b/core/object/method_bind.h
index bd308c9630..7cf4f8d4e8 100644
--- a/core/object/method_bind.h
+++ b/core/object/method_bind.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/object.cpp b/core/object/object.cpp
index a53925f990..171bc4dc2c 100644
--- a/core/object/object.cpp
+++ b/core/object/object.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1357,7 +1357,12 @@ void Object::_disconnect(const StringName &p_signal, const Callable &p_callable,
ERR_FAIL_COND(!target_object);
SignalData *s = signal_map.getptr(p_signal);
- ERR_FAIL_COND_MSG(!s, vformat("Nonexistent signal '%s' in %s.", p_signal, to_string()));
+ if (!s) {
+ bool signal_is_valid = ClassDB::has_signal(get_class_name(), p_signal) ||
+ (!script.is_null() && Ref<Script>(script)->has_script_signal(p_signal));
+ ERR_FAIL_COND_MSG(signal_is_valid, "Attempt to disconnect a nonexistent connection from '" + to_string() + "'. signal: '" + p_signal + "', callable: '" + p_callable + "'.");
+ }
+ ERR_FAIL_COND_MSG(!s, vformat("Disconnecting nonexistent signal '%s' in %s.", p_signal, to_string()));
ERR_FAIL_COND_MSG(!s->slot_map.has(*p_callable.get_base_comparator()), "Disconnecting nonexistent signal '" + p_signal + "', callable: " + p_callable + ".");
diff --git a/core/object/object.h b/core/object/object.h
index 6e2328848b..7e460462cf 100644
--- a/core/object/object.h
+++ b/core/object/object.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/object_id.h b/core/object/object_id.h
index 63b0c27af8..7f2496ad48 100644
--- a/core/object/object_id.h
+++ b/core/object/object_id.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/reference.cpp b/core/object/reference.cpp
index ce95d83dfc..71a52a9ba5 100644
--- a/core/object/reference.cpp
+++ b/core/object/reference.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/reference.h b/core/object/reference.h
index 0eb127f362..d02cb12069 100644
--- a/core/object/reference.h
+++ b/core/object/reference.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/script_language.cpp b/core/object/script_language.cpp
index f9cc517448..c3f109a147 100644
--- a/core/object/script_language.cpp
+++ b/core/object/script_language.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/script_language.h b/core/object/script_language.h
index f5d65cf42d..f9898ccd0c 100644
--- a/core/object/script_language.h
+++ b/core/object/script_language.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/undo_redo.cpp b/core/object/undo_redo.cpp
index 65bae6f6e8..c699820e75 100644
--- a/core/object/undo_redo.cpp
+++ b/core/object/undo_redo.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/object/undo_redo.h b/core/object/undo_redo.h
index 06c2759a65..7b28b138c1 100644
--- a/core/object/undo_redo.h
+++ b/core/object/undo_redo.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/copymem.h b/core/os/copymem.h
index 04ea3caeff..6fd559356c 100644
--- a/core/os/copymem.h
+++ b/core/os/copymem.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/dir_access.cpp b/core/os/dir_access.cpp
index 30b1b51b53..fb9da9fbed 100644
--- a/core/os/dir_access.cpp
+++ b/core/os/dir_access.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/dir_access.h b/core/os/dir_access.h
index 17f84d3c52..c49c4cc4b8 100644
--- a/core/os/dir_access.h
+++ b/core/os/dir_access.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/file_access.cpp b/core/os/file_access.cpp
index aa95f06cff..5a3df88619 100644
--- a/core/os/file_access.cpp
+++ b/core/os/file_access.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/file_access.h b/core/os/file_access.h
index 777c82bbd7..1c78204c1d 100644
--- a/core/os/file_access.h
+++ b/core/os/file_access.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/keyboard.cpp b/core/os/keyboard.cpp
index ef341987dc..4b2cafd8fe 100644
--- a/core/os/keyboard.cpp
+++ b/core/os/keyboard.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/keyboard.h b/core/os/keyboard.h
index 67c60a2dbe..3ef70e786f 100644
--- a/core/os/keyboard.h
+++ b/core/os/keyboard.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/main_loop.cpp b/core/os/main_loop.cpp
index 0247b6a1d8..016d9d0a09 100644
--- a/core/os/main_loop.cpp
+++ b/core/os/main_loop.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/main_loop.h b/core/os/main_loop.h
index d48663b68a..25a09fe98f 100644
--- a/core/os/main_loop.h
+++ b/core/os/main_loop.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/memory.cpp b/core/os/memory.cpp
index f2723d13f6..14808c2ce6 100644
--- a/core/os/memory.cpp
+++ b/core/os/memory.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/memory.h b/core/os/memory.h
index dee08d4de4..c2ae3f4ae7 100644
--- a/core/os/memory.h
+++ b/core/os/memory.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/midi_driver.cpp b/core/os/midi_driver.cpp
index e9919aeb86..a8be84c56c 100644
--- a/core/os/midi_driver.cpp
+++ b/core/os/midi_driver.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/midi_driver.h b/core/os/midi_driver.h
index f487b31d4c..ccf624e07e 100644
--- a/core/os/midi_driver.h
+++ b/core/os/midi_driver.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/mutex.cpp b/core/os/mutex.cpp
index 31a0dc2bfa..b7d7752d35 100644
--- a/core/os/mutex.cpp
+++ b/core/os/mutex.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/mutex.h b/core/os/mutex.h
index 778bdaba09..d77ec362a1 100644
--- a/core/os/mutex.h
+++ b/core/os/mutex.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/os.cpp b/core/os/os.cpp
index 9400565484..182bab4058 100644
--- a/core/os/os.cpp
+++ b/core/os/os.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/os.h b/core/os/os.h
index 3c79d7bb87..ed3c6ddc94 100644
--- a/core/os/os.h
+++ b/core/os/os.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/pool_allocator.cpp b/core/os/pool_allocator.cpp
index 52536ff45d..b538ca0c96 100644
--- a/core/os/pool_allocator.cpp
+++ b/core/os/pool_allocator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/pool_allocator.h b/core/os/pool_allocator.h
index c67b4d7fa2..15e50dac90 100644
--- a/core/os/pool_allocator.h
+++ b/core/os/pool_allocator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/rw_lock.cpp b/core/os/rw_lock.cpp
index 669f05c6b0..26db0aab30 100644
--- a/core/os/rw_lock.cpp
+++ b/core/os/rw_lock.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/rw_lock.h b/core/os/rw_lock.h
index 1190102a83..ff6ad3cc4a 100644
--- a/core/os/rw_lock.h
+++ b/core/os/rw_lock.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/semaphore.h b/core/os/semaphore.h
index b170cada3a..01ae7a3c65 100644
--- a/core/os/semaphore.h
+++ b/core/os/semaphore.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/spin_lock.h b/core/os/spin_lock.h
index 1bb810bb29..929e8b9a58 100644
--- a/core/os/spin_lock.h
+++ b/core/os/spin_lock.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/thread.cpp b/core/os/thread.cpp
index fc0ce3c9b4..0ed8825452 100644
--- a/core/os/thread.cpp
+++ b/core/os/thread.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/thread.h b/core/os/thread.h
index b87ec84313..993c7ad33d 100644
--- a/core/os/thread.h
+++ b/core/os/thread.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/thread_dummy.cpp b/core/os/thread_dummy.cpp
index 2672cd7ad9..006757b8e4 100644
--- a/core/os/thread_dummy.cpp
+++ b/core/os/thread_dummy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/thread_dummy.h b/core/os/thread_dummy.h
index 37d9ee0846..35e19732bf 100644
--- a/core/os/thread_dummy.h
+++ b/core/os/thread_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/thread_safe.h b/core/os/thread_safe.h
index 670ee8b125..81de079bf3 100644
--- a/core/os/thread_safe.h
+++ b/core/os/thread_safe.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/os/threaded_array_processor.h b/core/os/threaded_array_processor.h
index ed141a5339..57f3de20bf 100644
--- a/core/os/threaded_array_processor.h
+++ b/core/os/threaded_array_processor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/register_core_types.cpp b/core/register_core_types.cpp
index 9883ce12a0..9eef7700f9 100644
--- a/core/register_core_types.cpp
+++ b/core/register_core_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/register_core_types.h b/core/register_core_types.h
index bdd335f33c..baf7ddbe65 100644
--- a/core/register_core_types.h
+++ b/core/register_core_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/compressed_translation.cpp b/core/string/compressed_translation.cpp
index bdb296a79b..ad90924293 100644
--- a/core/string/compressed_translation.cpp
+++ b/core/string/compressed_translation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/compressed_translation.h b/core/string/compressed_translation.h
index efb3535362..0abb770178 100644
--- a/core/string/compressed_translation.h
+++ b/core/string/compressed_translation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/node_path.cpp b/core/string/node_path.cpp
index a63dde5b41..d3afa7b4dd 100644
--- a/core/string/node_path.cpp
+++ b/core/string/node_path.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/node_path.h b/core/string/node_path.h
index b4513ddb3c..26e15636d9 100644
--- a/core/string/node_path.h
+++ b/core/string/node_path.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/print_string.cpp b/core/string/print_string.cpp
index 54de229471..345371d733 100644
--- a/core/string/print_string.cpp
+++ b/core/string/print_string.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/print_string.h b/core/string/print_string.h
index 3e8f244cc5..1a9ff1efd6 100644
--- a/core/string/print_string.h
+++ b/core/string/print_string.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/string_buffer.h b/core/string/string_buffer.h
index 6f58e128be..33897c3674 100644
--- a/core/string/string_buffer.h
+++ b/core/string/string_buffer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/string_builder.cpp b/core/string/string_builder.cpp
index dec299ffa3..834c87c845 100644
--- a/core/string/string_builder.cpp
+++ b/core/string/string_builder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/string_builder.h b/core/string/string_builder.h
index c732f1b9ea..30ce2a06f7 100644
--- a/core/string/string_builder.h
+++ b/core/string/string_builder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/string_name.cpp b/core/string/string_name.cpp
index 34afdaee38..14b87072bb 100644
--- a/core/string/string_name.cpp
+++ b/core/string/string_name.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/string_name.h b/core/string/string_name.h
index 1c0a4e582d..44d0ea14fa 100644
--- a/core/string/string_name.h
+++ b/core/string/string_name.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/translation.cpp b/core/string/translation.cpp
index 5828f0e127..5337d46aa3 100644
--- a/core/string/translation.cpp
+++ b/core/string/translation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/translation.h b/core/string/translation.h
index c7ffe4d065..72a828227e 100644
--- a/core/string/translation.h
+++ b/core/string/translation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/translation_po.cpp b/core/string/translation_po.cpp
index 0892741021..846afe761b 100644
--- a/core/string/translation_po.cpp
+++ b/core/string/translation_po.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/translation_po.h b/core/string/translation_po.h
index c8a47bec5a..0e1d03d6ca 100644
--- a/core/string/translation_po.h
+++ b/core/string/translation_po.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/ucaps.h b/core/string/ucaps.h
index 79b346acba..b785ac7879 100644
--- a/core/string/ucaps.h
+++ b/core/string/ucaps.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/ustring.cpp b/core/string/ustring.cpp
index 3276038c4d..21336a99ec 100644
--- a/core/string/ustring.cpp
+++ b/core/string/ustring.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/string/ustring.h b/core/string/ustring.h
index b42814a0a3..654e327320 100644
--- a/core/string/ustring.h
+++ b/core/string/ustring.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/command_queue_mt.cpp b/core/templates/command_queue_mt.cpp
index a94853a21c..238bf3975c 100644
--- a/core/templates/command_queue_mt.cpp
+++ b/core/templates/command_queue_mt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/command_queue_mt.h b/core/templates/command_queue_mt.h
index ac38d330de..7861c76153 100644
--- a/core/templates/command_queue_mt.h
+++ b/core/templates/command_queue_mt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/cowdata.h b/core/templates/cowdata.h
index 705eae8f9f..4becb1be59 100644
--- a/core/templates/cowdata.h
+++ b/core/templates/cowdata.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/hash_map.h b/core/templates/hash_map.h
index 2e98302809..dc378aed69 100644
--- a/core/templates/hash_map.h
+++ b/core/templates/hash_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/hashfuncs.h b/core/templates/hashfuncs.h
index 1ed9ab1987..4572b269cf 100644
--- a/core/templates/hashfuncs.h
+++ b/core/templates/hashfuncs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/list.h b/core/templates/list.h
index bab5198380..eaf1dbb4a0 100644
--- a/core/templates/list.h
+++ b/core/templates/list.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/local_vector.h b/core/templates/local_vector.h
index 1bf4161f87..4ffb93b2ad 100644
--- a/core/templates/local_vector.h
+++ b/core/templates/local_vector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/lru.h b/core/templates/lru.h
index d02c4337d1..e55e40da48 100644
--- a/core/templates/lru.h
+++ b/core/templates/lru.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/map.h b/core/templates/map.h
index 4e002b67f8..51a237472d 100644
--- a/core/templates/map.h
+++ b/core/templates/map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/oa_hash_map.h b/core/templates/oa_hash_map.h
index 49551ffc2d..1d4176eb10 100644
--- a/core/templates/oa_hash_map.h
+++ b/core/templates/oa_hash_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/ordered_hash_map.h b/core/templates/ordered_hash_map.h
index fce9bcfbfc..7a17eeb644 100644
--- a/core/templates/ordered_hash_map.h
+++ b/core/templates/ordered_hash_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/paged_allocator.h b/core/templates/paged_allocator.h
index ab9945dd3b..7002034710 100644
--- a/core/templates/paged_allocator.h
+++ b/core/templates/paged_allocator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/paged_array.h b/core/templates/paged_array.h
index 9bbaac35c4..599d3dde4f 100644
--- a/core/templates/paged_array.h
+++ b/core/templates/paged_array.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/pair.h b/core/templates/pair.h
index 89ea2b9fd9..bc1a764694 100644
--- a/core/templates/pair.h
+++ b/core/templates/pair.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/pass_func.h b/core/templates/pass_func.h
index a074ad190d..d2f465e91c 100644
--- a/core/templates/pass_func.h
+++ b/core/templates/pass_func.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/rid.h b/core/templates/rid.h
index a475d166d5..4c7119b4ea 100644
--- a/core/templates/rid.h
+++ b/core/templates/rid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -40,30 +40,37 @@ class RID {
uint64_t _id = 0;
public:
- _FORCE_INLINE_ bool operator==(const RID &p_rid) const {
+ _ALWAYS_INLINE_ bool operator==(const RID &p_rid) const {
return _id == p_rid._id;
}
- _FORCE_INLINE_ bool operator<(const RID &p_rid) const {
+ _ALWAYS_INLINE_ bool operator<(const RID &p_rid) const {
return _id < p_rid._id;
}
- _FORCE_INLINE_ bool operator<=(const RID &p_rid) const {
+ _ALWAYS_INLINE_ bool operator<=(const RID &p_rid) const {
return _id <= p_rid._id;
}
- _FORCE_INLINE_ bool operator>(const RID &p_rid) const {
+ _ALWAYS_INLINE_ bool operator>(const RID &p_rid) const {
return _id > p_rid._id;
}
- _FORCE_INLINE_ bool operator>=(const RID &p_rid) const {
+ _ALWAYS_INLINE_ bool operator>=(const RID &p_rid) const {
return _id >= p_rid._id;
}
- _FORCE_INLINE_ bool operator!=(const RID &p_rid) const {
+ _ALWAYS_INLINE_ bool operator!=(const RID &p_rid) const {
return _id != p_rid._id;
}
- _FORCE_INLINE_ bool is_valid() const { return _id != 0; }
- _FORCE_INLINE_ bool is_null() const { return _id == 0; }
+ _ALWAYS_INLINE_ bool is_valid() const { return _id != 0; }
+ _ALWAYS_INLINE_ bool is_null() const { return _id == 0; }
- _FORCE_INLINE_ uint64_t get_id() const { return _id; }
+ _ALWAYS_INLINE_ uint32_t get_local_index() const { return _id & 0xFFFFFFFF; }
- _FORCE_INLINE_ RID() {}
+ static _ALWAYS_INLINE_ RID from_uint64(uint64_t p_id) {
+ RID _rid;
+ _rid._id = p_id;
+ return _rid;
+ }
+ _ALWAYS_INLINE_ uint64_t get_id() const { return _id; }
+
+ _ALWAYS_INLINE_ RID() {}
};
#endif // RID_H
diff --git a/core/templates/rid_owner.cpp b/core/templates/rid_owner.cpp
index a5065f29f8..f75a2eb9df 100644
--- a/core/templates/rid_owner.cpp
+++ b/core/templates/rid_owner.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/rid_owner.h b/core/templates/rid_owner.h
index 7de4e43648..d26c445eb4 100644
--- a/core/templates/rid_owner.h
+++ b/core/templates/rid_owner.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/ring_buffer.h b/core/templates/ring_buffer.h
index 12ec047fb6..e7b77440f1 100644
--- a/core/templates/ring_buffer.h
+++ b/core/templates/ring_buffer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/safe_refcount.cpp b/core/templates/safe_refcount.cpp
index d5ee778ef7..a915ee662f 100644
--- a/core/templates/safe_refcount.cpp
+++ b/core/templates/safe_refcount.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/safe_refcount.h b/core/templates/safe_refcount.h
index 6b08b876f8..d94444fad6 100644
--- a/core/templates/safe_refcount.h
+++ b/core/templates/safe_refcount.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/self_list.h b/core/templates/self_list.h
index 2a037d109c..e8d36ea358 100644
--- a/core/templates/self_list.h
+++ b/core/templates/self_list.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/set.h b/core/templates/set.h
index c323618062..3036ecf27d 100644
--- a/core/templates/set.h
+++ b/core/templates/set.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/simple_type.h b/core/templates/simple_type.h
index 841ab9f384..80bfa83fde 100644
--- a/core/templates/simple_type.h
+++ b/core/templates/simple_type.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/sort_array.h b/core/templates/sort_array.h
index ece5e72e51..1656d2991d 100644
--- a/core/templates/sort_array.h
+++ b/core/templates/sort_array.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/thread_work_pool.cpp b/core/templates/thread_work_pool.cpp
index 3a95e83ffc..ea784e510c 100644
--- a/core/templates/thread_work_pool.cpp
+++ b/core/templates/thread_work_pool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/thread_work_pool.h b/core/templates/thread_work_pool.h
index e083cdcb24..7c3508814f 100644
--- a/core/templates/thread_work_pool.h
+++ b/core/templates/thread_work_pool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -125,6 +125,7 @@ public:
end_work();
}
+ _FORCE_INLINE_ int get_thread_count() const { return thread_count; }
void init(int p_thread_count = -1);
void finish();
~ThreadWorkPool();
diff --git a/core/templates/vector.h b/core/templates/vector.h
index 1c06e7e3ab..6a8902707c 100644
--- a/core/templates/vector.h
+++ b/core/templates/vector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/vmap.h b/core/templates/vmap.h
index 5fdfa1a7b5..520e0b3720 100644
--- a/core/templates/vmap.h
+++ b/core/templates/vmap.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/templates/vset.h b/core/templates/vset.h
index f2ea5c814b..6665651d42 100644
--- a/core/templates/vset.h
+++ b/core/templates/vset.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/typedefs.h b/core/typedefs.h
index 7c98bc37f7..cdbfb34e56 100644
--- a/core/typedefs.h
+++ b/core/typedefs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/array.cpp b/core/variant/array.cpp
index 9b8ef24cb9..48916f941e 100644
--- a/core/variant/array.cpp
+++ b/core/variant/array.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/array.h b/core/variant/array.h
index 6d21446b07..26de5477b4 100644
--- a/core/variant/array.h
+++ b/core/variant/array.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/binder_common.h b/core/variant/binder_common.h
index 95113c89ba..9d8e262cc9 100644
--- a/core/variant/binder_common.h
+++ b/core/variant/binder_common.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/callable.cpp b/core/variant/callable.cpp
index e504fd05e3..bd51e2dd1e 100644
--- a/core/variant/callable.cpp
+++ b/core/variant/callable.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/callable.h b/core/variant/callable.h
index 9334ae3581..090fd888e2 100644
--- a/core/variant/callable.h
+++ b/core/variant/callable.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/callable_bind.cpp b/core/variant/callable_bind.cpp
index da08d3ccbd..10446a5ec1 100644
--- a/core/variant/callable_bind.cpp
+++ b/core/variant/callable_bind.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/callable_bind.h b/core/variant/callable_bind.h
index fc5659e412..feb40d1de9 100644
--- a/core/variant/callable_bind.h
+++ b/core/variant/callable_bind.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/container_type_validate.h b/core/variant/container_type_validate.h
index 4d3a5f683b..f13a37cddd 100644
--- a/core/variant/container_type_validate.h
+++ b/core/variant/container_type_validate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/dictionary.cpp b/core/variant/dictionary.cpp
index aff3f1326a..b2f7c6aa0a 100644
--- a/core/variant/dictionary.cpp
+++ b/core/variant/dictionary.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/dictionary.h b/core/variant/dictionary.h
index 8bc559a73d..4067ff9fd9 100644
--- a/core/variant/dictionary.h
+++ b/core/variant/dictionary.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/method_ptrcall.h b/core/variant/method_ptrcall.h
index b00455f8ad..c294592b63 100644
--- a/core/variant/method_ptrcall.h
+++ b/core/variant/method_ptrcall.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/type_info.h b/core/variant/type_info.h
index ce7c2bfe14..f61ff29b8f 100644
--- a/core/variant/type_info.h
+++ b/core/variant/type_info.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/typed_array.h b/core/variant/typed_array.h
index 2f11f22ff8..e0309aa3fe 100644
--- a/core/variant/typed_array.h
+++ b/core/variant/typed_array.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant.cpp b/core/variant/variant.cpp
index 8e14886e38..7824776fdb 100644
--- a/core/variant/variant.cpp
+++ b/core/variant/variant.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant.h b/core/variant/variant.h
index d5649f8256..5050aa24ec 100644
--- a/core/variant/variant.h
+++ b/core/variant/variant.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp
index a2d9112f0f..85e3b29279 100644
--- a/core/variant/variant_call.cpp
+++ b/core/variant/variant_call.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant_construct.cpp b/core/variant/variant_construct.cpp
index 732e7a26f2..9835734583 100644
--- a/core/variant/variant_construct.cpp
+++ b/core/variant/variant_construct.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant_internal.h b/core/variant/variant_internal.h
index 57e8f8813f..7d33d85cd6 100644
--- a/core/variant/variant_internal.h
+++ b/core/variant/variant_internal.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant_op.cpp b/core/variant/variant_op.cpp
index df29ec7b63..e9c817bc9f 100644
--- a/core/variant/variant_op.cpp
+++ b/core/variant/variant_op.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant_parser.cpp b/core/variant/variant_parser.cpp
index 00d81f597a..ed936c626b 100644
--- a/core/variant/variant_parser.cpp
+++ b/core/variant/variant_parser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant_parser.h b/core/variant/variant_parser.h
index cf1941a40e..5703f0200c 100644
--- a/core/variant/variant_parser.h
+++ b/core/variant/variant_parser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant_setget.cpp b/core/variant/variant_setget.cpp
index f099c768a0..ea8263402a 100644
--- a/core/variant/variant_setget.cpp
+++ b/core/variant/variant_setget.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/variant/variant_utility.cpp b/core/variant/variant_utility.cpp
index 9a344143b8..f154ab1ed6 100644
--- a/core/variant/variant_utility.cpp
+++ b/core/variant/variant_utility.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -291,7 +291,7 @@ struct VariantUtilityFunctions {
Variant ret;
for (int i = 1; i < p_argcount; i++) {
bool valid;
- Variant::evaluate(Variant::OP_GREATER, base, *p_args[i], ret, valid);
+ Variant::evaluate(Variant::OP_LESS, base, *p_args[i], ret, valid);
if (!valid) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.expected = base.get_type();
@@ -324,7 +324,7 @@ struct VariantUtilityFunctions {
Variant ret;
for (int i = 1; i < p_argcount; i++) {
bool valid;
- Variant::evaluate(Variant::OP_LESS, base, *p_args[i], ret, valid);
+ Variant::evaluate(Variant::OP_GREATER, base, *p_args[i], ret, valid);
if (!valid) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.expected = base.get_type();
diff --git a/core/version.h b/core/version.h
index 1198f62db4..2a4fa9cfd4 100644
--- a/core/version.h
+++ b/core/version.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index c8f216e199..bf81362e79 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -668,7 +668,7 @@
</method>
<method name="print" qualifiers="vararg">
<description>
- Converts one or more arguments to strings in the best way possible and prints them to the console.
+ Converts one or more arguments of any type to string in the best way possible and prints them to the console.
[codeblock]
a = [1, 2, 3]
print("a", "b", a) # Prints ab[1, 2, 3]
@@ -944,6 +944,22 @@
[/codeblock]
</description>
</method>
+ <method name="snapped">
+ <return type="float">
+ </return>
+ <argument index="0" name="x" type="float">
+ </argument>
+ <argument index="1" name="step" type="float">
+ </argument>
+ <description>
+ Snaps float value [code]x[/code] to a given [code]step[/code]. This can also be used to round a floating point number to an arbitrary number of decimals.
+ [codeblock]
+ snapped(100, 32) # Returns 96
+ snapped(3.14159, 0.01) # Returns 3.14
+ [/codeblock]
+ See also [method ceil], [method floor], and [method round].
+ </description>
+ </method>
<method name="sqrt">
<return type="float">
</return>
@@ -974,27 +990,11 @@
[/codeblock]
</description>
</method>
- <method name="snapped">
- <return type="float">
- </return>
- <argument index="0" name="x" type="float">
- </argument>
- <argument index="1" name="step" type="float">
- </argument>
- <description>
- Snaps float value [code]x[/code] to a given [code]step[/code]. This can also be used to round a floating point number to an arbitrary number of decimals.
- [codeblock]
- snapped(100, 32) # Returns 96
- snapped(3.14159, 0.01) # Returns 3.14
- [/codeblock]
- See also [method ceil], [method floor], and [method round].
- </description>
- </method>
<method name="str" qualifiers="vararg">
<return type="String">
</return>
<description>
- Converts one or more arguments to string in the best way possible.
+ Converts one or more arguments of any type to string in the best way possible.
</description>
</method>
<method name="str2var">
diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml
index baea84df65..8cd7e6f5fa 100644
--- a/doc/classes/AABB.xml
+++ b/doc/classes/AABB.xml
@@ -219,7 +219,7 @@
<argument index="0" name="aabb" type="AABB">
</argument>
<description>
- Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="merge">
diff --git a/doc/classes/AStar.xml b/doc/classes/AStar.xml
index 0cd7d3dc25..bfdc66623d 100644
--- a/doc/classes/AStar.xml
+++ b/doc/classes/AStar.xml
@@ -33,6 +33,7 @@
[/csharp]
[/codeblocks]
[method _estimate_cost] should return a lower bound of the distance, i.e. [code]_estimate_cost(u, v) &lt;= _compute_cost(u, v)[/code]. This serves as a hint to the algorithm because the custom [code]_compute_cost[/code] might be computation-heavy. If this is not the case, make [method _estimate_cost] return the same value as [method _compute_cost] to provide the algorithm with the most accurate information.
+ If the default [method _estimate_cost] and [method _compute_cost] methods are used, or if the supplied [method _estimate_cost] method returns a lower bound of the cost, then the paths returned by A* will be the lowest cost paths. Here, the cost of a path equals to the sum of the [method _compute_cost] results of all segments in the path multiplied by the [code]weight_scale[/code]s of the end points of the respective segments. If the default methods are used and the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], then this equals to the sum of Euclidean distances of all segments in the path.
</description>
<tutorials>
</tutorials>
@@ -71,7 +72,8 @@
<argument index="2" name="weight_scale" type="float" default="1.0">
</argument>
<description>
- Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path.
[codeblocks]
[gdscript]
var astar = AStar.new()
@@ -380,7 +382,7 @@
<argument index="1" name="weight_scale" type="float">
</argument>
<description>
- Sets the [code]weight_scale[/code] for the point with the given [code]id[/code].
+ Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point.
</description>
</method>
</methods>
diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml
index 1540d8dacc..2a51678209 100644
--- a/doc/classes/AStar2D.xml
+++ b/doc/classes/AStar2D.xml
@@ -43,7 +43,8 @@
<argument index="2" name="weight_scale" type="float" default="1.0">
</argument>
<description>
- Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path.
[codeblocks]
[gdscript]
var astar = AStar2D.new()
@@ -350,7 +351,7 @@
<argument index="1" name="weight_scale" type="float">
</argument>
<description>
- Sets the [code]weight_scale[/code] for the point with the given [code]id[/code].
+ Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point.
</description>
</method>
</methods>
diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml
index 3e33a879b3..d26c0e8605 100644
--- a/doc/classes/Animation.xml
+++ b/doc/classes/Animation.xml
@@ -409,7 +409,7 @@
<argument index="1" name="key_idx" type="int">
</argument>
<description>
- Returns the transition curve (easing) for a specific key (see the built-in math function [method @GDScript.ease]).
+ Returns the transition curve (easing) for a specific key (see the built-in math function [method @GlobalScope.ease]).
</description>
</method>
<method name="track_get_key_value" qualifiers="const">
@@ -592,7 +592,7 @@
<argument index="2" name="transition" type="float">
</argument>
<description>
- Sets the transition curve (easing) for a specific key (see the built-in math function [method @GDScript.ease]).
+ Sets the transition curve (easing) for a specific key (see the built-in math function [method @GlobalScope.ease]).
</description>
</method>
<method name="track_set_key_value">
diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml
index 60ff425cdb..c8468f9c8f 100644
--- a/doc/classes/AnimationNodeStateMachinePlayback.xml
+++ b/doc/classes/AnimationNodeStateMachinePlayback.xml
@@ -21,6 +21,12 @@
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
+ <method name="get_current_length" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_current_node" qualifiers="const">
<return type="StringName">
</return>
@@ -28,6 +34,13 @@
Returns the currently playing animation state.
</description>
</method>
+ <method name="get_current_play_position" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Returns the playback position within the current animation state.
+ </description>
+ </method>
<method name="get_travel_path" qualifiers="const">
<return type="PackedStringArray">
</return>
diff --git a/doc/classes/Array.xml b/doc/classes/Array.xml
index e4f9dcf993..db5d377c62 100644
--- a/doc/classes/Array.xml
+++ b/doc/classes/Array.xml
@@ -228,13 +228,6 @@
If [code]deep[/code] is [code]true[/code], a deep copy is performed: all nested arrays and dictionaries are duplicated and will not be shared with the original array. If [code]false[/code], a shallow copy is made and references to the original nested arrays and dictionaries are kept, so that modifying a sub-array or dictionary in the copy will also impact those referenced in the source array.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="erase">
<return type="void">
</return>
@@ -339,6 +332,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="max">
<return type="Variant">
</return>
@@ -482,7 +482,7 @@
<return type="void">
</return>
<description>
- Shuffles the array such that the items will have a random order. This method uses the global random number generator common to methods such as [method @GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new seed will be used each time if you want non-reproducible shuffling.
+ Shuffles the array such that the items will have a random order. This method uses the global random number generator common to methods such as [method @GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a new seed will be used each time if you want non-reproducible shuffling.
</description>
</method>
<method name="size">
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 59502e7017..1f532f4843 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -209,19 +209,13 @@
</method>
</methods>
<members>
- <member name="blend_shape_mode" type="int" setter="set_blend_shape_mode" getter="get_blend_shape_mode" enum="ArrayMesh.BlendShapeMode" default="1">
- Sets the blend shape mode to one of [enum ArrayMesh.BlendShapeMode].
+ <member name="blend_shape_mode" type="int" setter="set_blend_shape_mode" getter="get_blend_shape_mode" enum="Mesh.BlendShapeMode" default="1">
+ Sets the blend shape mode to one of [enum Mesh.BlendShapeMode].
</member>
<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB( 0, 0, 0, 0, 0, 0 )">
Overrides the [AABB] with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
</member>
</members>
<constants>
- <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
- Blend shapes are normalized.
- </constant>
- <constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
- Blend shapes are relative to base weight.
- </constant>
</constants>
</class>
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index f17c56fb11..2a4e726d43 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -52,7 +52,7 @@
<method name="get_drag_margin" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin].
@@ -61,7 +61,7 @@
<method name="get_limit" qualifiers="const">
<return type="int">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
@@ -85,7 +85,7 @@
<method name="set_drag_margin">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="drag_margin" type="float">
</argument>
@@ -96,7 +96,7 @@
<method name="set_limit">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="limit" type="int">
</argument>
@@ -118,10 +118,10 @@
<member name="drag_bottom_margin" type="float" setter="set_drag_margin" getter="get_drag_margin" default="0.2">
Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the bottom edge of the screen.
</member>
- <member name="drag_horizontal_enabled" type="bool" setter="set_h_drag_enabled" getter="is_h_drag_enabled" default="false">
+ <member name="drag_horizontal_enabled" type="bool" setter="set_drag_horizontal_enabled" getter="is_drag_horizontal_enabled" default="false">
If [code]true[/code], the camera only moves when reaching the horizontal (left and right) drag margins. If [code]false[/code], the camera moves horizontally regardless of margins.
</member>
- <member name="drag_horizontal_offset" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0">
+ <member name="drag_horizontal_offset" type="float" setter="set_drag_horizontal_offset" getter="get_drag_horizontal_offset" default="0.0">
The relative horizontal drag offset of the camera between the right ([code]-1[/code]) and left ([code]1[/code]) drag margins.
[b]Note:[/b] Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when the horizontal drag margin is enabled or the drag margins are changed.
</member>
@@ -137,7 +137,7 @@
<member name="drag_vertical_enabled" type="bool" setter="set_drag_vertical_enabled" getter="is_drag_vertical_enabled" default="false">
If [code]true[/code], the camera only moves when reaching the vertical (top and bottom) drag margins. If [code]false[/code], the camera moves vertically regardless of the drag margins.
</member>
- <member name="drag_vertical_offset" type="float" setter="set_drag_verticaloffset" getter="get_drag_vertical_offset" default="0.0">
+ <member name="drag_vertical_offset" type="float" setter="set_drag_vertical_offset" getter="get_drag_vertical_offset" default="0.0">
The relative vertical drag offset of the camera between the bottom ([code]-1[/code]) and top ([code]1[/code]) drag margins.
[b]Note:[/b] Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when the vertical drag margin is enabled or the drag margins are changed.
</member>
diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml
index fcdd072c80..d13f431a16 100644
--- a/doc/classes/CanvasItem.xml
+++ b/doc/classes/CanvasItem.xml
@@ -9,7 +9,7 @@
Canvas items are drawn in tree order. By default, children are on top of their parents so a root [CanvasItem] will be drawn behind everything. This behavior can be changed on a per-item basis.
A [CanvasItem] can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode.
Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.
- [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
+ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
</description>
<tutorials>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index 755fd7eea2..8af5f29b65 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
A color represented by red, green, blue, and alpha (RGBA) components. The alpha component is often used for transparency. Values are in floating-point and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may accept values greater than 1 (overbright or HDR colors).
- You can also create a color from standardized color names by using [method @GDScript.ColorN] or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
+ You can also create a color from standardized color names by using [code]ColorN[/code] ([b]FIXME:[/b] No longer true, a Color(String) constructor should be re-implemented for that) or directly using the color constants defined here. The standardized color set is based on the [url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url].
If you want to supply values in a range of 0 to 255, you should use [method @GDScript.Color8].
[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). Otherwise, a Color will always evaluate to [code]true[/code].
[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png]Color constants cheatsheet[/url]
@@ -158,7 +158,7 @@
<argument index="0" name="to" type="Color">
</argument>
<description>
- Returns [code]true[/code] if this color and [code]color[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this color and [code]color[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="lerp">
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index c3db716d3a..533748aced 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -213,17 +213,6 @@
Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is [code]null[/code] or invalid, the override is cleared and the icon from assigned [Theme] is used.
</description>
</method>
- <method name="add_theme_shader_override">
- <return type="void">
- </return>
- <argument index="0" name="name" type="StringName">
- </argument>
- <argument index="1" name="shader" type="Shader">
- </argument>
- <description>
- Overrides the [Shader] with given [code]name[/code] in the [member theme] resource the control uses. If [code]shader[/code] is [code]null[/code] or invalid, the override is cleared and the shader from assigned [Theme] is used.
- </description>
- </method>
<method name="add_theme_stylebox_override">
<return type="void">
</return>
@@ -417,20 +406,20 @@
Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size].
</description>
</method>
- <method name="get_offset" qualifiers="const">
- <return type="float">
+ <method name="get_minimum_size" qualifiers="const">
+ <return type="Vector2">
</return>
- <argument index="0" name="side" type="int" enum="Side">
- </argument>
<description>
- Returns the anchor for the specified [enum Side]. A getter method for [member offset_bottom], [member offset_left], [member offset_right] and [member offset_top].
+ Returns the minimum size for this control. See [member rect_min_size].
</description>
</method>
- <method name="get_minimum_size" qualifiers="const">
- <return type="Vector2">
+ <method name="get_offset" qualifiers="const">
+ <return type="float">
</return>
+ <argument index="0" name="offset" type="int" enum="Side">
+ </argument>
<description>
- Returns the minimum size for this control. See [member rect_min_size].
+ Returns the anchor for the specified [enum Side]. A getter method for [member offset_bottom], [member offset_left], [member offset_right] and [member offset_top].
</description>
</method>
<method name="get_parent_area_size" qualifiers="const">
@@ -685,15 +674,6 @@
Returns [code]true[/code] if icon with given [code]name[/code] has a valid override in this [Control] node.
</description>
</method>
- <method name="has_theme_shader_override" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="name" type="StringName">
- </argument>
- <description>
- Returns [code]true[/code] if [Shader] with given [code]name[/code] has a valid override in this [Control] node.
- </description>
- </method>
<method name="has_theme_stylebox" qualifiers="const">
<return type="bool">
</return>
@@ -1063,6 +1043,13 @@
<member name="layout_direction" type="int" setter="set_layout_direction" getter="get_layout_direction" enum="Control.LayoutDirection" default="0">
Controls layout direction and text writing direction. Right-to-left layouts are necessary for certain languages (e.g. Arabic and Hebrew).
</member>
+ <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0">
+ The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
+ [b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
+ </member>
+ <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0">
+ Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
+ </member>
<member name="offset_bottom" type="float" setter="set_offset" getter="get_offset" default="0.0">
Distance between the node's bottom edge and its parent control, based on [member anchor_bottom].
Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
@@ -1079,13 +1066,6 @@
Distance between the node's top edge and its parent control, based on [member anchor_top].
Offsets are often controlled by one or multiple parent [Container] nodes, so you should not modify them manually if your node is a direct child of a [Container]. Offsets update automatically when you move or resize the node.
</member>
- <member name="mouse_default_cursor_shape" type="int" setter="set_default_cursor_shape" getter="get_default_cursor_shape" enum="Control.CursorShape" default="0">
- The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.
- [b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the system.
- </member>
- <member name="mouse_filter" type="int" setter="set_mouse_filter" getter="get_mouse_filter" enum="Control.MouseFilter" default="0">
- Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Also controls whether the control can receive the [signal mouse_entered], and [signal mouse_exited] signals. See the constants to learn what each does.
- </member>
<member name="rect_clip_content" type="bool" setter="set_clip_contents" getter="is_clipping_contents" default="false">
Enables whether rendering of [CanvasItem] based children should be clipped to this control's rectangle. If [code]true[/code], parts of a child which would be visibly outside of this control's rectangle will not be rendered.
</member>
diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml
index 2ca705cec7..d3fcbc9f64 100644
--- a/doc/classes/Dictionary.xml
+++ b/doc/classes/Dictionary.xml
@@ -215,13 +215,6 @@
Creates a copy of the dictionary, and returns it. The [code]deep[/code] parameter causes inner dictionaries and arrays to be copied recursively, but does not apply to objects.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the dictionary is empty.
- </description>
- </method>
<method name="erase">
<return type="bool">
</return>
@@ -299,6 +292,13 @@
[b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the dictionary is empty.
+ </description>
+ </method>
<method name="keys">
<return type="Array">
</return>
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index 5a61c05cee..b01af71852 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -40,13 +40,6 @@
Returns the edited (current) scene's root [Node].
</description>
</method>
- <method name="get_editor_settings">
- <return type="EditorSettings">
- </return>
- <description>
- Returns the editor's [EditorSettings] instance.
- </description>
- </method>
<method name="get_editor_main_control">
<return type="Control">
</return>
@@ -55,6 +48,13 @@
[b]Note:[/b] This returns the main editor control containing the whole editor, not the 2D or 3D viewports specifically.
</description>
</method>
+ <method name="get_editor_settings">
+ <return type="EditorSettings">
+ </return>
+ <description>
+ Returns the editor's [EditorSettings] instance.
+ </description>
+ </method>
<method name="get_file_system_dock">
<return type="FileSystemDock">
</return>
diff --git a/doc/classes/EditorSceneImporterAssimp.xml b/doc/classes/EditorSceneImporterAssimp.xml
deleted file mode 100644
index c72d4ee25a..0000000000
--- a/doc/classes/EditorSceneImporterAssimp.xml
+++ /dev/null
@@ -1,36 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorSceneImporterAssimp" inherits="EditorSceneImporter" version="4.0">
- <brief_description>
- FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url].
- </brief_description>
- <description>
- This is an FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]. It currently has many known limitations and works best with static meshes. Most animated meshes won't import correctly.
- If exporting a FBX scene from Autodesk Maya, use these FBX export settings:
- [codeblock]
- - Smoothing Groups
- - Smooth Mesh
- - Triangluate (for meshes with blend shapes)
- - Bake Animation
- - Resample All
- - Deformed Models
- - Skins
- - Blend Shapes
- - Curve Filters
- - Constant Key Reducer
- - Auto Tangents Only
- - *Do not check* Constraints (as it will break the file)
- - Can check Embed Media (embeds textures into the exported FBX file)
- - Note that when importing embedded media, the texture and mesh will be a single immutable file.
- - You will have to re-export then re-import the FBX if the texture has changed.
- - Units: Centimeters
- - Up Axis: Y
- - Binary format in FBX 2017
- [/codeblock]
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <constants>
- </constants>
-</class>
diff --git a/doc/classes/EditorSceneImporterGLTF.xml b/doc/classes/EditorSceneImporterGLTF.xml
new file mode 100644
index 0000000000..e717b30f73
--- /dev/null
+++ b/doc/classes/EditorSceneImporterGLTF.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorSceneImporterGLTF" inherits="EditorSceneImporter" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/EditorSceneImporterMesh.xml b/doc/classes/EditorSceneImporterMesh.xml
new file mode 100644
index 0000000000..1c903bd889
--- /dev/null
+++ b/doc/classes/EditorSceneImporterMesh.xml
@@ -0,0 +1,160 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorSceneImporterMesh" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_blend_shape">
+ <return type="void">
+ </return>
+ <argument index="0" name="name" type="String">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="add_surface">
+ <return type="void">
+ </return>
+ <argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
+ </argument>
+ <argument index="1" name="arrays" type="Array">
+ </argument>
+ <argument index="2" name="blend_shapes" type="Array" default="[ ]">
+ </argument>
+ <argument index="3" name="lods" type="Dictionary" default="{
+}">
+ </argument>
+ <argument index="4" name="material" type="Material" default="null">
+ </argument>
+ <argument index="5" name="arg5" type="String" default="&quot;&quot;">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="clear">
+ <return type="void">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_blend_shape_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_blend_shape_mode" qualifiers="const">
+ <return type="int" enum="Mesh.BlendShapeMode">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_blend_shape_name" qualifiers="const">
+ <return type="String">
+ </return>
+ <argument index="0" name="blend_shape_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_mesh">
+ <return type="ArrayMesh">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_arrays" qualifiers="const">
+ <return type="Array">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_blend_shape_arrays" qualifiers="const">
+ <return type="Array">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <argument index="1" name="blend_shape_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_lod_count" qualifiers="const">
+ <return type="int">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_lod_indices" qualifiers="const">
+ <return type="PackedInt32Array">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <argument index="1" name="lod_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_lod_size" qualifiers="const">
+ <return type="float">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <argument index="1" name="lod_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_material" qualifiers="const">
+ <return type="Material">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_name" qualifiers="const">
+ <return type="String">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_surface_primitive_type">
+ <return type="int" enum="Mesh.PrimitiveType">
+ </return>
+ <argument index="0" name="surface_idx" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_blend_shape_mode">
+ <return type="void">
+ </return>
+ <argument index="0" name="mode" type="int" enum="Mesh.BlendShapeMode">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="_data" type="Dictionary" setter="_set_data" getter="_get_data" default="{&quot;surfaces&quot;: [ ]}">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/EditorSceneImporterMeshNode3D.xml b/doc/classes/EditorSceneImporterMeshNode3D.xml
new file mode 100644
index 0000000000..1e459c1cee
--- /dev/null
+++ b/doc/classes/EditorSceneImporterMeshNode3D.xml
@@ -0,0 +1,21 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorSceneImporterMeshNode3D" inherits="Node3D" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="mesh" type="EditorSceneImporterMesh" setter="set_mesh" getter="get_mesh">
+ </member>
+ <member name="skeleton_path" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath(&quot;&quot;)">
+ </member>
+ <member name="skin" type="Skin" setter="set_skin" getter="get_skin">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/EncodedObjectAsID.xml b/doc/classes/EncodedObjectAsID.xml
index fc68b47645..1e4fde453b 100644
--- a/doc/classes/EncodedObjectAsID.xml
+++ b/doc/classes/EncodedObjectAsID.xml
@@ -4,7 +4,7 @@
Holds a reference to an [Object]'s instance ID.
</brief_description>
<description>
- Utility class which holds a reference to the internal identifier of an [Object] instance, as given by [method Object.get_instance_id]. This ID can then be used to retrieve the object instance with [method @GDScript.instance_from_id].
+ Utility class which holds a reference to the internal identifier of an [Object] instance, as given by [method Object.get_instance_id]. This ID can then be used to retrieve the object instance with [method @GlobalScope.instance_from_id].
This class is used internally by the editor inspector and script debugger, but can also be used in plugins to pass and display objects as their IDs.
</description>
<tutorials>
@@ -13,7 +13,7 @@
</methods>
<members>
<member name="object_id" type="int" setter="set_object_id" getter="get_object_id" default="0">
- The [Object] identifier stored in this [EncodedObjectAsID] instance. The object instance can be retrieved with [method @GDScript.instance_from_id].
+ The [Object] identifier stored in this [EncodedObjectAsID] instance. The object instance can be retrieved with [method @GlobalScope.instance_from_id].
</member>
</members>
<constants>
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index c079085fb3..02b81ee9b7 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -51,13 +51,6 @@
Returns the frames per second of the running game.
</description>
</method>
- <method name="get_process_frames" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn].
- </description>
- </method>
<method name="get_license_info" qualifiers="const">
<return type="Dictionary">
</return>
@@ -93,6 +86,13 @@
Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation.
</description>
</method>
+ <method name="get_process_frames" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn].
+ </description>
+ </method>
<method name="get_singleton" qualifiers="const">
<return type="Object">
</return>
diff --git a/doc/classes/GLTFAccessor.xml b/doc/classes/GLTFAccessor.xml
new file mode 100644
index 0000000000..a1f596f7dd
--- /dev/null
+++ b/doc/classes/GLTFAccessor.xml
@@ -0,0 +1,43 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFAccessor" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="buffer_view" type="int" setter="set_buffer_view" getter="get_buffer_view" default="0">
+ </member>
+ <member name="byte_offset" type="int" setter="set_byte_offset" getter="get_byte_offset" default="0">
+ </member>
+ <member name="component_type" type="int" setter="set_component_type" getter="get_component_type" default="0">
+ </member>
+ <member name="count" type="int" setter="set_count" getter="get_count" default="0">
+ </member>
+ <member name="max" type="PackedFloat64Array" setter="set_max" getter="get_max" default="PackedFloat64Array( )">
+ </member>
+ <member name="min" type="PackedFloat64Array" setter="set_min" getter="get_min" default="PackedFloat64Array( )">
+ </member>
+ <member name="normalized" type="bool" setter="set_normalized" getter="get_normalized" default="false">
+ </member>
+ <member name="sparse_count" type="int" setter="set_sparse_count" getter="get_sparse_count" default="0">
+ </member>
+ <member name="sparse_indices_buffer_view" type="int" setter="set_sparse_indices_buffer_view" getter="get_sparse_indices_buffer_view" default="0">
+ </member>
+ <member name="sparse_indices_byte_offset" type="int" setter="set_sparse_indices_byte_offset" getter="get_sparse_indices_byte_offset" default="0">
+ </member>
+ <member name="sparse_indices_component_type" type="int" setter="set_sparse_indices_component_type" getter="get_sparse_indices_component_type" default="0">
+ </member>
+ <member name="sparse_values_buffer_view" type="int" setter="set_sparse_values_buffer_view" getter="get_sparse_values_buffer_view" default="0">
+ </member>
+ <member name="sparse_values_byte_offset" type="int" setter="set_sparse_values_byte_offset" getter="get_sparse_values_byte_offset" default="0">
+ </member>
+ <member name="type" type="int" setter="set_type" getter="get_type" default="0">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFAnimation.xml b/doc/classes/GLTFAnimation.xml
new file mode 100644
index 0000000000..5c1fa02f11
--- /dev/null
+++ b/doc/classes/GLTFAnimation.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFAnimation" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="loop" type="bool" setter="set_loop" getter="get_loop" default="false">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFBufferView.xml b/doc/classes/GLTFBufferView.xml
new file mode 100644
index 0000000000..edaad85e0a
--- /dev/null
+++ b/doc/classes/GLTFBufferView.xml
@@ -0,0 +1,25 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFBufferView" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="buffer" type="int" setter="set_buffer" getter="get_buffer" default="-1">
+ </member>
+ <member name="byte_length" type="int" setter="set_byte_length" getter="get_byte_length" default="0">
+ </member>
+ <member name="byte_offset" type="int" setter="set_byte_offset" getter="get_byte_offset" default="0">
+ </member>
+ <member name="byte_stride" type="int" setter="set_byte_stride" getter="get_byte_stride" default="-1">
+ </member>
+ <member name="indices" type="bool" setter="set_indices" getter="get_indices" default="false">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFCamera.xml b/doc/classes/GLTFCamera.xml
new file mode 100644
index 0000000000..0b95f2c802
--- /dev/null
+++ b/doc/classes/GLTFCamera.xml
@@ -0,0 +1,23 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFCamera" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="fov_size" type="float" setter="set_fov_size" getter="get_fov_size" default="75.0">
+ </member>
+ <member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true">
+ </member>
+ <member name="zfar" type="float" setter="set_zfar" getter="get_zfar" default="4000.0">
+ </member>
+ <member name="znear" type="float" setter="set_znear" getter="get_znear" default="0.05">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFDocument.xml b/doc/classes/GLTFDocument.xml
new file mode 100644
index 0000000000..04c40dd752
--- /dev/null
+++ b/doc/classes/GLTFDocument.xml
@@ -0,0 +1,13 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFDocument" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFLight.xml b/doc/classes/GLTFLight.xml
new file mode 100644
index 0000000000..bfeaf9a86e
--- /dev/null
+++ b/doc/classes/GLTFLight.xml
@@ -0,0 +1,27 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFLight" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 0, 0, 0, 1 )">
+ </member>
+ <member name="inner_cone_angle" type="float" setter="set_inner_cone_angle" getter="get_inner_cone_angle" default="0.0">
+ </member>
+ <member name="intensity" type="float" setter="set_intensity" getter="get_intensity" default="0.0">
+ </member>
+ <member name="outer_cone_angle" type="float" setter="set_outer_cone_angle" getter="get_outer_cone_angle" default="0.0">
+ </member>
+ <member name="range" type="float" setter="set_range" getter="get_range" default="0.0">
+ </member>
+ <member name="type" type="String" setter="set_type" getter="get_type" default="&quot;&quot;">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFMesh.xml b/doc/classes/GLTFMesh.xml
new file mode 100644
index 0000000000..55f79d2c55
--- /dev/null
+++ b/doc/classes/GLTFMesh.xml
@@ -0,0 +1,19 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFMesh" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="blend_weights" type="PackedFloat32Array" setter="set_blend_weights" getter="get_blend_weights" default="PackedFloat32Array( )">
+ </member>
+ <member name="mesh" type="EditorSceneImporterMesh" setter="set_mesh" getter="get_mesh">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFNode.xml b/doc/classes/GLTFNode.xml
new file mode 100644
index 0000000000..5b7d4fadec
--- /dev/null
+++ b/doc/classes/GLTFNode.xml
@@ -0,0 +1,43 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFNode" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="camera" type="int" setter="set_camera" getter="get_camera" default="-1">
+ </member>
+ <member name="children" type="PackedInt32Array" setter="set_children" getter="get_children" default="PackedInt32Array( )">
+ </member>
+ <member name="fake_joint_parent" type="int" setter="set_fake_joint_parent" getter="get_fake_joint_parent" default="-1">
+ </member>
+ <member name="height" type="int" setter="set_height" getter="get_height" default="-1">
+ </member>
+ <member name="joint" type="bool" setter="set_joint" getter="get_joint" default="false">
+ </member>
+ <member name="light" type="int" setter="set_light" getter="get_light" default="-1">
+ </member>
+ <member name="mesh" type="int" setter="set_mesh" getter="get_mesh" default="-1">
+ </member>
+ <member name="parent" type="int" setter="set_parent" getter="get_parent" default="-1">
+ </member>
+ <member name="rotation" type="Quat" setter="set_rotation" getter="get_rotation" default="Quat( 0, 0, 0, 1 )">
+ </member>
+ <member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3( 1, 1, 1 )">
+ </member>
+ <member name="skeleton" type="int" setter="set_skeleton" getter="get_skeleton" default="-1">
+ </member>
+ <member name="skin" type="int" setter="set_skin" getter="get_skin" default="-1">
+ </member>
+ <member name="translation" type="Vector3" setter="set_translation" getter="get_translation" default="Vector3( 0, 0, 0 )">
+ </member>
+ <member name="xform" type="Transform" setter="set_xform" getter="get_xform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFSkeleton.xml b/doc/classes/GLTFSkeleton.xml
new file mode 100644
index 0000000000..e27c838648
--- /dev/null
+++ b/doc/classes/GLTFSkeleton.xml
@@ -0,0 +1,67 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFSkeleton" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="get_bone_attachment">
+ <return type="BoneAttachment3D">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_bone_attachment_count">
+ <return type="int">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_godot_bone_node">
+ <return type="Dictionary">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_godot_skeleton">
+ <return type="Skeleton3D">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_unique_names">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="set_godot_bone_node">
+ <return type="void">
+ </return>
+ <argument index="0" name="godot_bone_node" type="Dictionary">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_unique_names">
+ <return type="void">
+ </return>
+ <argument index="0" name="unique_names" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="joints" type="PackedInt32Array" setter="set_joints" getter="get_joints" default="PackedInt32Array( )">
+ </member>
+ <member name="roots" type="PackedInt32Array" setter="set_roots" getter="get_roots" default="PackedInt32Array( )">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFSkin.xml b/doc/classes/GLTFSkin.xml
new file mode 100644
index 0000000000..5a80c7097a
--- /dev/null
+++ b/doc/classes/GLTFSkin.xml
@@ -0,0 +1,71 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFSkin" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="get_inverse_binds">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_joint_i_to_bone_i">
+ <return type="Dictionary">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_joint_i_to_name">
+ <return type="Dictionary">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="set_inverse_binds">
+ <return type="void">
+ </return>
+ <argument index="0" name="inverse_binds" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_joint_i_to_bone_i">
+ <return type="void">
+ </return>
+ <argument index="0" name="joint_i_to_bone_i" type="Dictionary">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_joint_i_to_name">
+ <return type="void">
+ </return>
+ <argument index="0" name="joint_i_to_name" type="Dictionary">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="godot_skin" type="Skin" setter="set_godot_skin" getter="get_godot_skin">
+ </member>
+ <member name="joints" type="PackedInt32Array" setter="set_joints" getter="get_joints" default="PackedInt32Array( )">
+ </member>
+ <member name="joints_original" type="PackedInt32Array" setter="set_joints_original" getter="get_joints_original" default="PackedInt32Array( )">
+ </member>
+ <member name="non_joints" type="PackedInt32Array" setter="set_non_joints" getter="get_non_joints" default="PackedInt32Array( )">
+ </member>
+ <member name="roots" type="PackedInt32Array" setter="set_roots" getter="get_roots" default="PackedInt32Array( )">
+ </member>
+ <member name="skeleton" type="int" setter="set_skeleton" getter="get_skeleton" default="-1">
+ </member>
+ <member name="skin_root" type="int" setter="set_skin_root" getter="get_skin_root" default="-1">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFSpecGloss.xml b/doc/classes/GLTFSpecGloss.xml
new file mode 100644
index 0000000000..68cc7c845d
--- /dev/null
+++ b/doc/classes/GLTFSpecGloss.xml
@@ -0,0 +1,25 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFSpecGloss" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="diffuse_factor" type="Color" setter="set_diffuse_factor" getter="get_diffuse_factor" default="Color( 1, 1, 1, 1 )">
+ </member>
+ <member name="diffuse_img" type="Image" setter="set_diffuse_img" getter="get_diffuse_img">
+ </member>
+ <member name="gloss_factor" type="float" setter="set_gloss_factor" getter="get_gloss_factor" default="1.0">
+ </member>
+ <member name="spec_gloss_img" type="Image" setter="set_spec_gloss_img" getter="get_spec_gloss_img">
+ </member>
+ <member name="specular_factor" type="Color" setter="set_specular_factor" getter="get_specular_factor" default="Color( 1, 1, 1, 1 )">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFState.xml b/doc/classes/GLTFState.xml
new file mode 100644
index 0000000000..f7763efdb1
--- /dev/null
+++ b/doc/classes/GLTFState.xml
@@ -0,0 +1,251 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFState" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="get_accessors">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_animation_player">
+ <return type="AnimationPlayer">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_animation_players_count">
+ <return type="int">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_animations">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_buffer_views">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_cameras">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_images">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_lights">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_materials">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_meshes">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_nodes">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_scene_node">
+ <return type="Node">
+ </return>
+ <argument index="0" name="arg0" type="int">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="get_skeleton_to_node">
+ <return type="Dictionary">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_skeletons">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_skins">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_textures">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="get_unique_names">
+ <return type="Array">
+ </return>
+ <description>
+ </description>
+ </method>
+ <method name="set_accessors">
+ <return type="void">
+ </return>
+ <argument index="0" name="accessors" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_animations">
+ <return type="void">
+ </return>
+ <argument index="0" name="animations" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_buffer_views">
+ <return type="void">
+ </return>
+ <argument index="0" name="buffer_views" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_cameras">
+ <return type="void">
+ </return>
+ <argument index="0" name="cameras" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_images">
+ <return type="void">
+ </return>
+ <argument index="0" name="images" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_lights">
+ <return type="void">
+ </return>
+ <argument index="0" name="lights" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_materials">
+ <return type="void">
+ </return>
+ <argument index="0" name="materials" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_meshes">
+ <return type="void">
+ </return>
+ <argument index="0" name="meshes" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_nodes">
+ <return type="void">
+ </return>
+ <argument index="0" name="nodes" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_skeleton_to_node">
+ <return type="void">
+ </return>
+ <argument index="0" name="skeleton_to_node" type="Dictionary">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_skeletons">
+ <return type="void">
+ </return>
+ <argument index="0" name="skeletons" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_skins">
+ <return type="void">
+ </return>
+ <argument index="0" name="skins" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_textures">
+ <return type="void">
+ </return>
+ <argument index="0" name="textures" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="set_unique_names">
+ <return type="void">
+ </return>
+ <argument index="0" name="unique_names" type="Array">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[ ]">
+ </member>
+ <member name="glb_data" type="PackedByteArray" setter="set_glb_data" getter="get_glb_data" default="PackedByteArray( )">
+ </member>
+ <member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">
+ </member>
+ <member name="major_version" type="int" setter="set_major_version" getter="get_major_version" default="0">
+ </member>
+ <member name="minor_version" type="int" setter="set_minor_version" getter="get_minor_version" default="0">
+ </member>
+ <member name="root_nodes" type="Array" setter="set_root_nodes" getter="get_root_nodes" default="[ ]">
+ </member>
+ <member name="scene_name" type="String" setter="set_scene_name" getter="get_scene_name" default="&quot;&quot;">
+ </member>
+ <member name="use_named_skin_binds" type="bool" setter="set_use_named_skin_binds" getter="get_use_named_skin_binds" default="false">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GLTFTexture.xml b/doc/classes/GLTFTexture.xml
new file mode 100644
index 0000000000..c7f94ab0da
--- /dev/null
+++ b/doc/classes/GLTFTexture.xml
@@ -0,0 +1,17 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="GLTFTexture" inherits="Resource" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="src_image" type="int" setter="set_src_image" getter="get_src_image" default="4">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index cc85ce295b..631a30abab 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -48,6 +48,8 @@
</member>
<member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="0">
</member>
+ <member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
+ </member>
<member name="lod_max_distance" type="float" setter="set_lod_max_distance" getter="get_lod_max_distance" default="0.0">
The GeometryInstance3D's max LOD distance.
[b]Note:[/b] This property currently has no effect.
diff --git a/doc/classes/GraphEdit.xml b/doc/classes/GraphEdit.xml
index 2347627c31..10afa4c339 100644
--- a/doc/classes/GraphEdit.xml
+++ b/doc/classes/GraphEdit.xml
@@ -281,17 +281,17 @@
Emitted at the end of a GraphNode movement.
</description>
</signal>
- <signal name="node_selected">
+ <signal name="node_deselected">
<argument index="0" name="node" type="Node">
</argument>
<description>
- Emitted when a GraphNode is selected.
</description>
</signal>
- <signal name="node_deselected">
+ <signal name="node_selected">
<argument index="0" name="node" type="Node">
</argument>
<description>
+ Emitted when a GraphNode is selected.
</description>
</signal>
<signal name="paste_nodes_request">
diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml
index 8542cdaca4..6e5ff83a35 100644
--- a/doc/classes/ItemList.xml
+++ b/doc/classes/ItemList.xml
@@ -52,6 +52,22 @@
Removes all OpenType features from the item's text.
</description>
</method>
+ <method name="deselect">
+ <return type="void">
+ </return>
+ <argument index="0" name="idx" type="int">
+ </argument>
+ <description>
+ Ensures the item associated with the specified index is not selected.
+ </description>
+ </method>
+ <method name="deselect_all">
+ <return type="void">
+ </return>
+ <description>
+ Ensures there are no items selected.
+ </description>
+ </method>
<method name="ensure_current_is_visible">
<return type="void">
</return>
@@ -471,22 +487,6 @@
Sorts items in the list by their text.
</description>
</method>
- <method name="deselect">
- <return type="void">
- </return>
- <argument index="0" name="idx" type="int">
- </argument>
- <description>
- Ensures the item associated with the specified index is not selected.
- </description>
- </method>
- <method name="deselect_all">
- <return type="void">
- </return>
- <description>
- Ensures there are no items selected.
- </description>
- </method>
</methods>
<members>
<member name="allow_reselect" type="bool" setter="set_allow_reselect" getter="get_allow_reselect" default="false">
diff --git a/doc/classes/JSONParseResult.xml b/doc/classes/JSONParseResult.xml
index 991ebcd7a0..bc94f74b07 100644
--- a/doc/classes/JSONParseResult.xml
+++ b/doc/classes/JSONParseResult.xml
@@ -21,7 +21,7 @@
The error message if the JSON source was not successfully parsed. See the [enum Error] constants.
</member>
<member name="result" type="Variant" setter="set_result" getter="get_result">
- A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with brackets ([code][][/code]), an [Array] will be returned.
+ A [Variant] containing the parsed JSON. Use [method @GlobalScope.typeof] or the [code]is[/code] keyword to check if it is what you expect. For example, if the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] will be returned. If the JSON source starts with brackets ([code][][/code]), an [Array] will be returned.
[b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, parsing a JSON text will convert all numerical values to [float] types.
[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:
[codeblocks]
diff --git a/doc/classes/MainLoop.xml b/doc/classes/MainLoop.xml
index 7682379b64..537ecf2b2b 100644
--- a/doc/classes/MainLoop.xml
+++ b/doc/classes/MainLoop.xml
@@ -19,7 +19,7 @@
print("Initialized:")
print(" Starting time: %s" % str(time_elapsed))
- func _idle(delta):
+ func _process(delta):
time_elapsed += delta
# Return true to end the main loop.
return quit
@@ -51,30 +51,30 @@
Called before the program exits.
</description>
</method>
- <method name="_idle" qualifiers="virtual">
- <return type="bool">
+ <method name="_initialize" qualifiers="virtual">
+ <return type="void">
</return>
- <argument index="0" name="delta" type="float">
- </argument>
<description>
- Called each idle frame with the time since the last idle frame as argument (in seconds). Equivalent to [method Node._process].
- If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
+ Called once during initialization.
</description>
</method>
- <method name="_initialize" qualifiers="virtual">
- <return type="void">
+ <method name="_physics_process" qualifiers="virtual">
+ <return type="bool">
</return>
+ <argument index="0" name="delta" type="float">
+ </argument>
<description>
- Called once during initialization.
+ Called each physics frame with the time since the last physics frame as argument ([code]delta[/code], in seconds). Equivalent to [method Node._physics_process].
+ If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
</description>
</method>
- <method name="_iteration" qualifiers="virtual">
+ <method name="_process" qualifiers="virtual">
<return type="bool">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called each physics frame with the time since the last physics frame as argument (in seconds). Equivalent to [method Node._physics_process].
+ Called each process (idle) frame with the time since the last process frame as argument (in seconds). Equivalent to [method Node._process].
If implemented, the method must return a boolean value. [code]true[/code] ends the main loop, while [code]false[/code] lets it proceed to the next frame.
</description>
</method>
diff --git a/doc/classes/Mesh.xml b/doc/classes/Mesh.xml
index dff4b4f7ab..ed7c39d4d9 100644
--- a/doc/classes/Mesh.xml
+++ b/doc/classes/Mesh.xml
@@ -242,5 +242,11 @@
</constant>
<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat">
</constant>
+ <constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
+ Blend shapes are normalized.
+ </constant>
+ <constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
+ Blend shapes are relative to base weight.
+ </constant>
</constants>
</class>
diff --git a/doc/classes/NinePatchRect.xml b/doc/classes/NinePatchRect.xml
index f4b9d75e91..d6de0ef4cf 100644
--- a/doc/classes/NinePatchRect.xml
+++ b/doc/classes/NinePatchRect.xml
@@ -12,7 +12,7 @@
<method name="get_patch_margin" qualifiers="const">
<return type="int">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the size of the margin on the specified [enum Side].
@@ -21,7 +21,7 @@
<method name="set_patch_margin">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="value" type="int">
</argument>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 62d88afa51..e8913f2623 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -9,7 +9,7 @@
[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a node is added to the scene tree, it receives the [constant NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback is triggered. Child nodes are always added [i]after[/i] their parent node, i.e. the [method _enter_tree] callback of a parent node will be triggered before its child's.
Once all nodes have been added in the scene tree, they receive the [constant NOTIFICATION_READY] notification and their respective [method _ready] callbacks are triggered. For groups of nodes, the [method _ready] callback is called in reverse order, starting with the children and moving up to the parent nodes.
This means that when adding a node to the scene tree, the following order will be used for the callbacks: [method _enter_tree] of the parent, [method _enter_tree] of the children, [method _ready] of the children and finally [method _ready] of the parent (recursively for the entire scene tree).
- [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
+ [b]Processing:[/b] Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback [method _process], toggled with [method set_process]) happens as fast as possible and is dependent on the frame rate, so the processing time [i]delta[/i] (in seconds) is passed as an argument. Physics processing (callback [method _physics_process], toggled with [method set_physics_process]) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.
Nodes can also process input events. When present, the [method _input] function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the [method _unhandled_input] function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI [Control] nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the [member owner] property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with [method Object.free] or [method queue_free], it will also free all its children.
@@ -65,7 +65,7 @@
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant.
+ Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [code]delta[/code] variable should be constant. [code]delta[/code] is in seconds.
It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
@@ -77,7 +77,7 @@
<argument index="0" name="delta" type="float">
</argument>
<description>
- Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant.
+ Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [code]delta[/code] time since the previous frame is not constant. [code]delta[/code] is in seconds.
It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
@@ -361,7 +361,7 @@
<return type="float">
</return>
<description>
- Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
+ Returns the time elapsed (in seconds) since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
</description>
</method>
<method name="get_process_delta_time" qualifiers="const">
@@ -590,7 +590,7 @@
<return type="void">
</return>
<description>
- Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree, i.e. the further they are on the node list, the higher they are drawn. After using [code]raise[/code], a Control will be drawn on top of their siblings.
+ Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs ([Control] nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using [code]raise[/code], a Control will be drawn on top of its siblings.
</description>
</method>
<method name="remove_and_skip">
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index f6ff514474..fe3a9c5d39 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -6,7 +6,7 @@
<description>
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project.
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system.
- [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
+ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg2rad].
</description>
<tutorials>
<link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml
index 50d91c7943..6ff7e34194 100644
--- a/doc/classes/Object.xml
+++ b/doc/classes/Object.xml
@@ -242,7 +242,7 @@
</return>
<description>
Returns the object's unique instance ID.
- This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GDScript.instance_from_id].
+ This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the object instance with [method @GlobalScope.instance_from_id].
</description>
</method>
<method name="get_meta" qualifiers="const">
diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml
index b00c59ade9..75fb7c1465 100644
--- a/doc/classes/PackedByteArray.xml
+++ b/doc/classes/PackedByteArray.xml
@@ -92,13 +92,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="get_string_from_ascii">
<return type="String">
</return>
@@ -171,6 +164,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedColorArray.xml b/doc/classes/PackedColorArray.xml
index d6cd5196e4..48d5822f7c 100644
--- a/doc/classes/PackedColorArray.xml
+++ b/doc/classes/PackedColorArray.xml
@@ -59,13 +59,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="has">
<return type="bool">
</return>
@@ -93,6 +86,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedFloat32Array.xml b/doc/classes/PackedFloat32Array.xml
index 52f6ece158..6598828089 100644
--- a/doc/classes/PackedFloat32Array.xml
+++ b/doc/classes/PackedFloat32Array.xml
@@ -60,13 +60,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="has">
<return type="bool">
</return>
@@ -94,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedFloat64Array.xml b/doc/classes/PackedFloat64Array.xml
index 2f317d4b8c..d116c6756b 100644
--- a/doc/classes/PackedFloat64Array.xml
+++ b/doc/classes/PackedFloat64Array.xml
@@ -60,13 +60,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="has">
<return type="bool">
</return>
@@ -94,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedInt32Array.xml b/doc/classes/PackedInt32Array.xml
index bda902b15f..2ac7a67b4b 100644
--- a/doc/classes/PackedInt32Array.xml
+++ b/doc/classes/PackedInt32Array.xml
@@ -60,13 +60,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="has">
<return type="bool">
</return>
@@ -94,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedInt64Array.xml b/doc/classes/PackedInt64Array.xml
index 9c52ec808b..a7b6bf0a0f 100644
--- a/doc/classes/PackedInt64Array.xml
+++ b/doc/classes/PackedInt64Array.xml
@@ -60,13 +60,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="has">
<return type="bool">
</return>
@@ -94,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedSceneGLTF.xml b/doc/classes/PackedSceneGLTF.xml
new file mode 100644
index 0000000000..a04c6ef0b6
--- /dev/null
+++ b/doc/classes/PackedSceneGLTF.xml
@@ -0,0 +1,58 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PackedSceneGLTF" inherits="PackedScene" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="export_gltf">
+ <return type="int" enum="Error">
+ </return>
+ <argument index="0" name="node" type="Node">
+ </argument>
+ <argument index="1" name="path" type="String">
+ </argument>
+ <argument index="2" name="flags" type="int" default="0">
+ </argument>
+ <argument index="3" name="bake_fps" type="float" default="1000.0">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="import_gltf_scene">
+ <return type="Node">
+ </return>
+ <argument index="0" name="path" type="String">
+ </argument>
+ <argument index="1" name="flags" type="int" default="0">
+ </argument>
+ <argument index="2" name="bake_fps" type="float" default="1000.0">
+ </argument>
+ <argument index="3" name="state" type="GLTFState" default="null">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="pack_gltf">
+ <return type="void">
+ </return>
+ <argument index="0" name="path" type="String">
+ </argument>
+ <argument index="1" name="flags" type="int" default="0">
+ </argument>
+ <argument index="2" name="bake_fps" type="float" default="1000.0">
+ </argument>
+ <argument index="3" name="state" type="GLTFState" default="null">
+ </argument>
+ <description>
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="_bundled" type="Dictionary" setter="_set_bundled_scene" getter="_get_bundled_scene" override="true" default="{&quot;conn_count&quot;: 0,&quot;conns&quot;: PackedInt32Array( ),&quot;editable_instances&quot;: [ ],&quot;names&quot;: PackedStringArray( ),&quot;node_count&quot;: 0,&quot;node_paths&quot;: [ ],&quot;nodes&quot;: PackedInt32Array( ),&quot;variants&quot;: [ ],&quot;version&quot;: 2}" />
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/PackedStringArray.xml b/doc/classes/PackedStringArray.xml
index 24406c53d4..fb7ed2a906 100644
--- a/doc/classes/PackedStringArray.xml
+++ b/doc/classes/PackedStringArray.xml
@@ -60,13 +60,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="has">
<return type="bool">
</return>
@@ -94,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedVector2Array.xml b/doc/classes/PackedVector2Array.xml
index 2f583e2b9b..eb364ddb18 100644
--- a/doc/classes/PackedVector2Array.xml
+++ b/doc/classes/PackedVector2Array.xml
@@ -60,13 +60,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="has">
<return type="bool">
</return>
@@ -94,6 +87,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/PackedVector3Array.xml b/doc/classes/PackedVector3Array.xml
index 6004454dc9..08ce187b5c 100644
--- a/doc/classes/PackedVector3Array.xml
+++ b/doc/classes/PackedVector3Array.xml
@@ -59,13 +59,6 @@
Creates a copy of the array, and returns it.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the array is empty.
- </description>
- </method>
<method name="has">
<return type="bool">
</return>
@@ -93,6 +86,13 @@
Reverses the order of the elements in the array.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the array is empty.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>
diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml
index e3242512c4..ed96f753c2 100644
--- a/doc/classes/Plane.xml
+++ b/doc/classes/Plane.xml
@@ -142,7 +142,7 @@
<argument index="0" name="to_plane" type="Plane">
</argument>
<description>
- Returns [code]true[/code] if this plane and [code]plane[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this plane and [code]plane[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_point_over">
diff --git a/doc/classes/PopupMenu.xml b/doc/classes/PopupMenu.xml
index 04798c04e9..2532af9a0c 100644
--- a/doc/classes/PopupMenu.xml
+++ b/doc/classes/PopupMenu.xml
@@ -205,8 +205,10 @@
</return>
<argument index="0" name="label" type="String" default="&quot;&quot;">
</argument>
+ <argument index="1" name="id" type="int" default="-1">
+ </argument>
<description>
- Adds a separator between items. Separators also occupy an index.
+ Adds a separator between items. Separators also occupy an index, which you can set by using the [code]id[/code] parameter.
A [code]label[/code] can optionally be provided, which will appear at the center of the separator.
</description>
</method>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index e856d1ea9c..a82cf9a2a9 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -619,245 +619,245 @@
<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
Default delay for touch events. This only affects iOS devices.
</member>
+ <member name="layer_names/2d_physics/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
+ Optional name for the 2D physics layer 0. If left empty, the layer will display as "Layer 0".
+ </member>
<member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 1.
+ Optional name for the 2D physics layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/2d_physics/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 10.
+ Optional name for the 2D physics layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/2d_physics/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 11.
+ Optional name for the 2D physics layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/2d_physics/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 12.
+ Optional name for the 2D physics layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/2d_physics/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 13.
+ Optional name for the 2D physics layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/2d_physics/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 14.
+ Optional name for the 2D physics layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/2d_physics/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 15.
+ Optional name for the 2D physics layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/2d_physics/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 16.
+ Optional name for the 2D physics layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/2d_physics/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 17.
+ Optional name for the 2D physics layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/2d_physics/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 18.
+ Optional name for the 2D physics layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/2d_physics/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 19.
+ Optional name for the 2D physics layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/2d_physics/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 2.
- </member>
- <member name="layer_names/2d_physics/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 20.
+ Optional name for the 2D physics layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/2d_physics/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 3.
+ Optional name for the 2D physics layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/2d_physics/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 4.
+ Optional name for the 2D physics layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/2d_physics/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 5.
+ Optional name for the 2D physics layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/2d_physics/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 6.
+ Optional name for the 2D physics layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/2d_physics/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 7.
+ Optional name for the 2D physics layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/2d_physics/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 8.
+ Optional name for the 2D physics layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/2d_physics/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D physics layer 9.
+ Optional name for the 2D physics layer 9. If left empty, the layer will display as "Layer 9".
+ </member>
+ <member name="layer_names/2d_render/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
+ Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/2d_render/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 1.
+ Optional name for the 2D render layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/2d_render/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 10.
+ Optional name for the 2D render layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/2d_render/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 11.
+ Optional name for the 2D render layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/2d_render/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 12.
+ Optional name for the 2D render layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/2d_render/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 13.
+ Optional name for the 2D render layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/2d_render/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 14.
+ Optional name for the 2D render layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/2d_render/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 15.
+ Optional name for the 2D render layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/2d_render/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 16.
+ Optional name for the 2D render layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/2d_render/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 17.
+ Optional name for the 2D render layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/2d_render/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 18.
+ Optional name for the 2D render layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/2d_render/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 19.
+ Optional name for the 2D render layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/2d_render/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 2.
- </member>
- <member name="layer_names/2d_render/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 20.
+ Optional name for the 2D render layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/2d_render/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 3.
+ Optional name for the 2D render layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/2d_render/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 4.
+ Optional name for the 2D render layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/2d_render/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 5.
+ Optional name for the 2D render layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/2d_render/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 6.
+ Optional name for the 2D render layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/2d_render/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 7.
+ Optional name for the 2D render layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/2d_render/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 8.
+ Optional name for the 2D render layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/2d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 2D render layer 9.
+ Optional name for the 2D render layer 9. If left empty, the layer will display as "Layer 9".
+ </member>
+ <member name="layer_names/3d_physics/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
+ Optional name for the 3D physics layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/3d_physics/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 1.
+ Optional name for the 3D physics layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/3d_physics/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 10.
+ Optional name for the 3D physics layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/3d_physics/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 11.
+ Optional name for the 3D physics layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/3d_physics/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 12.
+ Optional name for the 3D physics layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/3d_physics/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 13.
+ Optional name for the 3D physics layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/3d_physics/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 14.
+ Optional name for the 3D physics layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/3d_physics/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 15.
+ Optional name for the 3D physics layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/3d_physics/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 16.
+ Optional name for the 3D physics layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/3d_physics/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 17.
+ Optional name for the 3D physics layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/3d_physics/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 18.
+ Optional name for the 3D physics layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/3d_physics/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 19.
+ Optional name for the 3D physics layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/3d_physics/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 2.
- </member>
- <member name="layer_names/3d_physics/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 20.
+ Optional name for the 3D physics layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/3d_physics/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 3.
+ Optional name for the 3D physics layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/3d_physics/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 4.
+ Optional name for the 3D physics layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/3d_physics/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 5.
+ Optional name for the 3D physics layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/3d_physics/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 6.
+ Optional name for the 3D physics layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/3d_physics/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 7.
+ Optional name for the 3D physics layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/3d_physics/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 8.
+ Optional name for the 3D physics layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/3d_physics/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D physics layer 9.
+ Optional name for the 3D physics layer 9. If left empty, the layer will display as "Layer 9".
+ </member>
+ <member name="layer_names/3d_render/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
+ Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/3d_render/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 1.
+ Optional name for the 3D render layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/3d_render/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 10.
+ Optional name for the 3D render layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/3d_render/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 11.
+ Optional name for the 3D render layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/3d_render/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 12.
+ Optional name for the 3D render layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/3d_render/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 13.
+ Optional name for the 3D render layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/3d_render/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 14
+ Optional name for the 3D render layer 14. If left empty, the layer will display as "Layer 14"
</member>
<member name="layer_names/3d_render/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 15.
+ Optional name for the 3D render layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/3d_render/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 16.
+ Optional name for the 3D render layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/3d_render/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 17.
+ Optional name for the 3D render layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/3d_render/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 18.
+ Optional name for the 3D render layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/3d_render/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 19.
+ Optional name for the 3D render layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/3d_render/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 2.
- </member>
- <member name="layer_names/3d_render/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 20.
+ Optional name for the 3D render layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/3d_render/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 3.
+ Optional name for the 3D render layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/3d_render/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 4.
+ Optional name for the 3D render layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/3d_render/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 5.
+ Optional name for the 3D render layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/3d_render/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 6.
+ Optional name for the 3D render layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/3d_render/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 7.
+ Optional name for the 3D render layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/3d_render/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 8.
+ Optional name for the 3D render layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/3d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
- Optional name for the 3D render layer 9.
+ Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9".
</member>
<member name="locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
@@ -869,6 +869,7 @@
If [code]true[/code], logs all output to files.
</member>
<member name="logging/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true">
+ Desktop override for [member logging/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
</member>
<member name="logging/file_logging/log_path" type="String" setter="" getter="" default="&quot;user://logs/godot.log&quot;">
Path to logs within the project. Using an [code]user://[/code] path is recommended.
@@ -1057,6 +1058,8 @@
<member name="rendering/environment/default_environment" type="String" setter="" getter="" default="&quot;&quot;">
[Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here.
</member>
+ <member name="rendering/forward_renderer/threaded_render_minimum_instances" type="int" setter="" getter="" default="500">
+ </member>
<member name="rendering/gpu_lightmapper/performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
</member>
<member name="rendering/gpu_lightmapper/performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
@@ -1152,6 +1155,12 @@
<member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3">
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
</member>
+ <member name="rendering/quality/mesh_lod/threshold_pixels" type="float" setter="" getter="" default="1.0">
+ </member>
+ <member name="rendering/quality/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false">
+ </member>
+ <member name="rendering/quality/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true">
+ </member>
<member name="rendering/quality/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
</member>
@@ -1280,6 +1289,10 @@
</member>
<member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="2">
</member>
+ <member name="rendering/spatial_indexer/threaded_cull_minimum_instances" type="int" setter="" getter="" default="1000">
+ </member>
+ <member name="rendering/spatial_indexer/update_iterations_per_frame" type="int" setter="" getter="" default="10">
+ </member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 425e82c744..ef83ae7fb9 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -127,7 +127,7 @@
<argument index="0" name="to" type="Quat">
</argument>
<description>
- Returns [code]true[/code] if this quaterion and [code]quat[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this quaterion and [code]quat[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_normalized">
diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml
index 3d2852f393..5d7ff39587 100644
--- a/doc/classes/Rect2.xml
+++ b/doc/classes/Rect2.xml
@@ -72,16 +72,6 @@
Returns a [Rect2] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive.
</description>
</method>
- <method name="intersection">
- <return type="Rect2">
- </return>
- <argument index="0" name="b" type="Rect2">
- </argument>
- <description>
- Returns the intersection of this [Rect2] and [code]b[/code].
- If the rectangles do not intersect, an empty [Rect2] is returned.
- </description>
- </method>
<method name="encloses">
<return type="bool">
</return>
@@ -134,7 +124,7 @@
<method name="grow_side">
<return type="Rect2">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="side" type="int">
</argument>
<argument index="1" name="amount" type="float">
</argument>
@@ -158,6 +148,16 @@
Returns [code]true[/code] if the [Rect2] contains a point.
</description>
</method>
+ <method name="intersection">
+ <return type="Rect2">
+ </return>
+ <argument index="0" name="b" type="Rect2">
+ </argument>
+ <description>
+ Returns the intersection of this [Rect2] and [code]b[/code].
+ If the rectangles do not intersect, an empty [Rect2] is returned.
+ </description>
+ </method>
<method name="intersects">
<return type="bool">
</return>
diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml
index 66e5dae78a..e581ccdb11 100644
--- a/doc/classes/Rect2i.xml
+++ b/doc/classes/Rect2i.xml
@@ -70,16 +70,6 @@
Returns a [Rect2i] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive.
</description>
</method>
- <method name="intersection">
- <return type="Rect2i">
- </return>
- <argument index="0" name="b" type="Rect2i">
- </argument>
- <description>
- Returns the intersection of this [Rect2i] and [code]b[/code].
- If the rectangles do not intersect, an empty [Rect2i] is returned.
- </description>
- </method>
<method name="encloses">
<return type="bool">
</return>
@@ -132,7 +122,7 @@
<method name="grow_side">
<return type="Rect2i">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="side" type="int">
</argument>
<argument index="1" name="amount" type="int">
</argument>
@@ -156,6 +146,16 @@
Returns [code]true[/code] if the [Rect2i] contains a point.
</description>
</method>
+ <method name="intersection">
+ <return type="Rect2i">
+ </return>
+ <argument index="0" name="b" type="Rect2i">
+ </argument>
+ <description>
+ Returns the intersection of this [Rect2i] and [code]b[/code].
+ If the rectangles do not intersect, an empty [Rect2i] is returned.
+ </description>
+ </method>
<method name="intersects">
<return type="bool">
</return>
diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml
index 5458b496da..cd08778c89 100644
--- a/doc/classes/ReflectionProbe.xml
+++ b/doc/classes/ReflectionProbe.xml
@@ -37,6 +37,8 @@
<member name="interior" type="bool" setter="set_as_interior" getter="is_set_as_interior" default="false">
If [code]true[/code], reflections will ignore sky contribution.
</member>
+ <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0">
+ </member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="0.0">
Sets the max distance away from the probe an object can be before it is culled.
</member>
diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml
index 7e5df9c40d..7cdc9ffaca 100644
--- a/doc/classes/RenderingDevice.xml
+++ b/doc/classes/RenderingDevice.xml
@@ -730,6 +730,8 @@
</argument>
<argument index="1" name="data" type="PackedByteArray" default="PackedByteArray( )">
</argument>
+ <argument index="2" name="use_as_storage" type="bool" default="false">
+ </argument>
<description>
</description>
</method>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 036b50f0ed..4be97b7d3d 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -859,6 +859,12 @@
Tries to free an object in the RenderingServer.
</description>
</method>
+ <method name="get_frame_setup_time_cpu" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_render_info">
<return type="int">
</return>
@@ -1354,7 +1360,7 @@
<argument index="1" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
+ Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -1366,7 +1372,7 @@
<argument index="1" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
+ Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -1380,7 +1386,7 @@
<argument index="2" name="scenario" type="RID">
</argument>
<description>
- Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
+ Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
@@ -2715,6 +2721,22 @@
Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method.
</description>
</method>
+ <method name="viewport_get_measured_render_time_cpu" qualifiers="const">
+ <return type="float">
+ </return>
+ <argument index="0" name="viewport" type="RID">
+ </argument>
+ <description>
+ </description>
+ </method>
+ <method name="viewport_get_measured_render_time_gpu" qualifiers="const">
+ <return type="float">
+ </return>
+ <argument index="0" name="viewport" type="RID">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="viewport_get_render_info">
<return type="int">
</return>
@@ -2852,6 +2874,16 @@
Currently unimplemented in Godot 3.x.
</description>
</method>
+ <method name="viewport_set_measure_render_time">
+ <return type="void">
+ </return>
+ <argument index="0" name="viewport" type="RID">
+ </argument>
+ <argument index="1" name="enable" type="bool">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="viewport_set_msaa">
<return type="void">
</return>
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index 10ee7a1b13..147e41bf1b 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -6,6 +6,7 @@
<description>
Rich text can contain custom text, fonts, images and some basic formatting. The label manages these as an internal tag stack. It also adapts itself to given width/heights.
[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and reconstruct it from the property's contents. Any edits made to [member bbcode_text] will erase previous edits made from other manual sources such as [method append_bbcode] and the [code]push_*[/code] / [method pop] methods.
+ [b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].
[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property.
</description>
<tutorials>
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 5fc1d0b895..2c99815abf 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -260,7 +260,7 @@
The default [MultiplayerAPI] instance for this [SceneTree].
</member>
<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true">
- If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
+ If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal process_frame].
If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
</member>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
@@ -298,11 +298,6 @@
Emitted when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.
</description>
</signal>
- <signal name="idle_frame">
- <description>
- Emitted immediately before [method Node._process] is called on every node in the [SceneTree].
- </description>
- </signal>
<signal name="network_peer_connected">
<argument index="0" name="id" type="int">
</argument>
@@ -350,6 +345,11 @@
Emitted immediately before [method Node._physics_process] is called on every node in the [SceneTree].
</description>
</signal>
+ <signal name="process_frame">
+ <description>
+ Emitted immediately before [method Node._process] is called on every node in the [SceneTree].
+ </description>
+ </signal>
<signal name="server_disconnected">
<description>
Emitted whenever this [SceneTree]'s [member network_peer] disconnected from server. Only emitted on clients.
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index cbaf1196e3..79f21a0e70 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -135,13 +135,6 @@
Returns a copy of the string with indentation (leading tabs and spaces) removed.
</description>
</method>
- <method name="is_empty">
- <return type="bool">
- </return>
- <description>
- Returns [code]true[/code] if the length of the string equals [code]0[/code].
- </description>
- </method>
<method name="ends_with">
<return type="bool">
</return>
@@ -276,6 +269,13 @@
If the string is a path to a file or directory, returns [code]true[/code] if the path is absolute.
</description>
</method>
+ <method name="is_empty">
+ <return type="bool">
+ </return>
+ <description>
+ Returns [code]true[/code] if the length of the string equals [code]0[/code].
+ </description>
+ </method>
<method name="is_rel_path">
<return type="bool">
</return>
diff --git a/doc/classes/StyleBox.xml b/doc/classes/StyleBox.xml
index 525dba0549..a01dfbd4b8 100644
--- a/doc/classes/StyleBox.xml
+++ b/doc/classes/StyleBox.xml
@@ -39,7 +39,7 @@
<method name="get_default_margin" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the default margin of the specified [enum Side].
@@ -48,7 +48,7 @@
<method name="get_margin" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the content margin offset for the specified [enum Side].
@@ -72,7 +72,7 @@
<method name="set_default_margin">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="offset" type="float">
</argument>
diff --git a/doc/classes/StyleBoxFlat.xml b/doc/classes/StyleBoxFlat.xml
index 71f227dfb0..13ea7df294 100644
--- a/doc/classes/StyleBoxFlat.xml
+++ b/doc/classes/StyleBoxFlat.xml
@@ -27,7 +27,7 @@
<method name="get_border_width" qualifiers="const">
<return type="int">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the specified [enum Side]'s border width.
@@ -52,7 +52,7 @@
<method name="get_expand_margin" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the size of the specified [enum Side]'s expand margin.
@@ -61,7 +61,7 @@
<method name="set_border_width">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="width" type="int">
</argument>
@@ -116,7 +116,7 @@
<method name="set_expand_margin">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="size" type="float">
</argument>
diff --git a/doc/classes/StyleBoxTexture.xml b/doc/classes/StyleBoxTexture.xml
index 5b17f25978..895d0c357d 100644
--- a/doc/classes/StyleBoxTexture.xml
+++ b/doc/classes/StyleBoxTexture.xml
@@ -12,7 +12,7 @@
<method name="get_expand_margin_size" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the expand margin size of the specified [enum Side].
@@ -21,7 +21,7 @@
<method name="get_margin_size" qualifiers="const">
<return type="float">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
Returns the margin size of the specified [enum Side].
@@ -54,7 +54,7 @@
<method name="set_expand_margin_size">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="size" type="float">
</argument>
@@ -65,7 +65,7 @@
<method name="set_margin_size">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="size" type="float">
</argument>
diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml
index 82ffe86251..e10b65e309 100644
--- a/doc/classes/SurfaceTool.xml
+++ b/doc/classes/SurfaceTool.xml
@@ -31,15 +31,6 @@
Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices.
</description>
</method>
- <method name="add_smooth_group">
- <return type="void">
- </return>
- <argument index="0" name="smooth" type="bool">
- </argument>
- <description>
- Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation.
- </description>
- </method>
<method name="add_triangle_fan">
<return type="void">
</return>
@@ -148,6 +139,16 @@
Removes the index array by expanding the vertex array.
</description>
</method>
+ <method name="generate_lod">
+ <return type="PackedInt32Array">
+ </return>
+ <argument index="0" name="nd_threshold" type="float">
+ </argument>
+ <argument index="1" name="target_index_count" type="int" default="3">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="generate_normals">
<return type="void">
</return>
@@ -173,6 +174,12 @@
<description>
</description>
</method>
+ <method name="get_max_axis_length" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="get_skin_weight_count" qualifiers="const">
<return type="int" enum="SurfaceTool.SkinWeightCount">
</return>
@@ -186,6 +193,12 @@
Shrinks the vertex array by creating an index array (avoids reusing vertices).
</description>
</method>
+ <method name="optimize_indices_for_cache">
+ <return type="void">
+ </return>
+ <description>
+ </description>
+ </method>
<method name="set_bones">
<return type="void">
</return>
@@ -251,6 +264,15 @@
<description>
</description>
</method>
+ <method name="set_smooth_group">
+ <return type="void">
+ </return>
+ <argument index="0" name="index" type="int">
+ </argument>
+ <description>
+ Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation.
+ </description>
+ </method>
<method name="set_tangent">
<return type="void">
</return>
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index c9ed1aaec9..10cdd0eade 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -137,6 +137,9 @@
</method>
</methods>
<members>
+ <member name="all_tabs_in_front" type="bool" setter="set_all_tabs_in_front" getter="is_all_tabs_in_front" default="false">
+ If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel.
+ </member>
<member name="current_tab" type="int" setter="set_current_tab" getter="get_current_tab" default="0">
The current tab index. When set, this index's [Control] node's [code]visible[/code] property is set to [code]true[/code] and all others are set to [code]false[/code].
</member>
@@ -149,9 +152,6 @@
<member name="tabs_visible" type="bool" setter="set_tabs_visible" getter="are_tabs_visible" default="true">
If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content and titles are hidden.
</member>
- <member name="all_tabs_in_front" type="bool" setter="set_all_tabs_in_front" getter="is_all_tabs_in_front" default="false">
- If [code]true[/code], all tabs are drawn in front of the panel. If [code]false[/code], inactive tabs are drawn behind the panel.
- </member>
<member name="use_hidden_tabs_for_min_size" type="bool" setter="set_use_hidden_tabs_for_min_size" getter="get_use_hidden_tabs_for_min_size" default="false">
If [code]true[/code], children [Control] nodes that are hidden have their minimum size take into account in the total, instead of only the currently visible one.
</member>
diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml
index cfc8f16648..b40759578f 100644
--- a/doc/classes/TextureProgressBar.xml
+++ b/doc/classes/TextureProgressBar.xml
@@ -12,7 +12,7 @@
<method name="get_stretch_margin" qualifiers="const">
<return type="int">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<description>
</description>
@@ -20,7 +20,7 @@
<method name="set_stretch_margin">
<return type="void">
</return>
- <argument index="0" name="side" type="int" enum="Side">
+ <argument index="0" name="margin" type="int" enum="Side">
</argument>
<argument index="1" name="value" type="int">
</argument>
diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml
index cd76689ffe..775bd58bcf 100644
--- a/doc/classes/Variant.xml
+++ b/doc/classes/Variant.xml
@@ -17,7 +17,7 @@
- VisualScript tracks properties inside Variants as well, but it also uses static typing. The GUI interface enforces that properties have a particular type that doesn't change over time.
- C# is statically typed, but uses the Mono [code]object[/code] type in place of Godot's Variant class when it needs to represent a dynamic value. [code]object[/code] is the Mono runtime's equivalent of the same concept.
- The statically-typed language NativeScript C++ does not define a built-in Variant-like class. Godot's GDNative bindings provide their own godot::Variant class for users; Any point at which the C++ code starts interacting with the Godot runtime is a place where you might have to start wrapping data inside Variant objects.
- The global [method @GDScript.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
+ The global [method @GlobalScope.typeof] function returns the enumerated value of the Variant type stored in the current variable (see [enum Variant.Type]).
[codeblock]
var foo = 2
match typeof(foo):
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index fef2d7cedd..4159a38d96 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -66,7 +66,7 @@
<description>
Returns this vector's angle with respect to the positive X axis, or [code](1, 0)[/code] vector, in radians.
For example, [code]Vector2.RIGHT.angle()[/code] will return zero, [code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return [code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).
- Equivalent to the result of [method @GDScript.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
+ Equivalent to the result of [method @GlobalScope.atan2] when called with the vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code].
</description>
</method>
<method name="angle_to">
@@ -196,7 +196,7 @@
<argument index="0" name="to" type="Vector2">
</argument>
<description>
- Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_normalized">
@@ -390,13 +390,20 @@
<description>
</description>
</method>
+ <method name="orthogonal">
+ <return type="Vector2">
+ </return>
+ <description>
+ Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
+ </description>
+ </method>
<method name="posmod">
<return type="Vector2">
</return>
<argument index="0" name="mod" type="float">
</argument>
<description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code].
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code].
</description>
</method>
<method name="posmodv">
@@ -405,7 +412,7 @@
<argument index="0" name="modv" type="Vector2">
</argument>
<description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components.
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components.
</description>
</method>
<method name="project">
@@ -432,7 +439,7 @@
<argument index="0" name="phi" type="float">
</argument>
<description>
- Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad].
+ Returns the vector rotated by [code]phi[/code] radians. See also [method @GlobalScope.deg2rad].
</description>
</method>
<method name="round">
@@ -446,7 +453,7 @@
<return type="Vector2">
</return>
<description>
- Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GDScript.sign] on each component.
+ Returns the vector with each component set to one or negative one, depending on the signs of the components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="slerp">
@@ -479,13 +486,6 @@
Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
</description>
</method>
- <method name="orthogonal">
- <return type="Vector2">
- </return>
- <description>
- Returns a perpendicular vector rotated 90 degrees counter-clockwise compared to the original, with the same length.
- </description>
- </method>
</methods>
<members>
<member name="x" type="float" setter="" getter="" default="0.0">
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 46fd45f85f..2d129a2c86 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -171,7 +171,7 @@
<argument index="0" name="to" type="Vector3">
</argument>
<description>
- Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GDScript.is_equal_approx] on each component.
+ Returns [code]true[/code] if this vector and [code]v[/code] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_normalized">
@@ -410,7 +410,7 @@
<argument index="0" name="mod" type="float">
</argument>
<description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]mod[/code].
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]mod[/code].
</description>
</method>
<method name="posmodv">
@@ -419,7 +419,7 @@
<argument index="0" name="modv" type="Vector3">
</argument>
<description>
- Returns a vector composed of the [method @GDScript.fposmod] of this vector's components and [code]modv[/code]'s components.
+ Returns a vector composed of the [method @GlobalScope.fposmod] of this vector's components and [code]modv[/code]'s components.
</description>
</method>
<method name="project">
@@ -462,7 +462,7 @@
<return type="Vector3">
</return>
<description>
- Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GDScript.sign] on each component.
+ Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component.
</description>
</method>
<method name="slerp">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 7b513d56c3..e66b8353a8 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -222,6 +222,8 @@
</member>
<member name="handle_input_locally" type="bool" setter="set_handle_input_locally" getter="is_handling_input_locally" default="true">
</member>
+ <member name="lod_threshold" type="float" setter="set_lod_threshold" getter="get_lod_threshold" default="1.0">
+ </member>
<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
</member>
@@ -405,6 +407,8 @@
</constant>
<constant name="DEBUG_DRAW_GI_BUFFER" value="17" enum="DebugDraw">
</constant>
+ <constant name="DEBUG_DRAW_DISABLE_LOD" value="18" enum="DebugDraw">
+ </constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
</constant>
diff --git a/doc/classes/WeakRef.xml b/doc/classes/WeakRef.xml
index 07d82289a3..4140df5828 100644
--- a/doc/classes/WeakRef.xml
+++ b/doc/classes/WeakRef.xml
@@ -4,7 +4,7 @@
Holds an [Object], but does not contribute to the reference count if the object is a reference.
</brief_description>
<description>
- A weakref can hold a [Reference], without contributing to the reference counter. A weakref can be created from an [Object] using [method @GDScript.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released.
+ A weakref can hold a [Reference], without contributing to the reference counter. A weakref can be created from an [Object] using [method @GlobalScope.weakref]. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml
index 345e5efdee..a4a86cc22a 100644
--- a/doc/classes/XRController3D.xml
+++ b/doc/classes/XRController3D.xml
@@ -19,13 +19,6 @@
If active, returns the name of the associated controller if provided by the AR/VR SDK used.
</description>
</method>
- <method name="get_tracker_hand" qualifiers="const">
- <return type="int" enum="XRPositionalTracker.TrackerHand">
- </return>
- <description>
- Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand].
- </description>
- </method>
<method name="get_is_active" qualifiers="const">
<return type="bool">
</return>
@@ -56,6 +49,13 @@
If provided by the [XRInterface], this returns a mesh associated with the controller. This can be used to visualize the controller.
</description>
</method>
+ <method name="get_tracker_hand" qualifiers="const">
+ <return type="int" enum="XRPositionalTracker.TrackerHand">
+ </return>
+ <description>
+ Returns the hand holding this controller, if known. See [enum XRPositionalTracker.TrackerHand].
+ </description>
+ </method>
<method name="is_button_pressed" qualifiers="const">
<return type="bool">
</return>
diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml
index 36ff312e4d..36cd6e2ea0 100644
--- a/doc/classes/XRPositionalTracker.xml
+++ b/doc/classes/XRPositionalTracker.xml
@@ -12,13 +12,6 @@
<link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link>
</tutorials>
<methods>
- <method name="get_tracker_hand" qualifiers="const">
- <return type="int" enum="XRPositionalTracker.TrackerHand">
- </return>
- <description>
- Returns the hand holding this tracker, if known. See [enum TrackerHand] constants.
- </description>
- </method>
<method name="get_joy_id" qualifiers="const">
<return type="int">
</return>
@@ -47,6 +40,13 @@
Returns the world-space controller position.
</description>
</method>
+ <method name="get_tracker_hand" qualifiers="const">
+ <return type="int" enum="XRPositionalTracker.TrackerHand">
+ </return>
+ <description>
+ Returns the hand holding this tracker, if known. See [enum TrackerHand] constants.
+ </description>
+ </method>
<method name="get_tracker_id" qualifiers="const">
<return type="int">
</return>
@@ -68,6 +68,15 @@
Returns the tracker's type, which will be one of the values from the [enum XRServer.TrackerType] enum.
</description>
</method>
+ <method name="get_transform" qualifiers="const">
+ <return type="Transform">
+ </return>
+ <argument index="0" name="adjust_by_reference_frame" type="bool">
+ </argument>
+ <description>
+ Returns the transform combining this device's orientation and position.
+ </description>
+ </method>
<method name="is_tracking_orientation" qualifiers="const">
<return type="bool">
</return>
@@ -82,15 +91,6 @@
Returns [code]true[/code] if this device is tracking position.
</description>
</method>
- <method name="get_transform" qualifiers="const">
- <return type="Transform">
- </return>
- <argument index="0" name="adjust_by_reference_frame" type="bool">
- </argument>
- <description>
- Returns the transform combining this device's orientation and position.
- </description>
- </method>
</methods>
<members>
<member name="rumble" type="float" setter="set_rumble" getter="get_rumble" default="0.0">
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index 1857e45627..b4ae664714 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -1,6 +1,6 @@
# Arabic translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Airbus5717 <Abdussamadf350@gmail.com>, 2020.
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 2e5c7e2c84..6485111b20 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -1,6 +1,6 @@
# Catalan translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# roger <616steam@gmail.com>, 2020.
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 41c20b05ea..4cd89924ee 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 8d94351710..7b958a5049 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -1,6 +1,6 @@
# Czech translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Ondrej Pavelka <ondrej.pavelka@outlook.com>, 2020.
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 95b73f8257..2e3e219ba6 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -1,6 +1,6 @@
# German translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Jaigskim <filzstift112@gmail.com>, 2020.
diff --git a/doc/translations/es.po b/doc/translations/es.po
index ef6012b240..3078c1bf90 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -1,6 +1,6 @@
# Spanish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# 44pes Games <44pes.games@gmail.com>, 2020.
diff --git a/doc/translations/extract.py b/doc/translations/extract.py
index a65f942b92..a2bc5e37ec 100644
--- a/doc/translations/extract.py
+++ b/doc/translations/extract.py
@@ -9,8 +9,8 @@ from collections import OrderedDict
EXTRACT_TAGS = ["description", "brief_description", "member", "constant", "theme_item", "link"]
HEADER = """\
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 06d6ee47d7..733d3bb969 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tetra Homer <tetrahomer@gmail.com>, 2020.
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 02ac9fdd76..0a40863a52 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -1,6 +1,6 @@
# Finnish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tapani Niemi <tapani.niemi@kapsi.fi>, 2020.
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index a8075d919d..c4fe08e67b 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -1,6 +1,6 @@
# French translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Rémi Verschelde <remi@godotengine.org>, 2020.
diff --git a/doc/translations/id.po b/doc/translations/id.po
index b686ef8de6..1bce3d6b50 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -1,6 +1,6 @@
# Indonesian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Sofyan Sugianto <sofyanartem@gmail.com>, 2020.
diff --git a/doc/translations/it.po b/doc/translations/it.po
index f664268ebe..18e162476c 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -1,6 +1,6 @@
# Italian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Micila Micillotto <micillotto@gmail.com>, 2020.
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index 9727ca0cd3..ede80a35ef 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -1,6 +1,6 @@
# Japanese translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Wataru Onuki <bettawat@yahoo.co.jp>, 2020.
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index f69b5f00c0..e71cd06ba7 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -1,6 +1,6 @@
# Korean translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Doyun Kwon <caen4516@gmail.com>, 2020.
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index 17bd3db383..032ff95bdb 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -1,6 +1,6 @@
# Dutch translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Stijn Hinlopen <f.a.hinlopen@gmail.com>, 2020.
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index fd494dc656..b0c94b55be 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -1,6 +1,6 @@
# Polish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Tomek <kobewi4e@gmail.com>, 2020.
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index 2e8337989f..a508d38859 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -1,6 +1,6 @@
# Portuguese (Brazil) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# José Paulo <jose.paulo1919@gmail.com>, 2020.
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index f7e5e0f86f..96c0161312 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# EVOKZH <avip.ady@gmail.com>, 2020.
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index 6a397ec35d..1108967bc9 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -1,6 +1,6 @@
# Russian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Alex <Alex.Gorichev@protonmail.com>, 2020.
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index 156fbabfc0..d7d2911b97 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -1,6 +1,6 @@
# Serbian (cyrillic) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Младен Габић <cupakabra@protonmail.com>, 2020.
diff --git a/doc/translations/th.po b/doc/translations/th.po
index cbcbc51f63..5031ecfb0e 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -1,6 +1,6 @@
# Thai translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Thanachart Monpassorn <nunf_2539@hotmail.com>, 2020.
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 33208243f8..a317f4ee83 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -1,6 +1,6 @@
# Turkish translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# hüseyinyıldız <hsynyldzcn@gmail.com>, 2020.
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index 45da6d19aa..8ca75e8b19 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -1,6 +1,6 @@
# Ukrainian translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Yuri Chornoivan <yurchor@ukr.net>, 2020.
diff --git a/doc/translations/zh_Hans.po b/doc/translations/zh_Hans.po
index 2e9d14c0d8..aee852699c 100644
--- a/doc/translations/zh_Hans.po
+++ b/doc/translations/zh_Hans.po
@@ -1,6 +1,6 @@
# Chinese (Simplified) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Haoyu Qiu <timothyqiu32@gmail.com>, 2020.
diff --git a/doc/translations/zh_Hant.po b/doc/translations/zh_Hant.po
index 9483576d0e..242c8cc086 100644
--- a/doc/translations/zh_Hant.po
+++ b/doc/translations/zh_Hant.po
@@ -1,6 +1,6 @@
# Chinese (Traditional) translation of the Godot Engine class reference.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# binotaliu <binota@protonmail.ch>, 2020.
diff --git a/drivers/alsa/audio_driver_alsa.cpp b/drivers/alsa/audio_driver_alsa.cpp
index 7aa3787ced..5b0d2233e0 100644
--- a/drivers/alsa/audio_driver_alsa.cpp
+++ b/drivers/alsa/audio_driver_alsa.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/alsa/audio_driver_alsa.h b/drivers/alsa/audio_driver_alsa.h
index bb4b1c5476..7441229704 100644
--- a/drivers/alsa/audio_driver_alsa.h
+++ b/drivers/alsa/audio_driver_alsa.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/alsamidi/midi_driver_alsamidi.cpp b/drivers/alsamidi/midi_driver_alsamidi.cpp
index 07a4360cd2..2e1034fc66 100644
--- a/drivers/alsamidi/midi_driver_alsamidi.cpp
+++ b/drivers/alsamidi/midi_driver_alsamidi.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/alsamidi/midi_driver_alsamidi.h b/drivers/alsamidi/midi_driver_alsamidi.h
index fef87459c7..1ce0d397df 100644
--- a/drivers/alsamidi/midi_driver_alsamidi.h
+++ b/drivers/alsamidi/midi_driver_alsamidi.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/coreaudio/audio_driver_coreaudio.cpp b/drivers/coreaudio/audio_driver_coreaudio.cpp
index 60c491f5f8..6f88107086 100644
--- a/drivers/coreaudio/audio_driver_coreaudio.cpp
+++ b/drivers/coreaudio/audio_driver_coreaudio.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/coreaudio/audio_driver_coreaudio.h b/drivers/coreaudio/audio_driver_coreaudio.h
index 6b7a35588f..b31835760e 100644
--- a/drivers/coreaudio/audio_driver_coreaudio.h
+++ b/drivers/coreaudio/audio_driver_coreaudio.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/coremidi/midi_driver_coremidi.cpp b/drivers/coremidi/midi_driver_coremidi.cpp
index b9e7853735..87764d9b10 100644
--- a/drivers/coremidi/midi_driver_coremidi.cpp
+++ b/drivers/coremidi/midi_driver_coremidi.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/coremidi/midi_driver_coremidi.h b/drivers/coremidi/midi_driver_coremidi.h
index 02167aa891..41a7c760ac 100644
--- a/drivers/coremidi/midi_driver_coremidi.h
+++ b/drivers/coremidi/midi_driver_coremidi.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/dummy/rasterizer_dummy.h b/drivers/dummy/rasterizer_dummy.h
index f674c36500..2c95c7dbec 100644
--- a/drivers/dummy/rasterizer_dummy.h
+++ b/drivers/dummy/rasterizer_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/dummy/texture_loader_dummy.cpp b/drivers/dummy/texture_loader_dummy.cpp
index 6158a2ac54..2484e6d140 100644
--- a/drivers/dummy/texture_loader_dummy.cpp
+++ b/drivers/dummy/texture_loader_dummy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/dummy/texture_loader_dummy.h b/drivers/dummy/texture_loader_dummy.h
index ef9f3b13b6..3b71b5824f 100644
--- a/drivers/dummy/texture_loader_dummy.h
+++ b/drivers/dummy/texture_loader_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp
index cd0c68e947..854c6706e6 100644
--- a/drivers/png/image_loader_png.cpp
+++ b/drivers/png/image_loader_png.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/png/image_loader_png.h b/drivers/png/image_loader_png.h
index 0154be0398..b4a58616f6 100644
--- a/drivers/png/image_loader_png.h
+++ b/drivers/png/image_loader_png.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/png/png_driver_common.cpp b/drivers/png/png_driver_common.cpp
index aed3fc9414..9e848a2253 100644
--- a/drivers/png/png_driver_common.cpp
+++ b/drivers/png/png_driver_common.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/png/png_driver_common.h b/drivers/png/png_driver_common.h
index e47996193f..003b587913 100644
--- a/drivers/png/png_driver_common.h
+++ b/drivers/png/png_driver_common.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/png/resource_saver_png.cpp b/drivers/png/resource_saver_png.cpp
index a2d0d5881a..f47fc403cc 100644
--- a/drivers/png/resource_saver_png.cpp
+++ b/drivers/png/resource_saver_png.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/png/resource_saver_png.h b/drivers/png/resource_saver_png.h
index 1d4dcfb57f..c924438224 100644
--- a/drivers/png/resource_saver_png.h
+++ b/drivers/png/resource_saver_png.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.cpp b/drivers/pulseaudio/audio_driver_pulseaudio.cpp
index 5acaa3ac99..440b7d7f53 100644
--- a/drivers/pulseaudio/audio_driver_pulseaudio.cpp
+++ b/drivers/pulseaudio/audio_driver_pulseaudio.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/pulseaudio/audio_driver_pulseaudio.h b/drivers/pulseaudio/audio_driver_pulseaudio.h
index 35ccae94b8..71ab2ef1c8 100644
--- a/drivers/pulseaudio/audio_driver_pulseaudio.h
+++ b/drivers/pulseaudio/audio_driver_pulseaudio.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/register_driver_types.cpp b/drivers/register_driver_types.cpp
index f0deabec21..18262c74c4 100644
--- a/drivers/register_driver_types.cpp
+++ b/drivers/register_driver_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/register_driver_types.h b/drivers/register_driver_types.h
index c8dbdbb22d..607aa91cb8 100644
--- a/drivers/register_driver_types.h
+++ b/drivers/register_driver_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/dir_access_unix.cpp b/drivers/unix/dir_access_unix.cpp
index 63fa143a03..5dc039afd9 100644
--- a/drivers/unix/dir_access_unix.cpp
+++ b/drivers/unix/dir_access_unix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/dir_access_unix.h b/drivers/unix/dir_access_unix.h
index 90f98d4705..b70df1ca02 100644
--- a/drivers/unix/dir_access_unix.h
+++ b/drivers/unix/dir_access_unix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/file_access_unix.cpp b/drivers/unix/file_access_unix.cpp
index ce1e135fe0..6b24a85ff6 100644
--- a/drivers/unix/file_access_unix.cpp
+++ b/drivers/unix/file_access_unix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/file_access_unix.h b/drivers/unix/file_access_unix.h
index 9fe43a2554..998fad7909 100644
--- a/drivers/unix/file_access_unix.h
+++ b/drivers/unix/file_access_unix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/ip_unix.cpp b/drivers/unix/ip_unix.cpp
index 94ea567c3b..8ec1de4386 100644
--- a/drivers/unix/ip_unix.cpp
+++ b/drivers/unix/ip_unix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/ip_unix.h b/drivers/unix/ip_unix.h
index 7497f64a53..ca2ee17f4e 100644
--- a/drivers/unix/ip_unix.h
+++ b/drivers/unix/ip_unix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/net_socket_posix.cpp b/drivers/unix/net_socket_posix.cpp
index 0ee97256fc..19753943c8 100644
--- a/drivers/unix/net_socket_posix.cpp
+++ b/drivers/unix/net_socket_posix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/net_socket_posix.h b/drivers/unix/net_socket_posix.h
index 8cefb6544e..cc6af661c8 100644
--- a/drivers/unix/net_socket_posix.h
+++ b/drivers/unix/net_socket_posix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp
index ca08d689b9..d9c2a754d6 100644
--- a/drivers/unix/os_unix.cpp
+++ b/drivers/unix/os_unix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/os_unix.h b/drivers/unix/os_unix.h
index 51e5a00e36..7d1f1c82c2 100644
--- a/drivers/unix/os_unix.h
+++ b/drivers/unix/os_unix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/rw_lock_posix.cpp b/drivers/unix/rw_lock_posix.cpp
index cf24d54c50..af3ca3a597 100644
--- a/drivers/unix/rw_lock_posix.cpp
+++ b/drivers/unix/rw_lock_posix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/rw_lock_posix.h b/drivers/unix/rw_lock_posix.h
index 056fcaea1c..aecb2e18ab 100644
--- a/drivers/unix/rw_lock_posix.h
+++ b/drivers/unix/rw_lock_posix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/syslog_logger.cpp b/drivers/unix/syslog_logger.cpp
index b29d1ec541..423ddac793 100644
--- a/drivers/unix/syslog_logger.cpp
+++ b/drivers/unix/syslog_logger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/syslog_logger.h b/drivers/unix/syslog_logger.h
index 52da12481f..d9f7f2ff99 100644
--- a/drivers/unix/syslog_logger.h
+++ b/drivers/unix/syslog_logger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/thread_posix.cpp b/drivers/unix/thread_posix.cpp
index f4e3de7646..5c7a546b29 100644
--- a/drivers/unix/thread_posix.cpp
+++ b/drivers/unix/thread_posix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/unix/thread_posix.h b/drivers/unix/thread_posix.h
index 6607dbd111..fa2037e1a2 100644
--- a/drivers/unix/thread_posix.h
+++ b/drivers/unix/thread_posix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/vulkan/rendering_device_vulkan.cpp b/drivers/vulkan/rendering_device_vulkan.cpp
index 2c92707270..6eadec4cce 100644
--- a/drivers/vulkan/rendering_device_vulkan.cpp
+++ b/drivers/vulkan/rendering_device_vulkan.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -2134,7 +2134,16 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
VK_IMAGE_VIEW_TYPE_2D,
};
- image_view_create_info.viewType = p_slice_type == TEXTURE_SLICE_CUBEMAP ? VK_IMAGE_VIEW_TYPE_CUBE : (p_slice_type == TEXTURE_SLICE_3D ? VK_IMAGE_VIEW_TYPE_3D : view_types[texture.type]);
+ image_view_create_info.viewType = view_types[texture.type];
+
+ if (p_slice_type == TEXTURE_SLICE_CUBEMAP) {
+ image_view_create_info.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
+ } else if (p_slice_type == TEXTURE_SLICE_3D) {
+ image_view_create_info.viewType = VK_IMAGE_VIEW_TYPE_3D;
+ } else if (p_slice_type == TEXTURE_SLICE_2D_ARRAY) {
+ image_view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
+ }
+
if (p_view.format_override == DATA_FORMAT_MAX || p_view.format_override == texture.format) {
image_view_create_info.format = vulkan_formats[texture.format];
} else {
@@ -5629,7 +5638,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin_for_screen(Di
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
- return ID_TYPE_DRAW_LIST;
+ return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
}
Error RenderingDeviceVulkan::_draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass) {
@@ -5896,7 +5905,7 @@ RenderingDevice::DrawListID RenderingDeviceVulkan::draw_list_begin(RID p_framebu
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
draw_list->viewport = Rect2i(viewport_offset, viewport_size);
- return ID_TYPE_DRAW_LIST;
+ return int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT;
}
Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
@@ -5993,7 +6002,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
for (uint32_t i = 0; i < p_splits; i++) {
//take a command buffer and initialize it
- VkCommandBuffer command_buffer = split_draw_list_allocators[p_splits].command_buffers[frame];
+ VkCommandBuffer command_buffer = split_draw_list_allocators[i].command_buffers[frame];
VkCommandBufferInheritanceInfo inheritance_info;
inheritance_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO;
@@ -6051,7 +6060,7 @@ Error RenderingDeviceVulkan::draw_list_begin_split(RID p_framebuffer, uint32_t p
scissor.extent.height = viewport_size.height;
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
- r_split_ids[i] = (DrawListID(1) << DrawListID(ID_TYPE_SPLIT_DRAW_LIST)) + i;
+ r_split_ids[i] = (int64_t(ID_TYPE_SPLIT_DRAW_LIST) << ID_BASE_SHIFT) + i;
draw_list[i].viewport = Rect2i(viewport_offset, viewport_size);
}
@@ -6066,7 +6075,7 @@ RenderingDeviceVulkan::DrawList *RenderingDeviceVulkan::_get_draw_list_ptr(DrawL
if (!draw_list) {
return nullptr;
- } else if (p_id == ID_TYPE_DRAW_LIST) {
+ } else if (p_id == (int64_t(ID_TYPE_DRAW_LIST) << ID_BASE_SHIFT)) {
if (draw_list_split) {
return nullptr;
}
@@ -6433,8 +6442,8 @@ void RenderingDeviceVulkan::draw_list_end() {
//send all command buffers
VkCommandBuffer *command_buffers = (VkCommandBuffer *)alloca(sizeof(VkCommandBuffer) * draw_list_count);
for (uint32_t i = 0; i < draw_list_count; i++) {
- vkEndCommandBuffer(draw_list->command_buffer);
- command_buffers[i] = draw_list->command_buffer;
+ vkEndCommandBuffer(draw_list[i].command_buffer);
+ command_buffers[i] = draw_list[i].command_buffer;
}
vkCmdExecuteCommands(frames[frame].draw_command_buffer, draw_list_count, command_buffers);
diff --git a/drivers/vulkan/rendering_device_vulkan.h b/drivers/vulkan/rendering_device_vulkan.h
index 05c5b9c63e..a786eca70d 100644
--- a/drivers/vulkan/rendering_device_vulkan.h
+++ b/drivers/vulkan/rendering_device_vulkan.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/vulkan/vulkan_context.cpp b/drivers/vulkan/vulkan_context.cpp
index 1f4092745a..4d2bc406e4 100644
--- a/drivers/vulkan/vulkan_context.cpp
+++ b/drivers/vulkan/vulkan_context.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/vulkan/vulkan_context.h b/drivers/vulkan/vulkan_context.h
index 1aaad29ccd..2be9903483 100644
--- a/drivers/vulkan/vulkan_context.h
+++ b/drivers/vulkan/vulkan_context.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/wasapi/audio_driver_wasapi.cpp b/drivers/wasapi/audio_driver_wasapi.cpp
index 67e175d8d1..7d5082d276 100644
--- a/drivers/wasapi/audio_driver_wasapi.cpp
+++ b/drivers/wasapi/audio_driver_wasapi.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/wasapi/audio_driver_wasapi.h b/drivers/wasapi/audio_driver_wasapi.h
index 41ff7c9895..2df07d16f7 100644
--- a/drivers/wasapi/audio_driver_wasapi.h
+++ b/drivers/wasapi/audio_driver_wasapi.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/windows/dir_access_windows.cpp b/drivers/windows/dir_access_windows.cpp
index 197cd1d074..2c9f28717d 100644
--- a/drivers/windows/dir_access_windows.cpp
+++ b/drivers/windows/dir_access_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/windows/dir_access_windows.h b/drivers/windows/dir_access_windows.h
index 3b059b1626..7f10023470 100644
--- a/drivers/windows/dir_access_windows.h
+++ b/drivers/windows/dir_access_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/windows/file_access_windows.cpp b/drivers/windows/file_access_windows.cpp
index ec393c98ba..35f61c0623 100644
--- a/drivers/windows/file_access_windows.cpp
+++ b/drivers/windows/file_access_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/windows/file_access_windows.h b/drivers/windows/file_access_windows.h
index 98c0efe576..507e0b2c20 100644
--- a/drivers/windows/file_access_windows.h
+++ b/drivers/windows/file_access_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/windows/rw_lock_windows.cpp b/drivers/windows/rw_lock_windows.cpp
index 1007689728..6f59e072bb 100644
--- a/drivers/windows/rw_lock_windows.cpp
+++ b/drivers/windows/rw_lock_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/windows/rw_lock_windows.h b/drivers/windows/rw_lock_windows.h
index 61dd679d32..a9d55bdef9 100644
--- a/drivers/windows/rw_lock_windows.h
+++ b/drivers/windows/rw_lock_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/windows/thread_windows.cpp b/drivers/windows/thread_windows.cpp
index ca7d936fac..ec95c9523d 100644
--- a/drivers/windows/thread_windows.cpp
+++ b/drivers/windows/thread_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/windows/thread_windows.h b/drivers/windows/thread_windows.h
index 939f487fc1..3801bddc2c 100644
--- a/drivers/windows/thread_windows.h
+++ b/drivers/windows/thread_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/winmidi/midi_driver_winmidi.cpp b/drivers/winmidi/midi_driver_winmidi.cpp
index 75f57b3bb9..730d608bbf 100644
--- a/drivers/winmidi/midi_driver_winmidi.cpp
+++ b/drivers/winmidi/midi_driver_winmidi.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/winmidi/midi_driver_winmidi.h b/drivers/winmidi/midi_driver_winmidi.h
index 9ed3fc2faa..bb9a87d610 100644
--- a/drivers/winmidi/midi_driver_winmidi.h
+++ b/drivers/winmidi/midi_driver_winmidi.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/xaudio2/audio_driver_xaudio2.cpp b/drivers/xaudio2/audio_driver_xaudio2.cpp
index c9ad054089..3b3c3481b6 100644
--- a/drivers/xaudio2/audio_driver_xaudio2.cpp
+++ b/drivers/xaudio2/audio_driver_xaudio2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/drivers/xaudio2/audio_driver_xaudio2.h b/drivers/xaudio2/audio_driver_xaudio2.h
index 0aed072ec6..e3c2d3a326 100644
--- a/drivers/xaudio2/audio_driver_xaudio2.h
+++ b/drivers/xaudio2/audio_driver_xaudio2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/animation_bezier_editor.cpp b/editor/animation_bezier_editor.cpp
index a6bd895226..5d2b825c4f 100644
--- a/editor/animation_bezier_editor.cpp
+++ b/editor/animation_bezier_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/animation_bezier_editor.h b/editor/animation_bezier_editor.h
index 1b7ed8f06c..b082cae3ea 100644
--- a/editor/animation_bezier_editor.h
+++ b/editor/animation_bezier_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp
index 3c937ff8ae..5d49290612 100644
--- a/editor/animation_track_editor.cpp
+++ b/editor/animation_track_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -3431,7 +3431,7 @@ void AnimationTrackEditor::_insert_delay(bool p_create_reset, bool p_create_bezi
if (insert_data.front()->get().advance) {
advance = true;
}
- next_tracks = _confirm_insert(insert_data.front()->get(), next_tracks, p_create_reset, p_create_beziers);
+ next_tracks = _confirm_insert(insert_data.front()->get(), next_tracks, p_create_reset, reset_anim, p_create_beziers);
insert_data.pop_front();
}
@@ -3749,7 +3749,7 @@ void AnimationTrackEditor::_confirm_insert_list() {
TrackIndices next_tracks(animation.ptr(), reset_anim.ptr());
while (insert_data.size()) {
- next_tracks = _confirm_insert(insert_data.front()->get(), next_tracks, create_reset, insert_confirm_bezier->is_pressed());
+ next_tracks = _confirm_insert(insert_data.front()->get(), next_tracks, create_reset, reset_anim, insert_confirm_bezier->is_pressed());
insert_data.pop_front();
}
@@ -3869,7 +3869,7 @@ static Vector<String> _get_bezier_subindices_for_type(Variant::Type p_type, bool
return subindices;
}
-AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_create_reset, bool p_create_beziers) {
+AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_create_reset, Ref<Animation> p_reset_anim, bool p_create_beziers) {
bool created = false;
if (p_id.track_idx < 0) {
if (p_create_beziers) {
@@ -3881,7 +3881,7 @@ AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertD
id.type = Animation::TYPE_BEZIER;
id.value = p_id.value.get(subindices[i].substr(1, subindices[i].length()));
id.path = String(p_id.path) + subindices[i];
- p_next_tracks = _confirm_insert(id, p_next_tracks, p_create_reset, false);
+ p_next_tracks = _confirm_insert(id, p_next_tracks, p_create_reset, p_reset_anim, false);
}
return p_next_tracks;
@@ -3986,7 +3986,7 @@ AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertD
if (p_create_reset && track_type_is_resettable(p_id.type)) {
bool create_reset_track = true;
- Animation *reset_anim = AnimationPlayerEditor::singleton->get_player()->get_animation("RESET").ptr();
+ Animation *reset_anim = p_reset_anim.ptr();
for (int i = 0; i < reset_anim->get_track_count(); i++) {
if (reset_anim->track_get_path(i) == p_id.path) {
create_reset_track = false;
diff --git a/editor/animation_track_editor.h b/editor/animation_track_editor.h
index 7006959187..e8e4f915fa 100644
--- a/editor/animation_track_editor.h
+++ b/editor/animation_track_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -384,7 +384,7 @@ class AnimationTrackEditor : public VBoxContainer {
reset = p_reset_anim ? p_reset_anim->get_track_count() : 0;
}
};
- TrackIndices _confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_create_reset, bool p_create_beziers);
+ TrackIndices _confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_create_reset, Ref<Animation> p_reset_anim, bool p_create_beziers);
void _insert_delay(bool p_create_reset, bool p_create_beziers);
void _root_removed(Node *p_root);
diff --git a/editor/animation_track_editor_plugins.cpp b/editor/animation_track_editor_plugins.cpp
index 4d96289343..0c0ee2856e 100644
--- a/editor/animation_track_editor_plugins.cpp
+++ b/editor/animation_track_editor_plugins.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/animation_track_editor_plugins.h b/editor/animation_track_editor_plugins.h
index 7c5d7ae04f..66229c3012 100644
--- a/editor/animation_track_editor_plugins.h
+++ b/editor/animation_track_editor_plugins.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/array_property_edit.cpp b/editor/array_property_edit.cpp
index 25a67d0041..3daee4587c 100644
--- a/editor/array_property_edit.cpp
+++ b/editor/array_property_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/array_property_edit.h b/editor/array_property_edit.h
index d91701ccaf..dd495b57f4 100644
--- a/editor/array_property_edit.h
+++ b/editor/array_property_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/audio_stream_preview.cpp b/editor/audio_stream_preview.cpp
index 9e4e157c96..2e0c3491f7 100644
--- a/editor/audio_stream_preview.cpp
+++ b/editor/audio_stream_preview.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/audio_stream_preview.h b/editor/audio_stream_preview.h
index 300f1dc5ca..21c9ea203e 100644
--- a/editor/audio_stream_preview.h
+++ b/editor/audio_stream_preview.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/code_editor.cpp b/editor/code_editor.cpp
index a634b87366..f4717830bc 100644
--- a/editor/code_editor.cpp
+++ b/editor/code_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/code_editor.h b/editor/code_editor.h
index b38170cbf5..e201da446e 100644
--- a/editor/code_editor.h
+++ b/editor/code_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/connections_dialog.cpp b/editor/connections_dialog.cpp
index c4ab226b28..01fa094d38 100644
--- a/editor/connections_dialog.cpp
+++ b/editor/connections_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/connections_dialog.h b/editor/connections_dialog.h
index 826c25895c..18feba0a61 100644
--- a/editor/connections_dialog.h
+++ b/editor/connections_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/create_dialog.cpp b/editor/create_dialog.cpp
index b28fe400e6..dd5a87ff30 100644
--- a/editor/create_dialog.cpp
+++ b/editor/create_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/create_dialog.h b/editor/create_dialog.h
index 75a317275a..b76155365f 100644
--- a/editor/create_dialog.h
+++ b/editor/create_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_debugger_inspector.cpp b/editor/debugger/editor_debugger_inspector.cpp
index dcd7220ed0..6035cc072e 100644
--- a/editor/debugger/editor_debugger_inspector.cpp
+++ b/editor/debugger/editor_debugger_inspector.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_debugger_inspector.h b/editor/debugger/editor_debugger_inspector.h
index 7d13a4c362..cf2d81cbf1 100644
--- a/editor/debugger/editor_debugger_inspector.h
+++ b/editor/debugger/editor_debugger_inspector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_debugger_node.cpp b/editor/debugger/editor_debugger_node.cpp
index 5b2dc3fc32..3ef9548727 100644
--- a/editor/debugger/editor_debugger_node.cpp
+++ b/editor/debugger/editor_debugger_node.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_debugger_node.h b/editor/debugger/editor_debugger_node.h
index 0f3be4d2dd..3510ac0726 100644
--- a/editor/debugger/editor_debugger_node.h
+++ b/editor/debugger/editor_debugger_node.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_debugger_server.cpp b/editor/debugger/editor_debugger_server.cpp
index 0b655044a8..4add891bcb 100644
--- a/editor/debugger/editor_debugger_server.cpp
+++ b/editor/debugger/editor_debugger_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_debugger_server.h b/editor/debugger/editor_debugger_server.h
index 3ad9d3a9a9..6458421e7a 100644
--- a/editor/debugger/editor_debugger_server.h
+++ b/editor/debugger/editor_debugger_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_debugger_tree.cpp b/editor/debugger/editor_debugger_tree.cpp
index e36f11ae1d..6db3b94aee 100644
--- a/editor/debugger/editor_debugger_tree.cpp
+++ b/editor/debugger/editor_debugger_tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_debugger_tree.h b/editor/debugger/editor_debugger_tree.h
index 5ec1423c07..8c966dffd5 100644
--- a/editor/debugger/editor_debugger_tree.h
+++ b/editor/debugger/editor_debugger_tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_network_profiler.cpp b/editor/debugger/editor_network_profiler.cpp
index baa88bcdbc..d541fdd249 100644
--- a/editor/debugger/editor_network_profiler.cpp
+++ b/editor/debugger/editor_network_profiler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_network_profiler.h b/editor/debugger/editor_network_profiler.h
index cf65fb5316..8c1da1cb2d 100644
--- a/editor/debugger/editor_network_profiler.h
+++ b/editor/debugger/editor_network_profiler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_performance_profiler.cpp b/editor/debugger/editor_performance_profiler.cpp
index f73165881c..33d08a2f6b 100644
--- a/editor/debugger/editor_performance_profiler.cpp
+++ b/editor/debugger/editor_performance_profiler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_performance_profiler.h b/editor/debugger/editor_performance_profiler.h
index 554a0650b8..ea3404b208 100644
--- a/editor/debugger/editor_performance_profiler.h
+++ b/editor/debugger/editor_performance_profiler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_profiler.cpp b/editor/debugger/editor_profiler.cpp
index 4871c35ea4..9304b116d0 100644
--- a/editor/debugger/editor_profiler.cpp
+++ b/editor/debugger/editor_profiler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_profiler.h b/editor/debugger/editor_profiler.h
index 637f732b0b..e16bde41f6 100644
--- a/editor/debugger/editor_profiler.h
+++ b/editor/debugger/editor_profiler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_visual_profiler.cpp b/editor/debugger/editor_visual_profiler.cpp
index 8e8edbbe9a..d825a980c7 100644
--- a/editor/debugger/editor_visual_profiler.cpp
+++ b/editor/debugger/editor_visual_profiler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/editor_visual_profiler.h b/editor/debugger/editor_visual_profiler.h
index 49a2d5c53a..6b04fdbafc 100644
--- a/editor/debugger/editor_visual_profiler.h
+++ b/editor/debugger/editor_visual_profiler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/script_editor_debugger.cpp b/editor/debugger/script_editor_debugger.cpp
index 6f0d537fa2..be2b98bf1a 100644
--- a/editor/debugger/script_editor_debugger.cpp
+++ b/editor/debugger/script_editor_debugger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/debugger/script_editor_debugger.h b/editor/debugger/script_editor_debugger.h
index 56b34e8e8c..e5fb3c35a9 100644
--- a/editor/debugger/script_editor_debugger.h
+++ b/editor/debugger/script_editor_debugger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/dependency_editor.cpp b/editor/dependency_editor.cpp
index 208d390134..2780b74469 100644
--- a/editor/dependency_editor.cpp
+++ b/editor/dependency_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/dependency_editor.h b/editor/dependency_editor.h
index 008194bbd6..b17a685df8 100644
--- a/editor/dependency_editor.h
+++ b/editor/dependency_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/dictionary_property_edit.cpp b/editor/dictionary_property_edit.cpp
index 276cd12ded..9683003d89 100644
--- a/editor/dictionary_property_edit.cpp
+++ b/editor/dictionary_property_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/dictionary_property_edit.h b/editor/dictionary_property_edit.h
index 5c97b94d9f..564bbf205b 100644
--- a/editor/dictionary_property_edit.h
+++ b/editor/dictionary_property_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/doc_tools.cpp b/editor/doc_tools.cpp
index c21c957799..47ea8cbe2a 100644
--- a/editor/doc_tools.cpp
+++ b/editor/doc_tools.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/doc_tools.h b/editor/doc_tools.h
index db27e38c8b..809eedff2a 100644
--- a/editor/doc_tools.h
+++ b/editor/doc_tools.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_about.cpp b/editor/editor_about.cpp
index 95802a0b9c..2ed937b6ff 100644
--- a/editor/editor_about.cpp
+++ b/editor/editor_about.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -133,7 +133,7 @@ EditorAbout::EditorAbout() {
Label *about_text = memnew(Label);
about_text->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
about_text->set_text(VERSION_FULL_NAME + hash +
- String::utf8("\n\xc2\xa9 2007-2020 Juan Linietsky, Ariel Manzur.\n\xc2\xa9 2014-2020 ") +
+ String::utf8("\n\xc2\xa9 2007-2021 Juan Linietsky, Ariel Manzur.\n\xc2\xa9 2014-2021 ") +
TTR("Godot Engine contributors") + "\n");
hbc->add_child(about_text);
diff --git a/editor/editor_about.h b/editor/editor_about.h
index ae4d9c73bf..efb7245e78 100644
--- a/editor/editor_about.h
+++ b/editor/editor_about.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_asset_installer.cpp b/editor/editor_asset_installer.cpp
index aa6f7c8766..2d29076476 100644
--- a/editor/editor_asset_installer.cpp
+++ b/editor/editor_asset_installer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_asset_installer.h b/editor/editor_asset_installer.h
index e31cff8845..d9233a5ce8 100644
--- a/editor/editor_asset_installer.h
+++ b/editor/editor_asset_installer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_atlas_packer.cpp b/editor/editor_atlas_packer.cpp
index 68abeb2cda..1b4a505edb 100644
--- a/editor/editor_atlas_packer.cpp
+++ b/editor/editor_atlas_packer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_atlas_packer.h b/editor/editor_atlas_packer.h
index 4a9c3a776b..89824dff1c 100644
--- a/editor/editor_atlas_packer.h
+++ b/editor/editor_atlas_packer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_audio_buses.cpp b/editor/editor_audio_buses.cpp
index d768f00c3b..7569800a7e 100644
--- a/editor/editor_audio_buses.cpp
+++ b/editor/editor_audio_buses.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_audio_buses.h b/editor/editor_audio_buses.h
index b5f2f5af81..8dfc2137ef 100644
--- a/editor/editor_audio_buses.h
+++ b/editor/editor_audio_buses.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_autoload_settings.cpp b/editor/editor_autoload_settings.cpp
index 5f429e7034..d46df05f6e 100644
--- a/editor/editor_autoload_settings.cpp
+++ b/editor/editor_autoload_settings.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_autoload_settings.h b/editor/editor_autoload_settings.h
index 845f86fbb9..762457463c 100644
--- a/editor/editor_autoload_settings.h
+++ b/editor/editor_autoload_settings.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_data.cpp b/editor/editor_data.cpp
index 05c7b58c72..4c4dacbeb5 100644
--- a/editor/editor_data.cpp
+++ b/editor/editor_data.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_data.h b/editor/editor_data.h
index 0d27e06987..42afc9e079 100644
--- a/editor/editor_data.h
+++ b/editor/editor_data.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_dir_dialog.cpp b/editor/editor_dir_dialog.cpp
index 17e0fd0fae..4366d83fe2 100644
--- a/editor/editor_dir_dialog.cpp
+++ b/editor/editor_dir_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_dir_dialog.h b/editor/editor_dir_dialog.h
index b688e9dc06..05451b7bda 100644
--- a/editor/editor_dir_dialog.h
+++ b/editor/editor_dir_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_export.cpp b/editor/editor_export.cpp
index 231c143c05..fd4423646f 100644
--- a/editor/editor_export.cpp
+++ b/editor/editor_export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_export.h b/editor/editor_export.h
index 584ef17035..e6026e7aae 100644
--- a/editor/editor_export.h
+++ b/editor/editor_export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_feature_profile.cpp b/editor/editor_feature_profile.cpp
index 280c13ec9d..af02fcaf3c 100644
--- a/editor/editor_feature_profile.cpp
+++ b/editor/editor_feature_profile.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_feature_profile.h b/editor/editor_feature_profile.h
index 0f066b8f4a..01e6a6a142 100644
--- a/editor/editor_feature_profile.h
+++ b/editor/editor_feature_profile.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_file_dialog.cpp b/editor/editor_file_dialog.cpp
index 55373c47a4..01aad0c41b 100644
--- a/editor/editor_file_dialog.cpp
+++ b/editor/editor_file_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -230,7 +230,6 @@ void EditorFileDialog::update_dir() {
void EditorFileDialog::_dir_entered(String p_dir) {
dir_access->change_dir(p_dir);
- file->set_text("");
invalidate();
update_dir();
_push_history();
@@ -249,6 +248,14 @@ void EditorFileDialog::_save_confirm_pressed() {
void EditorFileDialog::_post_popup() {
ConfirmationDialog::_post_popup();
+
+ // Check if the current path doesn't exist and correct it.
+ String current = dir_access->get_current_dir();
+ while (!dir_access->dir_exists(current)) {
+ current = current.get_base_dir();
+ }
+ set_current_dir(current);
+
if (invalidated) {
update_file_list();
invalidated = false;
@@ -287,11 +294,17 @@ void EditorFileDialog::_post_popup() {
} else {
name = name.get_file() + "/";
}
-
- recent->add_item(name, folder);
- recent->set_item_metadata(recent->get_item_count() - 1, recentd[i]);
- recent->set_item_icon_modulate(recent->get_item_count() - 1, folder_color);
+ bool exists = dir_access->dir_exists(recentd[i]);
+ if (!exists) {
+ // Remove invalid directory from the list of Recent directories.
+ recentd.remove(i--);
+ } else {
+ recent->add_item(name, folder);
+ recent->set_item_metadata(recent->get_item_count() - 1, recentd[i]);
+ recent->set_item_icon_modulate(recent->get_item_count() - 1, folder_color);
+ }
}
+ EditorSettings::get_singleton()->set_recent_dirs(recentd);
local_history.clear();
local_history_pos = -1;
@@ -442,9 +455,12 @@ void EditorFileDialog::_action_pressed() {
}
}
+ // Add first extension of filter if no valid extension is found.
if (!valid) {
- exterr->popup_centered(Size2(250, 80) * EDSCALE);
- return;
+ int idx = filter->get_selected();
+ String flt = filters[idx].get_slice(";", 0);
+ String ext = flt.get_slice(",", 0).strip_edges().get_extension();
+ f += "." + ext;
}
if (dir_access->file_exists(f) && !disable_overwrite_warning) {
@@ -1683,10 +1699,6 @@ EditorFileDialog::EditorFileDialog() {
mkdirerr->set_text(TTR("Could not create folder."));
add_child(mkdirerr);
- exterr = memnew(AcceptDialog);
- exterr->set_text(TTR("Must use a valid extension."));
- add_child(exterr);
-
update_filters();
update_dir();
diff --git a/editor/editor_file_dialog.h b/editor/editor_file_dialog.h
index df5b41ae1d..5a5e3a8807 100644
--- a/editor/editor_file_dialog.h
+++ b/editor/editor_file_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -110,7 +110,6 @@ private:
LineEdit *file;
OptionButton *filter;
AcceptDialog *mkdirerr;
- AcceptDialog *exterr;
DirAccess *dir_access;
ConfirmationDialog *confirm_save;
DependencyRemoveDialog *remove_dialog;
diff --git a/editor/editor_file_system.cpp b/editor/editor_file_system.cpp
index a8a7262cf0..208f678947 100644
--- a/editor/editor_file_system.cpp
+++ b/editor/editor_file_system.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_file_system.h b/editor/editor_file_system.h
index a7ab4d6a9a..c0e11a0402 100644
--- a/editor/editor_file_system.h
+++ b/editor/editor_file_system.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_folding.cpp b/editor/editor_folding.cpp
index a7e76e9b2b..9f98795e16 100644
--- a/editor/editor_folding.cpp
+++ b/editor/editor_folding.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_folding.h b/editor/editor_folding.h
index 13f07b99b0..90deb7c0e8 100644
--- a/editor/editor_folding.h
+++ b/editor/editor_folding.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_fonts.cpp b/editor/editor_fonts.cpp
index 23dc69af12..96869ae6fd 100644
--- a/editor/editor_fonts.cpp
+++ b/editor/editor_fonts.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_fonts.h b/editor/editor_fonts.h
index 3ad7cf067b..59ee482b53 100644
--- a/editor/editor_fonts.h
+++ b/editor/editor_fonts.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_help.cpp b/editor/editor_help.cpp
index 5eff0f2e4a..718f2e748d 100644
--- a/editor/editor_help.cpp
+++ b/editor/editor_help.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_help.h b/editor/editor_help.h
index 737f841d30..65e20f060c 100644
--- a/editor/editor_help.h
+++ b/editor/editor_help.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_help_search.cpp b/editor/editor_help_search.cpp
index 5e784ba051..a1ff87fe2e 100644
--- a/editor/editor_help_search.cpp
+++ b/editor/editor_help_search.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_help_search.h b/editor/editor_help_search.h
index d94066308a..0e236d523d 100644
--- a/editor/editor_help_search.h
+++ b/editor/editor_help_search.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_inspector.cpp b/editor/editor_inspector.cpp
index 4d975512d4..df330d8685 100644
--- a/editor/editor_inspector.cpp
+++ b/editor/editor_inspector.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_inspector.h b/editor/editor_inspector.h
index d901bb4ecf..81a22d4ff1 100644
--- a/editor/editor_inspector.h
+++ b/editor/editor_inspector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_layouts_dialog.cpp b/editor/editor_layouts_dialog.cpp
index 71d369be1f..0bf1863459 100644
--- a/editor/editor_layouts_dialog.cpp
+++ b/editor/editor_layouts_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_layouts_dialog.h b/editor/editor_layouts_dialog.h
index ebb523829f..8687660832 100644
--- a/editor/editor_layouts_dialog.h
+++ b/editor/editor_layouts_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_log.cpp b/editor/editor_log.cpp
index 371cabfe3d..7b94016fb6 100644
--- a/editor/editor_log.cpp
+++ b/editor/editor_log.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -101,8 +101,6 @@ void EditorLog::copy() {
}
void EditorLog::add_message(const String &p_msg, MessageType p_type) {
- log->add_newline();
-
bool restore = p_type != MSG_TYPE_STD;
switch (p_type) {
case MSG_TYPE_STD: {
@@ -128,6 +126,7 @@ void EditorLog::add_message(const String &p_msg, MessageType p_type) {
}
log->add_text(p_msg);
+ log->add_newline();
if (restore) {
log->pop();
@@ -180,7 +179,7 @@ EditorLog::EditorLog() {
log->set_v_size_flags(SIZE_EXPAND_FILL);
log->set_h_size_flags(SIZE_EXPAND_FILL);
vb->add_child(log);
- add_message(VERSION_FULL_NAME " (c) 2007-2020 Juan Linietsky, Ariel Manzur & Godot Contributors.");
+ add_message(VERSION_FULL_NAME " (c) 2007-2021 Juan Linietsky, Ariel Manzur & Godot Contributors.");
eh.errfunc = _error_handler;
eh.userdata = this;
diff --git a/editor/editor_log.h b/editor/editor_log.h
index 73a8c3f0c5..79dfb3ffaa 100644
--- a/editor/editor_log.h
+++ b/editor/editor_log.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_native_shader_source_visualizer.cpp b/editor/editor_native_shader_source_visualizer.cpp
new file mode 100644
index 0000000000..ed2692190c
--- /dev/null
+++ b/editor/editor_native_shader_source_visualizer.cpp
@@ -0,0 +1,72 @@
+/*************************************************************************/
+/* editor_native_shader_source_visualizer.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "editor_native_shader_source_visualizer.h"
+
+#include "scene/gui/text_edit.h"
+
+void EditorNativeShaderSourceVisualizer::_inspect_shader(RID p_shader) {
+ if (versions) {
+ memdelete(versions);
+ versions = nullptr;
+ }
+
+ RS::ShaderNativeSourceCode nsc = RS::get_singleton()->shader_get_native_source_code(p_shader);
+
+ versions = memnew(TabContainer);
+ versions->set_v_size_flags(Control::SIZE_EXPAND_FILL);
+ versions->set_h_size_flags(Control::SIZE_EXPAND_FILL);
+ for (int i = 0; i < nsc.versions.size(); i++) {
+ TabContainer *vtab = memnew(TabContainer);
+ vtab->set_name("Version " + itos(i));
+ vtab->set_v_size_flags(Control::SIZE_EXPAND_FILL);
+ vtab->set_h_size_flags(Control::SIZE_EXPAND_FILL);
+ versions->add_child(vtab);
+ for (int j = 0; j < nsc.versions[i].stages.size(); j++) {
+ TextEdit *vtext = memnew(TextEdit);
+ vtext->set_readonly(true);
+ vtext->set_name(nsc.versions[i].stages[j].name);
+ vtext->set_text(nsc.versions[i].stages[j].code);
+ vtext->set_v_size_flags(Control::SIZE_EXPAND_FILL);
+ vtext->set_h_size_flags(Control::SIZE_EXPAND_FILL);
+ vtab->add_child(vtext);
+ }
+ }
+ add_child(versions);
+ popup_centered_ratio();
+}
+
+void EditorNativeShaderSourceVisualizer::_bind_methods() {
+ ClassDB::bind_method("_inspect_shader", &EditorNativeShaderSourceVisualizer::_inspect_shader);
+}
+EditorNativeShaderSourceVisualizer::EditorNativeShaderSourceVisualizer() {
+ add_to_group("_native_shader_source_visualizer");
+ set_title(TTR("Native Shader Source Inspector"));
+}
diff --git a/editor/editor_native_shader_source_visualizer.h b/editor/editor_native_shader_source_visualizer.h
new file mode 100644
index 0000000000..72a2f8baae
--- /dev/null
+++ b/editor/editor_native_shader_source_visualizer.h
@@ -0,0 +1,50 @@
+/*************************************************************************/
+/* editor_native_shader_source_visualizer.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef EDITOR_NATIVE_SHADER_SOURCE_VISUALIZER_H
+#define EDITOR_NATIVE_SHADER_SOURCE_VISUALIZER_H
+
+#include "scene/gui/dialogs.h"
+#include "scene/gui/tab_container.h"
+
+class EditorNativeShaderSourceVisualizer : public AcceptDialog {
+ GDCLASS(EditorNativeShaderSourceVisualizer, AcceptDialog)
+ TabContainer *versions = nullptr;
+
+ void _inspect_shader(RID p_shader);
+
+protected:
+ static void _bind_methods();
+
+public:
+ EditorNativeShaderSourceVisualizer();
+};
+
+#endif // EDITOR_NATIVE_SHADER_SOURCE_VISUALIZER_H
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 4fb34f58bf..6f03518029 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -2123,7 +2123,10 @@ void EditorNode::_run(bool p_current, const String &p_custom) {
if (scene->get_filename() == "") {
current_option = -1;
- _menu_option_confirm(FILE_SAVE_BEFORE_RUN, false);
+ _menu_option(FILE_SAVE_AS_SCENE);
+ // Set the option to save and run so when the dialog is accepted, the scene runs.
+ current_option = FILE_SAVE_AND_RUN;
+ file->set_title(TTR("Save scene before running..."));
return;
}
@@ -2313,7 +2316,7 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
int scene_idx = (p_option == FILE_SAVE_SCENE) ? -1 : tab_closing;
Node *scene = editor_data.get_edited_scene_root(scene_idx);
- if (scene && scene->get_filename() != "") {
+ if (scene && scene->get_filename() != "" && FileAccess::exists(scene->get_filename())) {
if (scene_idx != editor_data.get_edited_scene()) {
_save_scene_with_preview(scene->get_filename(), scene_idx);
} else {
@@ -2358,11 +2361,12 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
}
if (scene->get_filename() != "") {
- file->set_current_path(scene->get_filename());
+ String path = scene->get_filename();
+ file->set_current_path(path);
if (extensions.size()) {
- String ext = scene->get_filename().get_extension().to_lower();
+ String ext = path.get_extension().to_lower();
if (extensions.find(ext) == nullptr) {
- file->set_current_path(scene->get_filename().replacen("." + ext, "." + extensions.front()->get()));
+ file->set_current_path(path.replacen("." + ext, "." + extensions.front()->get()));
}
}
} else {
@@ -2381,18 +2385,6 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
case FILE_SAVE_ALL_SCENES: {
_save_all_scenes();
} break;
- case FILE_SAVE_BEFORE_RUN: {
- if (!p_confirmed) {
- confirmation->get_cancel_button()->set_text(TTR("No"));
- confirmation->get_ok_button()->set_text(TTR("Yes"));
- confirmation->set_text(TTR("This scene has never been saved. Save before running?"));
- confirmation->popup_centered();
- break;
- }
-
- _menu_option(FILE_SAVE_AS_SCENE);
- _menu_option_confirm(FILE_SAVE_AND_RUN, false);
- } break;
case FILE_EXPORT_PROJECT: {
project_export->popup_export();
@@ -6527,6 +6519,9 @@ EditorNode::EditorNode() {
center_split->connect("resized", callable_mp(this, &EditorNode::_vp_resized));
+ native_shader_source_visualizer = memnew(EditorNativeShaderSourceVisualizer);
+ gui_base->add_child(native_shader_source_visualizer);
+
orphan_resources = memnew(OrphanResourcesDialog);
gui_base->add_child(orphan_resources);
diff --git a/editor/editor_node.h b/editor/editor_node.h
index 9ebc0f522c..1da162dc9c 100644
--- a/editor/editor_node.h
+++ b/editor/editor_node.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,6 +34,7 @@
#include "editor/editor_data.h"
#include "editor/editor_export.h"
#include "editor/editor_folding.h"
+#include "editor/editor_native_shader_source_visualizer.h"
#include "editor/editor_run.h"
#include "editor/inspector_dock.h"
#include "editor/property_editor.h"
@@ -125,7 +126,6 @@ private:
FILE_SAVE_SCENE,
FILE_SAVE_AS_SCENE,
FILE_SAVE_ALL_SCENES,
- FILE_SAVE_BEFORE_RUN,
FILE_SAVE_AND_RUN,
FILE_SHOW_IN_FILESYSTEM,
FILE_IMPORT_SUBSCENE,
@@ -323,6 +323,8 @@ private:
String current_path;
MenuButton *update_spinner;
+ EditorNativeShaderSourceVisualizer *native_shader_source_visualizer;
+
String defer_load_scene;
Node *_last_instanced_scene;
diff --git a/editor/editor_path.cpp b/editor/editor_path.cpp
index c249974f99..d1c52b4310 100644
--- a/editor/editor_path.cpp
+++ b/editor/editor_path.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_path.h b/editor/editor_path.h
index 01ba25ab69..d1090947f9 100644
--- a/editor/editor_path.h
+++ b/editor/editor_path.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_plugin.cpp b/editor/editor_plugin.cpp
index 76912c8925..840bae35bf 100644
--- a/editor/editor_plugin.cpp
+++ b/editor/editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_plugin.h b/editor/editor_plugin.h
index 1697b79216..3b741a2f22 100644
--- a/editor/editor_plugin.h
+++ b/editor/editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_plugin_settings.cpp b/editor/editor_plugin_settings.cpp
index 1fdba10a74..aa3b75097e 100644
--- a/editor/editor_plugin_settings.cpp
+++ b/editor/editor_plugin_settings.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_plugin_settings.h b/editor/editor_plugin_settings.h
index 0b61e28449..4f2b5293ec 100644
--- a/editor/editor_plugin_settings.h
+++ b/editor/editor_plugin_settings.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp
index 1918dc6bc4..143eea88e1 100644
--- a/editor/editor_properties.cpp
+++ b/editor/editor_properties.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -729,12 +729,12 @@ void EditorPropertyLayers::setup(LayerType p_layer_type) {
for (int i = 0; i < 20; i++) {
String name;
- if (ProjectSettings::get_singleton()->has_setting(basename + "/layer_" + itos(i + 1))) {
- name = ProjectSettings::get_singleton()->get(basename + "/layer_" + itos(i + 1));
+ if (ProjectSettings::get_singleton()->has_setting(basename + vformat("/layer_%d", i))) {
+ name = ProjectSettings::get_singleton()->get(basename + vformat("/layer_%d", i));
}
if (name == "") {
- name = TTR("Layer") + " " + itos(i + 1);
+ name = vformat(TTR("Layer %d"), i);
}
names.push_back(name);
@@ -2148,10 +2148,6 @@ void EditorPropertyColor::_color_changed(const Color &p_color) {
emit_changed(get_edited_property(), p_color, "", true);
}
-void EditorPropertyColor::_popup_closed() {
- emit_changed(get_edited_property(), picker->get_pick_color(), "", false);
-}
-
void EditorPropertyColor::_picker_created() {
// get default color picker mode from editor settings
int default_color_mode = EDITOR_GET("interface/inspector/default_color_picker_mode");
@@ -2195,7 +2191,6 @@ EditorPropertyColor::EditorPropertyColor() {
add_child(picker);
picker->set_flat(true);
picker->connect("color_changed", callable_mp(this, &EditorPropertyColor::_color_changed));
- picker->connect("popup_closed", callable_mp(this, &EditorPropertyColor::_popup_closed));
picker->connect("picker_created", callable_mp(this, &EditorPropertyColor::_picker_created));
}
diff --git a/editor/editor_properties.h b/editor/editor_properties.h
index 63dee9f6d6..856a406e62 100644
--- a/editor/editor_properties.h
+++ b/editor/editor_properties.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -547,7 +547,6 @@ class EditorPropertyColor : public EditorProperty {
GDCLASS(EditorPropertyColor, EditorProperty);
ColorPickerButton *picker;
void _color_changed(const Color &p_color);
- void _popup_closed();
void _picker_created();
protected:
diff --git a/editor/editor_properties_array_dict.cpp b/editor/editor_properties_array_dict.cpp
index 774c08c4f0..a798344973 100644
--- a/editor/editor_properties_array_dict.cpp
+++ b/editor/editor_properties_array_dict.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_properties_array_dict.h b/editor/editor_properties_array_dict.h
index c786528d48..0359f3d9bc 100644
--- a/editor/editor_properties_array_dict.h
+++ b/editor/editor_properties_array_dict.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_resource_preview.cpp b/editor/editor_resource_preview.cpp
index d1ec50d786..29a929d179 100644
--- a/editor/editor_resource_preview.cpp
+++ b/editor/editor_resource_preview.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_resource_preview.h b/editor/editor_resource_preview.h
index 05a4e1bafb..c119ccd99f 100644
--- a/editor/editor_resource_preview.h
+++ b/editor/editor_resource_preview.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_run.cpp b/editor/editor_run.cpp
index 2bba15c017..6fae56074d 100644
--- a/editor/editor_run.cpp
+++ b/editor/editor_run.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_run.h b/editor/editor_run.h
index 08b1e74ed1..d6cf3fed71 100644
--- a/editor/editor_run.h
+++ b/editor/editor_run.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_run_native.cpp b/editor/editor_run_native.cpp
index 3ebcd16275..9b92134368 100644
--- a/editor/editor_run_native.cpp
+++ b/editor/editor_run_native.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_run_native.h b/editor/editor_run_native.h
index df6714cb53..3516f668c6 100644
--- a/editor/editor_run_native.h
+++ b/editor/editor_run_native.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_run_script.cpp b/editor/editor_run_script.cpp
index e2446e92be..83ce50a9f9 100644
--- a/editor/editor_run_script.cpp
+++ b/editor/editor_run_script.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_run_script.h b/editor/editor_run_script.h
index 3cb751ecc8..83987ecba1 100644
--- a/editor/editor_run_script.h
+++ b/editor/editor_run_script.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_scale.cpp b/editor/editor_scale.cpp
index 450de75328..85304a9cbc 100644
--- a/editor/editor_scale.cpp
+++ b/editor/editor_scale.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_scale.h b/editor/editor_scale.h
index 91e5df15d4..b20c18706a 100644
--- a/editor/editor_scale.h
+++ b/editor/editor_scale.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_sectioned_inspector.cpp b/editor/editor_sectioned_inspector.cpp
index 691f2e8228..a2627f51ac 100644
--- a/editor/editor_sectioned_inspector.cpp
+++ b/editor/editor_sectioned_inspector.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_sectioned_inspector.h b/editor/editor_sectioned_inspector.h
index dfc521302a..55fb94fecc 100644
--- a/editor/editor_sectioned_inspector.h
+++ b/editor/editor_sectioned_inspector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp
index 9ecf1f5051..9b9b6bf628 100644
--- a/editor/editor_settings.cpp
+++ b/editor/editor_settings.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_settings.h b/editor/editor_settings.h
index 3061da4d43..61ec8546aa 100644
--- a/editor/editor_settings.h
+++ b/editor/editor_settings.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_spin_slider.cpp b/editor/editor_spin_slider.cpp
index 4a37d26a26..618d953c56 100644
--- a/editor/editor_spin_slider.cpp
+++ b/editor/editor_spin_slider.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_spin_slider.h b/editor/editor_spin_slider.h
index d000ebd151..248a13f7b6 100644
--- a/editor/editor_spin_slider.h
+++ b/editor/editor_spin_slider.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_sub_scene.cpp b/editor/editor_sub_scene.cpp
index f794babc24..e319fbff52 100644
--- a/editor/editor_sub_scene.cpp
+++ b/editor/editor_sub_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_sub_scene.h b/editor/editor_sub_scene.h
index bdfbbca02f..428bd5a40e 100644
--- a/editor/editor_sub_scene.h
+++ b/editor/editor_sub_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp
index 7582c2073f..0d24d5013d 100644
--- a/editor/editor_themes.cpp
+++ b/editor/editor_themes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_themes.h b/editor/editor_themes.h
index 4d9bfc56c8..852edf7669 100644
--- a/editor/editor_themes.h
+++ b/editor/editor_themes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_translation_parser.cpp b/editor/editor_translation_parser.cpp
index 4e6a397840..51bd9b3383 100644
--- a/editor/editor_translation_parser.cpp
+++ b/editor/editor_translation_parser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_translation_parser.h b/editor/editor_translation_parser.h
index bdebdd10a1..4f8f3537f2 100644
--- a/editor/editor_translation_parser.h
+++ b/editor/editor_translation_parser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_vcs_interface.cpp b/editor/editor_vcs_interface.cpp
index 4b13a5dd89..eaa8f891ec 100644
--- a/editor/editor_vcs_interface.cpp
+++ b/editor/editor_vcs_interface.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/editor_vcs_interface.h b/editor/editor_vcs_interface.h
index 7de1883fd7..af952eaffc 100644
--- a/editor/editor_vcs_interface.h
+++ b/editor/editor_vcs_interface.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/export_template_manager.cpp b/editor/export_template_manager.cpp
index e9b6f6b5e9..781d21c370 100644
--- a/editor/export_template_manager.cpp
+++ b/editor/export_template_manager.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/export_template_manager.h b/editor/export_template_manager.h
index 3d527f2338..3de74e17d8 100644
--- a/editor/export_template_manager.h
+++ b/editor/export_template_manager.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/fileserver/editor_file_server.cpp b/editor/fileserver/editor_file_server.cpp
index 7e05bc5d88..02bbeb57c7 100644
--- a/editor/fileserver/editor_file_server.cpp
+++ b/editor/fileserver/editor_file_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/fileserver/editor_file_server.h b/editor/fileserver/editor_file_server.h
index 6d3c0d0d47..267b129bda 100644
--- a/editor/fileserver/editor_file_server.h
+++ b/editor/fileserver/editor_file_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/filesystem_dock.cpp b/editor/filesystem_dock.cpp
index e7a621eee6..fcf3e49a91 100644
--- a/editor/filesystem_dock.cpp
+++ b/editor/filesystem_dock.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/filesystem_dock.h b/editor/filesystem_dock.h
index 4b93931ba7..39dc4784b8 100644
--- a/editor/filesystem_dock.h
+++ b/editor/filesystem_dock.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/find_in_files.cpp b/editor/find_in_files.cpp
index ac4acc613f..c2f2254023 100644
--- a/editor/find_in_files.cpp
+++ b/editor/find_in_files.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/find_in_files.h b/editor/find_in_files.h
index d4755c7b50..b9d60a8d4f 100644
--- a/editor/find_in_files.h
+++ b/editor/find_in_files.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/groups_editor.cpp b/editor/groups_editor.cpp
index 55bd475543..f2a110ca03 100644
--- a/editor/groups_editor.cpp
+++ b/editor/groups_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/groups_editor.h b/editor/groups_editor.h
index 6c3489fffb..69f746801f 100644
--- a/editor/groups_editor.h
+++ b/editor/groups_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/collada.cpp b/editor/import/collada.cpp
index 91c4e3afd2..63b614e436 100644
--- a/editor/import/collada.cpp
+++ b/editor/import/collada.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/collada.h b/editor/import/collada.h
index 354a3e697a..2c3f0a3006 100644
--- a/editor/import/collada.h
+++ b/editor/import/collada.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp
index 19a846bf37..50b13673fa 100644
--- a/editor/import/editor_import_collada.cpp
+++ b/editor/import/editor_import_collada.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/editor_import_collada.h b/editor/import/editor_import_collada.h
index 5fa17ebd02..bf45322765 100644
--- a/editor/import/editor_import_collada.h
+++ b/editor/import/editor_import_collada.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/editor_import_plugin.cpp b/editor/import/editor_import_plugin.cpp
index 2658031bd9..44aff874eb 100644
--- a/editor/import/editor_import_plugin.cpp
+++ b/editor/import/editor_import_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/editor_import_plugin.h b/editor/import/editor_import_plugin.h
index 00a7d9efba..345a40e96d 100644
--- a/editor/import/editor_import_plugin.h
+++ b/editor/import/editor_import_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_bitmask.cpp b/editor/import/resource_importer_bitmask.cpp
index 06b56fd73f..ffef759c07 100644
--- a/editor/import/resource_importer_bitmask.cpp
+++ b/editor/import/resource_importer_bitmask.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_bitmask.h b/editor/import/resource_importer_bitmask.h
index 83959f87cd..d68693c54a 100644
--- a/editor/import/resource_importer_bitmask.h
+++ b/editor/import/resource_importer_bitmask.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_csv.cpp b/editor/import/resource_importer_csv.cpp
index d29ba28a96..f621ce7855 100644
--- a/editor/import/resource_importer_csv.cpp
+++ b/editor/import/resource_importer_csv.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_csv.h b/editor/import/resource_importer_csv.h
index c9fbe75dd2..0f137624b9 100644
--- a/editor/import/resource_importer_csv.h
+++ b/editor/import/resource_importer_csv.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_csv_translation.cpp b/editor/import/resource_importer_csv_translation.cpp
index 4c6200e033..7ea39ab3ef 100644
--- a/editor/import/resource_importer_csv_translation.cpp
+++ b/editor/import/resource_importer_csv_translation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_csv_translation.h b/editor/import/resource_importer_csv_translation.h
index 7c7646b640..d53e91e38b 100644
--- a/editor/import/resource_importer_csv_translation.h
+++ b/editor/import/resource_importer_csv_translation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_image.cpp b/editor/import/resource_importer_image.cpp
index 885b00865b..26c6a8462b 100644
--- a/editor/import/resource_importer_image.cpp
+++ b/editor/import/resource_importer_image.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_image.h b/editor/import/resource_importer_image.h
index 703b36b091..7c8d5e228e 100644
--- a/editor/import/resource_importer_image.h
+++ b/editor/import/resource_importer_image.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_layered_texture.cpp b/editor/import/resource_importer_layered_texture.cpp
index 6166b83ae0..3139ef5146 100644
--- a/editor/import/resource_importer_layered_texture.cpp
+++ b/editor/import/resource_importer_layered_texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_layered_texture.h b/editor/import/resource_importer_layered_texture.h
index 7ac3d55dec..86e9c5bde8 100644
--- a/editor/import/resource_importer_layered_texture.h
+++ b/editor/import/resource_importer_layered_texture.h
@@ -5,38 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-/*************************************************************************/
-/* resource_importer_layered_texture.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_obj.cpp b/editor/import/resource_importer_obj.cpp
index e7170ef61c..9111252943 100644
--- a/editor/import/resource_importer_obj.cpp
+++ b/editor/import/resource_importer_obj.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_obj.h b/editor/import/resource_importer_obj.h
index 97f747b33c..414e0c1fe6 100644
--- a/editor/import/resource_importer_obj.h
+++ b/editor/import/resource_importer_obj.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index b7f37849ee..ead1f7c3e9 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h
index 5b70f5bd81..66c317f858 100644
--- a/editor/import/resource_importer_scene.h
+++ b/editor/import/resource_importer_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_shader_file.cpp b/editor/import/resource_importer_shader_file.cpp
index a2e80dfa18..f4d20a6296 100644
--- a/editor/import/resource_importer_shader_file.cpp
+++ b/editor/import/resource_importer_shader_file.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_shader_file.h b/editor/import/resource_importer_shader_file.h
index 66ae626c51..c421132ec2 100644
--- a/editor/import/resource_importer_shader_file.h
+++ b/editor/import/resource_importer_shader_file.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp
index 0bffc4a2d0..eb16e873e6 100644
--- a/editor/import/resource_importer_texture.cpp
+++ b/editor/import/resource_importer_texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -201,7 +201,7 @@ void ResourceImporterTexture::get_import_options(List<ImportOption> *r_options,
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/bptc_ldr", PROPERTY_HINT_ENUM, "Disabled,Enabled,RGBA Only"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/normal_map", PROPERTY_HINT_ENUM, "Detect,Enable,Disabled"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/channel_pack", PROPERTY_HINT_ENUM, "sRGB Friendly,Optimized"), 0));
- r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "compress/streamed"), false));
+ r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "compress/streamed"), false));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "mipmaps/generate"), (p_preset == PRESET_3D ? true : false)));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "mipmaps/limit", PROPERTY_HINT_RANGE, "-1,256"), -1));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "roughness/mode", PROPERTY_HINT_ENUM, "Detect,Disabled,Red,Green,Blue,Alpha,Gray"), 0));
diff --git a/editor/import/resource_importer_texture.h b/editor/import/resource_importer_texture.h
index 39036d4423..0d551a965c 100644
--- a/editor/import/resource_importer_texture.h
+++ b/editor/import/resource_importer_texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -62,7 +62,7 @@ protected:
struct MakeInfo {
int flags = 0;
String normal_path_for_roughness;
- RS::TextureDetectRoughnessChannel channel_for_roughness = RS::TEXTURE_DETECT_ROUGNHESS_R;
+ RS::TextureDetectRoughnessChannel channel_for_roughness = RS::TEXTURE_DETECT_ROUGHNESS_R;
};
Map<StringName, MakeInfo> make_flags;
diff --git a/editor/import/resource_importer_texture_atlas.cpp b/editor/import/resource_importer_texture_atlas.cpp
index c9f689cc08..4c3ae59951 100644
--- a/editor/import/resource_importer_texture_atlas.cpp
+++ b/editor/import/resource_importer_texture_atlas.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_texture_atlas.h b/editor/import/resource_importer_texture_atlas.h
index d237b096d3..b675d12477 100644
--- a/editor/import/resource_importer_texture_atlas.h
+++ b/editor/import/resource_importer_texture_atlas.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_wav.cpp b/editor/import/resource_importer_wav.cpp
index cb669b4c89..bcc55b330b 100644
--- a/editor/import/resource_importer_wav.cpp
+++ b/editor/import/resource_importer_wav.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/resource_importer_wav.h b/editor/import/resource_importer_wav.h
index 3c4a8757eb..7413dbd11c 100644
--- a/editor/import/resource_importer_wav.h
+++ b/editor/import/resource_importer_wav.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/scene_importer_mesh.cpp b/editor/import/scene_importer_mesh.cpp
index d7c3b60d5a..cd7d58c6f6 100644
--- a/editor/import/scene_importer_mesh.cpp
+++ b/editor/import/scene_importer_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/scene_importer_mesh.h b/editor/import/scene_importer_mesh.h
index 7efe2f2ffb..2adeb76b6c 100644
--- a/editor/import/scene_importer_mesh.h
+++ b/editor/import/scene_importer_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/scene_importer_mesh_node_3d.cpp b/editor/import/scene_importer_mesh_node_3d.cpp
index 53929f77b0..3c201cf674 100644
--- a/editor/import/scene_importer_mesh_node_3d.cpp
+++ b/editor/import/scene_importer_mesh_node_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import/scene_importer_mesh_node_3d.h b/editor/import/scene_importer_mesh_node_3d.h
index 9540e3b886..dec1717c99 100644
--- a/editor/import/scene_importer_mesh_node_3d.h
+++ b/editor/import/scene_importer_mesh_node_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import_dock.cpp b/editor/import_dock.cpp
index 5582f9f5f0..103e5e81cb 100644
--- a/editor/import_dock.cpp
+++ b/editor/import_dock.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/import_dock.h b/editor/import_dock.h
index 7a2e669620..6c5779ddce 100644
--- a/editor/import_dock.h
+++ b/editor/import_dock.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/input_map_editor.cpp b/editor/input_map_editor.cpp
index 249b9770b1..9a5e7d164c 100644
--- a/editor/input_map_editor.cpp
+++ b/editor/input_map_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/input_map_editor.h b/editor/input_map_editor.h
index b59eb97e1d..cc6ac1660d 100644
--- a/editor/input_map_editor.h
+++ b/editor/input_map_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/inspector_dock.cpp b/editor/inspector_dock.cpp
index 0620d572e3..311fa5206e 100644
--- a/editor/inspector_dock.cpp
+++ b/editor/inspector_dock.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/inspector_dock.h b/editor/inspector_dock.h
index b2dabf19c5..6a3f8c679c 100644
--- a/editor/inspector_dock.h
+++ b/editor/inspector_dock.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/localization_editor.cpp b/editor/localization_editor.cpp
index fbfc90a81d..60553143d5 100644
--- a/editor/localization_editor.cpp
+++ b/editor/localization_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/localization_editor.h b/editor/localization_editor.h
index 8705b7aa4d..6e0d7ce61f 100644
--- a/editor/localization_editor.h
+++ b/editor/localization_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/multi_node_edit.cpp b/editor/multi_node_edit.cpp
index a7d5e5149e..b714109af7 100644
--- a/editor/multi_node_edit.cpp
+++ b/editor/multi_node_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/multi_node_edit.h b/editor/multi_node_edit.h
index 7f0fb625ef..0544eb2d50 100644
--- a/editor/multi_node_edit.h
+++ b/editor/multi_node_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/node_3d_editor_gizmos.cpp b/editor/node_3d_editor_gizmos.cpp
index e82af1ad67..96ebb131ad 100644
--- a/editor/node_3d_editor_gizmos.cpp
+++ b/editor/node_3d_editor_gizmos.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/node_3d_editor_gizmos.h b/editor/node_3d_editor_gizmos.h
index e418456d60..df4ed15a8e 100644
--- a/editor/node_3d_editor_gizmos.h
+++ b/editor/node_3d_editor_gizmos.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/node_dock.cpp b/editor/node_dock.cpp
index 2c89517008..43c9cabe01 100644
--- a/editor/node_dock.cpp
+++ b/editor/node_dock.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/node_dock.h b/editor/node_dock.h
index 8e10db5eb3..280369bb09 100644
--- a/editor/node_dock.h
+++ b/editor/node_dock.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugin_config_dialog.cpp b/editor/plugin_config_dialog.cpp
index c63f51c512..19c9662162 100644
--- a/editor/plugin_config_dialog.cpp
+++ b/editor/plugin_config_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugin_config_dialog.h b/editor/plugin_config_dialog.h
index 93c8c01c70..50ca417d81 100644
--- a/editor/plugin_config_dialog.h
+++ b/editor/plugin_config_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/abstract_polygon_2d_editor.cpp b/editor/plugins/abstract_polygon_2d_editor.cpp
index 281b1d79af..876b67fa77 100644
--- a/editor/plugins/abstract_polygon_2d_editor.cpp
+++ b/editor/plugins/abstract_polygon_2d_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/abstract_polygon_2d_editor.h b/editor/plugins/abstract_polygon_2d_editor.h
index 527803150d..4f9adfff25 100644
--- a/editor/plugins/abstract_polygon_2d_editor.h
+++ b/editor/plugins/abstract_polygon_2d_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_blend_space_1d_editor.cpp b/editor/plugins/animation_blend_space_1d_editor.cpp
index 69bdfd15e7..d69913cc46 100644
--- a/editor/plugins/animation_blend_space_1d_editor.cpp
+++ b/editor/plugins/animation_blend_space_1d_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_blend_space_1d_editor.h b/editor/plugins/animation_blend_space_1d_editor.h
index 5ff5da47c0..24c950fdee 100644
--- a/editor/plugins/animation_blend_space_1d_editor.h
+++ b/editor/plugins/animation_blend_space_1d_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_blend_space_2d_editor.cpp b/editor/plugins/animation_blend_space_2d_editor.cpp
index b8e02dc5e8..6a57463dbc 100644
--- a/editor/plugins/animation_blend_space_2d_editor.cpp
+++ b/editor/plugins/animation_blend_space_2d_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_blend_space_2d_editor.h b/editor/plugins/animation_blend_space_2d_editor.h
index 64885aeaca..3b8b78b2b5 100644
--- a/editor/plugins/animation_blend_space_2d_editor.h
+++ b/editor/plugins/animation_blend_space_2d_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_blend_tree_editor_plugin.cpp b/editor/plugins/animation_blend_tree_editor_plugin.cpp
index d301e8ff7b..fbfcac3d22 100644
--- a/editor/plugins/animation_blend_tree_editor_plugin.cpp
+++ b/editor/plugins/animation_blend_tree_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_blend_tree_editor_plugin.h b/editor/plugins/animation_blend_tree_editor_plugin.h
index 3ebf623eef..9f09069719 100644
--- a/editor/plugins/animation_blend_tree_editor_plugin.h
+++ b/editor/plugins/animation_blend_tree_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp
index e33ea206b2..56d82acd2f 100644
--- a/editor/plugins/animation_player_editor_plugin.cpp
+++ b/editor/plugins/animation_player_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_player_editor_plugin.h b/editor/plugins/animation_player_editor_plugin.h
index ab3feb115f..2f6bf55e4c 100644
--- a/editor/plugins/animation_player_editor_plugin.h
+++ b/editor/plugins/animation_player_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_state_machine_editor.cpp b/editor/plugins/animation_state_machine_editor.cpp
index 2a4524612c..c6d2faf849 100644
--- a/editor/plugins/animation_state_machine_editor.cpp
+++ b/editor/plugins/animation_state_machine_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_state_machine_editor.h b/editor/plugins/animation_state_machine_editor.h
index 119feb417d..a969ddd26b 100644
--- a/editor/plugins/animation_state_machine_editor.h
+++ b/editor/plugins/animation_state_machine_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_tree_editor_plugin.cpp b/editor/plugins/animation_tree_editor_plugin.cpp
index 800df12199..c33b06ff32 100644
--- a/editor/plugins/animation_tree_editor_plugin.cpp
+++ b/editor/plugins/animation_tree_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/animation_tree_editor_plugin.h b/editor/plugins/animation_tree_editor_plugin.h
index fd3a449487..de3d89ae17 100644
--- a/editor/plugins/animation_tree_editor_plugin.h
+++ b/editor/plugins/animation_tree_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/asset_library_editor_plugin.cpp b/editor/plugins/asset_library_editor_plugin.cpp
index 153ae03300..b2d143c416 100644
--- a/editor/plugins/asset_library_editor_plugin.cpp
+++ b/editor/plugins/asset_library_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/asset_library_editor_plugin.h b/editor/plugins/asset_library_editor_plugin.h
index b69dfc208e..0509145673 100644
--- a/editor/plugins/asset_library_editor_plugin.h
+++ b/editor/plugins/asset_library_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/audio_stream_editor_plugin.cpp b/editor/plugins/audio_stream_editor_plugin.cpp
index 5041cf9f32..1765c99572 100644
--- a/editor/plugins/audio_stream_editor_plugin.cpp
+++ b/editor/plugins/audio_stream_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/audio_stream_editor_plugin.h b/editor/plugins/audio_stream_editor_plugin.h
index 5936b91fa1..f27add7229 100644
--- a/editor/plugins/audio_stream_editor_plugin.h
+++ b/editor/plugins/audio_stream_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/baked_lightmap_editor_plugin.cpp b/editor/plugins/baked_lightmap_editor_plugin.cpp
index e5d4e4a761..470b61bf40 100644
--- a/editor/plugins/baked_lightmap_editor_plugin.cpp
+++ b/editor/plugins/baked_lightmap_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/baked_lightmap_editor_plugin.h b/editor/plugins/baked_lightmap_editor_plugin.h
index b4c7c07562..d291c377d9 100644
--- a/editor/plugins/baked_lightmap_editor_plugin.h
+++ b/editor/plugins/baked_lightmap_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/camera_3d_editor_plugin.cpp b/editor/plugins/camera_3d_editor_plugin.cpp
index 622d526a63..8583e95b25 100644
--- a/editor/plugins/camera_3d_editor_plugin.cpp
+++ b/editor/plugins/camera_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/camera_3d_editor_plugin.h b/editor/plugins/camera_3d_editor_plugin.h
index 023f1866df..e087dd22a8 100644
--- a/editor/plugins/camera_3d_editor_plugin.h
+++ b/editor/plugins/camera_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index 266118b080..498f9d5c19 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -963,9 +963,24 @@ void CanvasItemEditor::_restore_canvas_item_state(List<CanvasItem *> p_canvas_it
}
void CanvasItemEditor::_commit_canvas_item_state(List<CanvasItem *> p_canvas_items, String action_name, bool commit_bones) {
- undo_redo->create_action(action_name);
+ List<CanvasItem *> modified_canvas_items;
for (List<CanvasItem *>::Element *E = p_canvas_items.front(); E; E = E->next()) {
CanvasItem *canvas_item = E->get();
+ Dictionary old_state = editor_selection->get_node_editor_data<CanvasItemEditorSelectedItem>(canvas_item)->undo_state;
+ Dictionary new_state = canvas_item->_edit_get_state();
+
+ if (old_state.hash() != new_state.hash()) {
+ modified_canvas_items.push_back(canvas_item);
+ }
+ }
+
+ if (modified_canvas_items.is_empty()) {
+ return;
+ }
+
+ undo_redo->create_action(action_name);
+ for (List<CanvasItem *>::Element *E = modified_canvas_items.front(); E; E = E->next()) {
+ CanvasItem *canvas_item = E->get();
CanvasItemEditorSelectedItem *se = editor_selection->get_node_editor_data<CanvasItemEditorSelectedItem>(canvas_item);
undo_redo->add_do_method(canvas_item, "_edit_set_state", canvas_item->_edit_get_state());
undo_redo->add_undo_method(canvas_item, "_edit_set_state", se->undo_state);
diff --git a/editor/plugins/canvas_item_editor_plugin.h b/editor/plugins/canvas_item_editor_plugin.h
index f5da953810..24149a57b0 100644
--- a/editor/plugins/canvas_item_editor_plugin.h
+++ b/editor/plugins/canvas_item_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/collision_polygon_2d_editor_plugin.cpp b/editor/plugins/collision_polygon_2d_editor_plugin.cpp
index 08d6fc966d..8e340b28ef 100644
--- a/editor/plugins/collision_polygon_2d_editor_plugin.cpp
+++ b/editor/plugins/collision_polygon_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/collision_polygon_2d_editor_plugin.h b/editor/plugins/collision_polygon_2d_editor_plugin.h
index 482f00a7f7..e78c486a39 100644
--- a/editor/plugins/collision_polygon_2d_editor_plugin.h
+++ b/editor/plugins/collision_polygon_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/collision_polygon_3d_editor_plugin.cpp b/editor/plugins/collision_polygon_3d_editor_plugin.cpp
index 6eb17685f6..0c18975258 100644
--- a/editor/plugins/collision_polygon_3d_editor_plugin.cpp
+++ b/editor/plugins/collision_polygon_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/collision_polygon_3d_editor_plugin.h b/editor/plugins/collision_polygon_3d_editor_plugin.h
index bb4ee2185e..c66518e3e5 100644
--- a/editor/plugins/collision_polygon_3d_editor_plugin.h
+++ b/editor/plugins/collision_polygon_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/collision_shape_2d_editor_plugin.cpp b/editor/plugins/collision_shape_2d_editor_plugin.cpp
index f32e80c667..a1e7d3d6e0 100644
--- a/editor/plugins/collision_shape_2d_editor_plugin.cpp
+++ b/editor/plugins/collision_shape_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/collision_shape_2d_editor_plugin.h b/editor/plugins/collision_shape_2d_editor_plugin.h
index 083ceb4b38..054db1a61b 100644
--- a/editor/plugins/collision_shape_2d_editor_plugin.h
+++ b/editor/plugins/collision_shape_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/cpu_particles_2d_editor_plugin.cpp b/editor/plugins/cpu_particles_2d_editor_plugin.cpp
index 32f7d02af2..3403aeceba 100644
--- a/editor/plugins/cpu_particles_2d_editor_plugin.cpp
+++ b/editor/plugins/cpu_particles_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/cpu_particles_2d_editor_plugin.h b/editor/plugins/cpu_particles_2d_editor_plugin.h
index 58984d6d16..b188df8e96 100644
--- a/editor/plugins/cpu_particles_2d_editor_plugin.h
+++ b/editor/plugins/cpu_particles_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/cpu_particles_3d_editor_plugin.cpp b/editor/plugins/cpu_particles_3d_editor_plugin.cpp
index dd08731309..f41ccfa86b 100644
--- a/editor/plugins/cpu_particles_3d_editor_plugin.cpp
+++ b/editor/plugins/cpu_particles_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/cpu_particles_3d_editor_plugin.h b/editor/plugins/cpu_particles_3d_editor_plugin.h
index d6886a24dc..9dced3ea86 100644
--- a/editor/plugins/cpu_particles_3d_editor_plugin.h
+++ b/editor/plugins/cpu_particles_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/curve_editor_plugin.cpp b/editor/plugins/curve_editor_plugin.cpp
index 4768cac217..88e56ccfb9 100644
--- a/editor/plugins/curve_editor_plugin.cpp
+++ b/editor/plugins/curve_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/curve_editor_plugin.h b/editor/plugins/curve_editor_plugin.h
index 2872f65730..2e8dd43d7e 100644
--- a/editor/plugins/curve_editor_plugin.h
+++ b/editor/plugins/curve_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/debugger_editor_plugin.cpp b/editor/plugins/debugger_editor_plugin.cpp
index 0747e42045..1512e1817a 100644
--- a/editor/plugins/debugger_editor_plugin.cpp
+++ b/editor/plugins/debugger_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/debugger_editor_plugin.h b/editor/plugins/debugger_editor_plugin.h
index c5ae4cd8a9..a6fab01c29 100644
--- a/editor/plugins/debugger_editor_plugin.h
+++ b/editor/plugins/debugger_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/editor_debugger_plugin.cpp b/editor/plugins/editor_debugger_plugin.cpp
index b775e871e2..85114d88ae 100644
--- a/editor/plugins/editor_debugger_plugin.cpp
+++ b/editor/plugins/editor_debugger_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/editor_debugger_plugin.h b/editor/plugins/editor_debugger_plugin.h
index 10fd1151de..b33a8ed925 100644
--- a/editor/plugins/editor_debugger_plugin.h
+++ b/editor/plugins/editor_debugger_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/editor_preview_plugins.cpp b/editor/plugins/editor_preview_plugins.cpp
index 7c3b393cd5..bdf88b82e4 100644
--- a/editor/plugins/editor_preview_plugins.cpp
+++ b/editor/plugins/editor_preview_plugins.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/editor_preview_plugins.h b/editor/plugins/editor_preview_plugins.h
index 04e6be2354..57e2911c89 100644
--- a/editor/plugins/editor_preview_plugins.h
+++ b/editor/plugins/editor_preview_plugins.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/font_editor_plugin.cpp b/editor/plugins/font_editor_plugin.cpp
index 55419e1042..fa58eb5480 100644
--- a/editor/plugins/font_editor_plugin.cpp
+++ b/editor/plugins/font_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/font_editor_plugin.h b/editor/plugins/font_editor_plugin.h
index 1d3ffc8857..04e6c1dac7 100644
--- a/editor/plugins/font_editor_plugin.h
+++ b/editor/plugins/font_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gi_probe_editor_plugin.cpp b/editor/plugins/gi_probe_editor_plugin.cpp
index 2f5dd36ef1..f309c5da01 100644
--- a/editor/plugins/gi_probe_editor_plugin.cpp
+++ b/editor/plugins/gi_probe_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gi_probe_editor_plugin.h b/editor/plugins/gi_probe_editor_plugin.h
index 85d2b6f449..fdf0623561 100644
--- a/editor/plugins/gi_probe_editor_plugin.h
+++ b/editor/plugins/gi_probe_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gpu_particles_2d_editor_plugin.cpp b/editor/plugins/gpu_particles_2d_editor_plugin.cpp
index d27df1d063..1aaa98d02e 100644
--- a/editor/plugins/gpu_particles_2d_editor_plugin.cpp
+++ b/editor/plugins/gpu_particles_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gpu_particles_2d_editor_plugin.h b/editor/plugins/gpu_particles_2d_editor_plugin.h
index f3ca20b71a..0b2028b745 100644
--- a/editor/plugins/gpu_particles_2d_editor_plugin.h
+++ b/editor/plugins/gpu_particles_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gpu_particles_3d_editor_plugin.cpp b/editor/plugins/gpu_particles_3d_editor_plugin.cpp
index d4449ffa67..5b840ddbcf 100644
--- a/editor/plugins/gpu_particles_3d_editor_plugin.cpp
+++ b/editor/plugins/gpu_particles_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gpu_particles_3d_editor_plugin.h b/editor/plugins/gpu_particles_3d_editor_plugin.h
index ce376e4386..bd10895459 100644
--- a/editor/plugins/gpu_particles_3d_editor_plugin.h
+++ b/editor/plugins/gpu_particles_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp
index 0288645f91..8c4928b7cb 100644
--- a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp
+++ b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.h b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.h
index 0cdc70a62b..5a71fc44ef 100644
--- a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.h
+++ b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gradient_editor_plugin.cpp b/editor/plugins/gradient_editor_plugin.cpp
index 13b5c8cef5..46fa00f730 100644
--- a/editor/plugins/gradient_editor_plugin.cpp
+++ b/editor/plugins/gradient_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/gradient_editor_plugin.h b/editor/plugins/gradient_editor_plugin.h
index 4d3fc0d8a9..bcbb86e422 100644
--- a/editor/plugins/gradient_editor_plugin.h
+++ b/editor/plugins/gradient_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/item_list_editor_plugin.cpp b/editor/plugins/item_list_editor_plugin.cpp
index b4dcbdfe20..c0f690bb6a 100644
--- a/editor/plugins/item_list_editor_plugin.cpp
+++ b/editor/plugins/item_list_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/item_list_editor_plugin.h b/editor/plugins/item_list_editor_plugin.h
index fa5e802869..8c77f3d952 100644
--- a/editor/plugins/item_list_editor_plugin.h
+++ b/editor/plugins/item_list_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/light_occluder_2d_editor_plugin.cpp b/editor/plugins/light_occluder_2d_editor_plugin.cpp
index e422140efa..3d555d7eba 100644
--- a/editor/plugins/light_occluder_2d_editor_plugin.cpp
+++ b/editor/plugins/light_occluder_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/light_occluder_2d_editor_plugin.h b/editor/plugins/light_occluder_2d_editor_plugin.h
index e034a41ddc..eb1ce04788 100644
--- a/editor/plugins/light_occluder_2d_editor_plugin.h
+++ b/editor/plugins/light_occluder_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/line_2d_editor_plugin.cpp b/editor/plugins/line_2d_editor_plugin.cpp
index 77eeb19d26..08c5ef02a4 100644
--- a/editor/plugins/line_2d_editor_plugin.cpp
+++ b/editor/plugins/line_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/line_2d_editor_plugin.h b/editor/plugins/line_2d_editor_plugin.h
index b3bc9df3a5..769109583a 100644
--- a/editor/plugins/line_2d_editor_plugin.h
+++ b/editor/plugins/line_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/material_editor_plugin.cpp b/editor/plugins/material_editor_plugin.cpp
index e45344b427..ad99ad7808 100644
--- a/editor/plugins/material_editor_plugin.cpp
+++ b/editor/plugins/material_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/material_editor_plugin.h b/editor/plugins/material_editor_plugin.h
index 570ba9ae03..a4532b58b3 100644
--- a/editor/plugins/material_editor_plugin.h
+++ b/editor/plugins/material_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/mesh_editor_plugin.cpp b/editor/plugins/mesh_editor_plugin.cpp
index 79dbf7d522..1e4553a967 100644
--- a/editor/plugins/mesh_editor_plugin.cpp
+++ b/editor/plugins/mesh_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/mesh_editor_plugin.h b/editor/plugins/mesh_editor_plugin.h
index 1fb0babb10..455fcb5fe9 100644
--- a/editor/plugins/mesh_editor_plugin.h
+++ b/editor/plugins/mesh_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/mesh_instance_3d_editor_plugin.cpp b/editor/plugins/mesh_instance_3d_editor_plugin.cpp
index 7615d730e7..0d2b2ea2f5 100644
--- a/editor/plugins/mesh_instance_3d_editor_plugin.cpp
+++ b/editor/plugins/mesh_instance_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/mesh_instance_3d_editor_plugin.h b/editor/plugins/mesh_instance_3d_editor_plugin.h
index f42136942b..69f494de7f 100644
--- a/editor/plugins/mesh_instance_3d_editor_plugin.h
+++ b/editor/plugins/mesh_instance_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/mesh_library_editor_plugin.cpp b/editor/plugins/mesh_library_editor_plugin.cpp
index db96d9725b..f8932cd534 100644
--- a/editor/plugins/mesh_library_editor_plugin.cpp
+++ b/editor/plugins/mesh_library_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/mesh_library_editor_plugin.h b/editor/plugins/mesh_library_editor_plugin.h
index fafbce9243..6c33c8bb9e 100644
--- a/editor/plugins/mesh_library_editor_plugin.h
+++ b/editor/plugins/mesh_library_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/multimesh_editor_plugin.cpp b/editor/plugins/multimesh_editor_plugin.cpp
index a100b89d18..19c6dcf402 100644
--- a/editor/plugins/multimesh_editor_plugin.cpp
+++ b/editor/plugins/multimesh_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/multimesh_editor_plugin.h b/editor/plugins/multimesh_editor_plugin.h
index 6a80fd4d16..2cdd7cf504 100644
--- a/editor/plugins/multimesh_editor_plugin.h
+++ b/editor/plugins/multimesh_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/navigation_polygon_editor_plugin.cpp b/editor/plugins/navigation_polygon_editor_plugin.cpp
index 8cf9f01fa0..9971d3111d 100644
--- a/editor/plugins/navigation_polygon_editor_plugin.cpp
+++ b/editor/plugins/navigation_polygon_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/navigation_polygon_editor_plugin.h b/editor/plugins/navigation_polygon_editor_plugin.h
index 3c5a7c2829..0f5928d416 100644
--- a/editor/plugins/navigation_polygon_editor_plugin.h
+++ b/editor/plugins/navigation_polygon_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 9581323b0e..3e8547439f 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -2505,6 +2505,8 @@ void Node3DEditorViewport::_notification(int p_what) {
bool show_fps = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_FRAME_TIME));
if (show_fps != fps_label->is_visible()) {
+ cpu_time_label->set_visible(show_fps);
+ gpu_time_label->set_visible(show_fps);
fps_label->set_visible(show_fps);
RS::get_singleton()->viewport_set_measure_render_time(viewport->get_viewport_rid(), show_fps);
for (int i = 0; i < FRAME_TIME_HISTORY; i++) {
@@ -2531,12 +2533,28 @@ void Node3DEditorViewport::_notification(int p_what) {
}
gpu_time /= FRAME_TIME_HISTORY;
- String text;
- text += TTR("CPU Time") + ": " + String::num(cpu_time, 1) + " ms\n";
- text += TTR("GPU Time") + ": " + String::num(gpu_time, 1) + " ms\n";
- text += TTR("FPS") + ": " + itos(1000.0 / gpu_time);
-
- fps_label->set_text(text);
+ // Color labels depending on performance level ("good" = green, "OK" = yellow, "bad" = red).
+ // Middle point is at 15 ms.
+ cpu_time_label->set_text(vformat(TTR("CPU Time: %s ms"), String::num(cpu_time, 1)));
+ cpu_time_label->add_theme_color_override(
+ "font_color",
+ frame_time_gradient->get_color_at_offset(
+ Math::range_lerp(cpu_time, 0, 30, 0, 1)));
+
+ gpu_time_label->set_text(vformat(TTR("GPU Time: %s ms"), String::num(gpu_time, 1)));
+ // Middle point is at 15 ms.
+ gpu_time_label->add_theme_color_override(
+ "font_color",
+ frame_time_gradient->get_color_at_offset(
+ Math::range_lerp(gpu_time, 0, 30, 0, 1)));
+
+ const float fps = 1000.0 / gpu_time;
+ fps_label->set_text(vformat(TTR("FPS: %d"), fps));
+ // Middle point is at 60 FPS.
+ fps_label->add_theme_color_override(
+ "font_color",
+ frame_time_gradient->get_color_at_offset(
+ Math::range_lerp(fps, 110, 10, 0, 1)));
}
bool show_cinema = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(VIEW_CINEMATIC_PREVIEW));
@@ -2583,7 +2601,13 @@ void Node3DEditorViewport::_notification(int p_what) {
preview_camera->add_theme_style_override("focus", editor->get_gui_base()->get_theme_stylebox("Information3dViewport", "EditorStyles"));
preview_camera->add_theme_style_override("disabled", editor->get_gui_base()->get_theme_stylebox("Information3dViewport", "EditorStyles"));
+ frame_time_gradient->set_color(0, get_theme_color("success_color", "Editor"));
+ frame_time_gradient->set_color(1, get_theme_color("warning_color", "Editor"));
+ frame_time_gradient->set_color(2, get_theme_color("error_color", "Editor"));
+
info_label->add_theme_style_override("normal", editor->get_gui_base()->get_theme_stylebox("Information3dViewport", "EditorStyles"));
+ cpu_time_label->add_theme_style_override("normal", editor->get_gui_base()->get_theme_stylebox("Information3dViewport", "EditorStyles"));
+ gpu_time_label->add_theme_style_override("normal", editor->get_gui_base()->get_theme_stylebox("Information3dViewport", "EditorStyles"));
fps_label->add_theme_style_override("normal", editor->get_gui_base()->get_theme_stylebox("Information3dViewport", "EditorStyles"));
cinema_label->add_theme_style_override("normal", editor->get_gui_base()->get_theme_stylebox("Information3dViewport", "EditorStyles"));
locked_label->add_theme_style_override("normal", editor->get_gui_base()->get_theme_stylebox("Information3dViewport", "EditorStyles"));
@@ -4043,16 +4067,6 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito
surface->add_child(info_label);
info_label->hide();
- fps_label = memnew(Label);
- fps_label->set_anchor_and_offset(SIDE_LEFT, ANCHOR_END, -90 * EDSCALE);
- fps_label->set_anchor_and_offset(SIDE_TOP, ANCHOR_BEGIN, 10 * EDSCALE);
- fps_label->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, -10 * EDSCALE);
- fps_label->set_h_grow_direction(GROW_DIRECTION_BEGIN);
- fps_label->set_tooltip(TTR("Note: The FPS is estimated on a 60hz refresh rate."));
- fps_label->set_mouse_filter(MOUSE_FILTER_PASS); // Otherwise tooltip doesn't show.
- surface->add_child(fps_label);
- fps_label->hide();
-
cinema_label = memnew(Label);
cinema_label->set_anchor_and_offset(SIDE_TOP, ANCHOR_BEGIN, 10 * EDSCALE);
cinema_label->set_h_grow_direction(GROW_DIRECTION_END);
@@ -4072,9 +4086,17 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito
locked_label->set_text(TTR("View Rotation Locked"));
locked_label->hide();
+ frame_time_gradient = memnew(Gradient);
+ // The color is set when the theme changes.
+ frame_time_gradient->add_point(0.5, Color());
+
top_right_vbox = memnew(VBoxContainer);
top_right_vbox->set_anchors_and_offsets_preset(PRESET_TOP_RIGHT, PRESET_MODE_MINSIZE, 2.0 * EDSCALE);
top_right_vbox->set_h_grow_direction(GROW_DIRECTION_BEGIN);
+ // Make sure frame time labels don't touch the viewport's edge.
+ top_right_vbox->set_custom_minimum_size(Size2(100, 0) * EDSCALE);
+ // Prevent visible spacing between frame time labels.
+ top_right_vbox->add_theme_constant_override("separation", 0);
rotation_control = memnew(ViewportRotationControl);
rotation_control->set_custom_minimum_size(Size2(80, 80) * EDSCALE);
@@ -4082,13 +4104,16 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito
rotation_control->set_viewport(this);
top_right_vbox->add_child(rotation_control);
+ // Individual Labels are used to allow coloring each label with its own color.
+ cpu_time_label = memnew(Label);
+ top_right_vbox->add_child(cpu_time_label);
+ cpu_time_label->hide();
+
+ gpu_time_label = memnew(Label);
+ top_right_vbox->add_child(gpu_time_label);
+ gpu_time_label->hide();
+
fps_label = memnew(Label);
- fps_label->set_anchor_and_offset(SIDE_LEFT, ANCHOR_END, -90 * EDSCALE);
- fps_label->set_anchor_and_offset(SIDE_TOP, ANCHOR_BEGIN, 10 * EDSCALE);
- fps_label->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, -10 * EDSCALE);
- fps_label->set_h_grow_direction(GROW_DIRECTION_BEGIN);
- fps_label->set_tooltip(TTR("Note: The FPS value displayed is the editor's framerate.\nIt cannot be used as a reliable indication of in-game performance."));
- fps_label->set_mouse_filter(MOUSE_FILTER_PASS); // Otherwise tooltip doesn't show.
top_right_vbox->add_child(fps_label);
fps_label->hide();
@@ -4116,6 +4141,10 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito
EditorSettings::get_singleton()->connect("settings_changed", callable_mp(this, &Node3DEditorViewport::update_transform_gizmo_view));
}
+Node3DEditorViewport::~Node3DEditorViewport() {
+ memdelete(frame_time_gradient);
+}
+
//////////////////////////////////////////////////////////////
void Node3DEditorViewportContainer::_gui_input(const Ref<InputEvent> &p_event) {
diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h
index 079c86ceb4..0cefaa6557 100644
--- a/editor/plugins/node_3d_editor_plugin.h
+++ b/editor/plugins/node_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -289,6 +289,9 @@ private:
VBoxContainer *top_right_vbox;
ViewportRotationControl *rotation_control;
+ Gradient *frame_time_gradient;
+ Label *cpu_time_label;
+ Label *gpu_time_label;
Label *fps_label;
struct _RayResult {
@@ -480,6 +483,7 @@ public:
Camera3D *get_camera() { return camera; } // return the default camera object.
Node3DEditorViewport(Node3DEditor *p_spatial_editor, EditorNode *p_editor, int p_index);
+ ~Node3DEditorViewport();
};
class Node3DEditorSelectedItem : public Object {
diff --git a/editor/plugins/ot_features_plugin.cpp b/editor/plugins/ot_features_plugin.cpp
index 3478148521..ebfdf2c7cd 100644
--- a/editor/plugins/ot_features_plugin.cpp
+++ b/editor/plugins/ot_features_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/ot_features_plugin.h b/editor/plugins/ot_features_plugin.h
index 5b5f367b24..9559a6c0c3 100644
--- a/editor/plugins/ot_features_plugin.h
+++ b/editor/plugins/ot_features_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/packed_scene_translation_parser_plugin.cpp b/editor/plugins/packed_scene_translation_parser_plugin.cpp
index 09d2303359..1f20a87565 100644
--- a/editor/plugins/packed_scene_translation_parser_plugin.cpp
+++ b/editor/plugins/packed_scene_translation_parser_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/packed_scene_translation_parser_plugin.h b/editor/plugins/packed_scene_translation_parser_plugin.h
index a0ffdf692c..e51d65414e 100644
--- a/editor/plugins/packed_scene_translation_parser_plugin.h
+++ b/editor/plugins/packed_scene_translation_parser_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/path_2d_editor_plugin.cpp b/editor/plugins/path_2d_editor_plugin.cpp
index f79098ce5d..908235f89f 100644
--- a/editor/plugins/path_2d_editor_plugin.cpp
+++ b/editor/plugins/path_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/path_2d_editor_plugin.h b/editor/plugins/path_2d_editor_plugin.h
index 8a420d7c8d..867e0ce74f 100644
--- a/editor/plugins/path_2d_editor_plugin.h
+++ b/editor/plugins/path_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/path_3d_editor_plugin.cpp b/editor/plugins/path_3d_editor_plugin.cpp
index f888dd4683..3783af8fc6 100644
--- a/editor/plugins/path_3d_editor_plugin.cpp
+++ b/editor/plugins/path_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/path_3d_editor_plugin.h b/editor/plugins/path_3d_editor_plugin.h
index 3b92a59143..13870d7591 100644
--- a/editor/plugins/path_3d_editor_plugin.h
+++ b/editor/plugins/path_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/physical_bone_3d_editor_plugin.cpp b/editor/plugins/physical_bone_3d_editor_plugin.cpp
index 30bf827b3c..4b52512933 100644
--- a/editor/plugins/physical_bone_3d_editor_plugin.cpp
+++ b/editor/plugins/physical_bone_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/physical_bone_3d_editor_plugin.h b/editor/plugins/physical_bone_3d_editor_plugin.h
index bdfcca8878..248aad9298 100644
--- a/editor/plugins/physical_bone_3d_editor_plugin.h
+++ b/editor/plugins/physical_bone_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/polygon_2d_editor_plugin.cpp b/editor/plugins/polygon_2d_editor_plugin.cpp
index 3315068674..3d7b01c149 100644
--- a/editor/plugins/polygon_2d_editor_plugin.cpp
+++ b/editor/plugins/polygon_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/polygon_2d_editor_plugin.h b/editor/plugins/polygon_2d_editor_plugin.h
index 77580a5604..af3b2f5aef 100644
--- a/editor/plugins/polygon_2d_editor_plugin.h
+++ b/editor/plugins/polygon_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/resource_preloader_editor_plugin.cpp b/editor/plugins/resource_preloader_editor_plugin.cpp
index 684d43e963..b4b8e82124 100644
--- a/editor/plugins/resource_preloader_editor_plugin.cpp
+++ b/editor/plugins/resource_preloader_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/resource_preloader_editor_plugin.h b/editor/plugins/resource_preloader_editor_plugin.h
index ddfb54c40b..bc10b48a16 100644
--- a/editor/plugins/resource_preloader_editor_plugin.h
+++ b/editor/plugins/resource_preloader_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/root_motion_editor_plugin.cpp b/editor/plugins/root_motion_editor_plugin.cpp
index e107435373..50f4d8493f 100644
--- a/editor/plugins/root_motion_editor_plugin.cpp
+++ b/editor/plugins/root_motion_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/root_motion_editor_plugin.h b/editor/plugins/root_motion_editor_plugin.h
index cc19228470..c70fff7db7 100644
--- a/editor/plugins/root_motion_editor_plugin.h
+++ b/editor/plugins/root_motion_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index dcf246ca61..1af790c48d 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h
index aafd8cba18..09ed3854ea 100644
--- a/editor/plugins/script_editor_plugin.h
+++ b/editor/plugins/script_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/script_text_editor.cpp b/editor/plugins/script_text_editor.cpp
index f34224ab95..1b0e9ec781 100644
--- a/editor/plugins/script_text_editor.cpp
+++ b/editor/plugins/script_text_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/script_text_editor.h b/editor/plugins/script_text_editor.h
index 1e436fbe65..17abfcf4cc 100644
--- a/editor/plugins/script_text_editor.h
+++ b/editor/plugins/script_text_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index 9bb34f4489..d6a816f606 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -339,7 +339,7 @@ void ShaderEditor::_menu_option(int p_option) {
shader_editor->remove_all_bookmarks();
} break;
case HELP_DOCS: {
- OS::get_singleton()->shell_open("https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html");
+ OS::get_singleton()->shell_open("https://docs.godotengine.org/en/latest/tutorials/shaders/shader_reference/index.html");
} break;
}
if (p_option != SEARCH_FIND && p_option != SEARCH_REPLACE && p_option != SEARCH_GOTO_LINE) {
diff --git a/editor/plugins/shader_editor_plugin.h b/editor/plugins/shader_editor_plugin.h
index e81a782ac8..731c0a5b7e 100644
--- a/editor/plugins/shader_editor_plugin.h
+++ b/editor/plugins/shader_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/shader_file_editor_plugin.cpp b/editor/plugins/shader_file_editor_plugin.cpp
index f6ce3f7958..47d7f8204b 100644
--- a/editor/plugins/shader_file_editor_plugin.cpp
+++ b/editor/plugins/shader_file_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/shader_file_editor_plugin.h b/editor/plugins/shader_file_editor_plugin.h
index 6858f7d933..7d6e503b6c 100644
--- a/editor/plugins/shader_file_editor_plugin.h
+++ b/editor/plugins/shader_file_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/skeleton_2d_editor_plugin.cpp b/editor/plugins/skeleton_2d_editor_plugin.cpp
index f795341371..44916e1d46 100644
--- a/editor/plugins/skeleton_2d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/skeleton_2d_editor_plugin.h b/editor/plugins/skeleton_2d_editor_plugin.h
index b8377fc914..dacd8fe43f 100644
--- a/editor/plugins/skeleton_2d_editor_plugin.h
+++ b/editor/plugins/skeleton_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp
index d22157fda7..ea58a4535b 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/skeleton_3d_editor_plugin.h b/editor/plugins/skeleton_3d_editor_plugin.h
index 44dc1bc36e..14c213f7b2 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.h
+++ b/editor/plugins/skeleton_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/skeleton_ik_3d_editor_plugin.cpp b/editor/plugins/skeleton_ik_3d_editor_plugin.cpp
index 8fc789b94a..2da49c1c0b 100644
--- a/editor/plugins/skeleton_ik_3d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_ik_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/skeleton_ik_3d_editor_plugin.h b/editor/plugins/skeleton_ik_3d_editor_plugin.h
index c1585ea670..b0d2138115 100644
--- a/editor/plugins/skeleton_ik_3d_editor_plugin.h
+++ b/editor/plugins/skeleton_ik_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/sprite_2d_editor_plugin.cpp b/editor/plugins/sprite_2d_editor_plugin.cpp
index b1b62f393b..03ddaa2c74 100644
--- a/editor/plugins/sprite_2d_editor_plugin.cpp
+++ b/editor/plugins/sprite_2d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/sprite_2d_editor_plugin.h b/editor/plugins/sprite_2d_editor_plugin.h
index 8769f19b5c..d4a1ef4312 100644
--- a/editor/plugins/sprite_2d_editor_plugin.h
+++ b/editor/plugins/sprite_2d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/sprite_frames_editor_plugin.cpp b/editor/plugins/sprite_frames_editor_plugin.cpp
index 099f2c8a7f..2aa6ad0eaa 100644
--- a/editor/plugins/sprite_frames_editor_plugin.cpp
+++ b/editor/plugins/sprite_frames_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/sprite_frames_editor_plugin.h b/editor/plugins/sprite_frames_editor_plugin.h
index 0dce93f55a..bbc26ca726 100644
--- a/editor/plugins/sprite_frames_editor_plugin.h
+++ b/editor/plugins/sprite_frames_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/style_box_editor_plugin.cpp b/editor/plugins/style_box_editor_plugin.cpp
index 3641052a4e..64df982d5d 100644
--- a/editor/plugins/style_box_editor_plugin.cpp
+++ b/editor/plugins/style_box_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/style_box_editor_plugin.h b/editor/plugins/style_box_editor_plugin.h
index 41daa662db..d4a235cd10 100644
--- a/editor/plugins/style_box_editor_plugin.h
+++ b/editor/plugins/style_box_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/text_editor.cpp b/editor/plugins/text_editor.cpp
index 37899293d5..3628a2e4d1 100644
--- a/editor/plugins/text_editor.cpp
+++ b/editor/plugins/text_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/text_editor.h b/editor/plugins/text_editor.h
index ea425bd033..c066d51b18 100644
--- a/editor/plugins/text_editor.h
+++ b/editor/plugins/text_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/texture_3d_editor_plugin.cpp b/editor/plugins/texture_3d_editor_plugin.cpp
index d13a865534..099257daa1 100644
--- a/editor/plugins/texture_3d_editor_plugin.cpp
+++ b/editor/plugins/texture_3d_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/texture_3d_editor_plugin.h b/editor/plugins/texture_3d_editor_plugin.h
index 4fbf47ecfe..944abf16d9 100644
--- a/editor/plugins/texture_3d_editor_plugin.h
+++ b/editor/plugins/texture_3d_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/texture_editor_plugin.cpp b/editor/plugins/texture_editor_plugin.cpp
index 9b760c0e50..1d3fd668c6 100644
--- a/editor/plugins/texture_editor_plugin.cpp
+++ b/editor/plugins/texture_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/texture_editor_plugin.h b/editor/plugins/texture_editor_plugin.h
index 0d4452c662..621d737028 100644
--- a/editor/plugins/texture_editor_plugin.h
+++ b/editor/plugins/texture_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/texture_layered_editor_plugin.cpp b/editor/plugins/texture_layered_editor_plugin.cpp
index a807e8e99b..3b95ed813f 100644
--- a/editor/plugins/texture_layered_editor_plugin.cpp
+++ b/editor/plugins/texture_layered_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/texture_layered_editor_plugin.h b/editor/plugins/texture_layered_editor_plugin.h
index 9a28d2dff8..4bcc8fa1f1 100644
--- a/editor/plugins/texture_layered_editor_plugin.h
+++ b/editor/plugins/texture_layered_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/texture_region_editor_plugin.cpp b/editor/plugins/texture_region_editor_plugin.cpp
index c25caccbc4..53e127d4c8 100644
--- a/editor/plugins/texture_region_editor_plugin.cpp
+++ b/editor/plugins/texture_region_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/texture_region_editor_plugin.h b/editor/plugins/texture_region_editor_plugin.h
index e9f58006a4..56ccefb025 100644
--- a/editor/plugins/texture_region_editor_plugin.h
+++ b/editor/plugins/texture_region_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/theme_editor_plugin.cpp b/editor/plugins/theme_editor_plugin.cpp
index e6fb6ba22a..dfa8c04145 100644
--- a/editor/plugins/theme_editor_plugin.cpp
+++ b/editor/plugins/theme_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/theme_editor_plugin.h b/editor/plugins/theme_editor_plugin.h
index e374dd8714..ab199f8e51 100644
--- a/editor/plugins/theme_editor_plugin.h
+++ b/editor/plugins/theme_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/tile_map_editor_plugin.cpp b/editor/plugins/tile_map_editor_plugin.cpp
index 860b974632..6a16aa28a9 100644
--- a/editor/plugins/tile_map_editor_plugin.cpp
+++ b/editor/plugins/tile_map_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -39,7 +39,10 @@
#include "scene/gui/split_container.h"
void TileMapEditor::_node_removed(Node *p_node) {
- if (p_node == node) {
+ if (p_node == node && node) {
+ // Fixes #44824, which describes a situation where you can reselect a TileMap node without first de-selecting it when switching scenes.
+ node->disconnect("settings_changed", callable_mp(this, &TileMapEditor::_tileset_settings_changed));
+
node = nullptr;
}
}
diff --git a/editor/plugins/tile_map_editor_plugin.h b/editor/plugins/tile_map_editor_plugin.h
index 3a4cb22ac1..421a3b3f68 100644
--- a/editor/plugins/tile_map_editor_plugin.h
+++ b/editor/plugins/tile_map_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/tile_set_editor_plugin.cpp b/editor/plugins/tile_set_editor_plugin.cpp
index 900a2c75a0..deeab2fbc7 100644
--- a/editor/plugins/tile_set_editor_plugin.cpp
+++ b/editor/plugins/tile_set_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/tile_set_editor_plugin.h b/editor/plugins/tile_set_editor_plugin.h
index 72eb14941c..e778c18f44 100644
--- a/editor/plugins/tile_set_editor_plugin.h
+++ b/editor/plugins/tile_set_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/version_control_editor_plugin.cpp b/editor/plugins/version_control_editor_plugin.cpp
index 7747c740df..0af3b936cb 100644
--- a/editor/plugins/version_control_editor_plugin.cpp
+++ b/editor/plugins/version_control_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/version_control_editor_plugin.h b/editor/plugins/version_control_editor_plugin.h
index 3f107ddffb..7d7c66a7ee 100644
--- a/editor/plugins/version_control_editor_plugin.h
+++ b/editor/plugins/version_control_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index ec1de43b6f..056562a7a7 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h
index a5983410f9..6e8ac92dc2 100644
--- a/editor/plugins/visual_shader_editor_plugin.h
+++ b/editor/plugins/visual_shader_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/pot_generator.cpp b/editor/pot_generator.cpp
index 789d0e6ba5..2d65c00a89 100644
--- a/editor/pot_generator.cpp
+++ b/editor/pot_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/pot_generator.h b/editor/pot_generator.h
index 1fd2956445..ab055e0c0e 100644
--- a/editor/pot_generator.h
+++ b/editor/pot_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/progress_dialog.cpp b/editor/progress_dialog.cpp
index d6d8e5789e..0b6a3798b3 100644
--- a/editor/progress_dialog.cpp
+++ b/editor/progress_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/progress_dialog.h b/editor/progress_dialog.h
index d8a33cc2cc..3f4b1d2944 100644
--- a/editor/progress_dialog.h
+++ b/editor/progress_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/project_export.cpp b/editor/project_export.cpp
index c0f2f25465..4a8990daa9 100644
--- a/editor/project_export.cpp
+++ b/editor/project_export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/project_export.h b/editor/project_export.h
index b8ca0dd9f2..cfd4934c34 100644
--- a/editor/project_export.h
+++ b/editor/project_export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp
index 6e32445124..dacd0162ba 100644
--- a/editor/project_manager.cpp
+++ b/editor/project_manager.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -2433,9 +2433,9 @@ ProjectManager::ProjectManager() {
// TRANSLATORS: This refers to the application where users manage their Godot projects.
if (TS->is_locale_right_to_left(TranslationServer::get_singleton()->get_tool_locale())) {
// For RTL languages, embed translated part of the title (using control characters) to ensure correct order.
- DisplayServer::get_singleton()->window_set_title(VERSION_NAME + String(" - ") + String::chr(0x202B) + TTR("Project Manager") + String::chr(0x202C) + String::chr(0x200E) + " - " + String::chr(0xA9) + " 2007-2020 Juan Linietsky, Ariel Manzur & Godot Contributors");
+ DisplayServer::get_singleton()->window_set_title(VERSION_NAME + String(" - ") + String::chr(0x202B) + TTR("Project Manager") + String::chr(0x202C) + String::chr(0x200E) + " - " + String::chr(0xA9) + " 2007-2021 Juan Linietsky, Ariel Manzur & Godot Contributors");
} else {
- DisplayServer::get_singleton()->window_set_title(VERSION_NAME + String(" - ") + TTR("Project Manager") + " - " + String::chr(0xA9) + " 2007-2020 Juan Linietsky, Ariel Manzur & Godot Contributors");
+ DisplayServer::get_singleton()->window_set_title(VERSION_NAME + String(" - ") + TTR("Project Manager") + " - " + String::chr(0xA9) + " 2007-2021 Juan Linietsky, Ariel Manzur & Godot Contributors");
}
FileDialog::set_default_show_hidden_files(EditorSettings::get_singleton()->get("filesystem/file_dialog/show_hidden_files"));
diff --git a/editor/project_manager.h b/editor/project_manager.h
index 0eb063e196..db8cb8410c 100644
--- a/editor/project_manager.h
+++ b/editor/project_manager.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/project_settings_editor.cpp b/editor/project_settings_editor.cpp
index a294a64dbe..98cdab0b70 100644
--- a/editor/project_settings_editor.cpp
+++ b/editor/project_settings_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/project_settings_editor.h b/editor/project_settings_editor.h
index 73e96d7b03..88c96540ff 100644
--- a/editor/project_settings_editor.h
+++ b/editor/project_settings_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/property_editor.cpp b/editor/property_editor.cpp
index 9a58a23cb0..93689dd4cd 100644
--- a/editor/property_editor.cpp
+++ b/editor/property_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/property_editor.h b/editor/property_editor.h
index 75c6fd372b..c6929f3b42 100644
--- a/editor/property_editor.h
+++ b/editor/property_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/property_selector.cpp b/editor/property_selector.cpp
index 220031d2dc..da798962e5 100644
--- a/editor/property_selector.cpp
+++ b/editor/property_selector.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/property_selector.h b/editor/property_selector.h
index f579c0404c..37b00e938b 100644
--- a/editor/property_selector.h
+++ b/editor/property_selector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/quick_open.cpp b/editor/quick_open.cpp
index 7ffe5bc9a7..7f720d65d0 100644
--- a/editor/quick_open.cpp
+++ b/editor/quick_open.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/quick_open.h b/editor/quick_open.h
index a507a0da9c..f1787d522b 100644
--- a/editor/quick_open.h
+++ b/editor/quick_open.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/register_exporters.h b/editor/register_exporters.h
index 27071f4a51..5091292b1a 100644
--- a/editor/register_exporters.h
+++ b/editor/register_exporters.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/rename_dialog.cpp b/editor/rename_dialog.cpp
index 379faf2131..48aa0471c9 100644
--- a/editor/rename_dialog.cpp
+++ b/editor/rename_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/rename_dialog.h b/editor/rename_dialog.h
index 164d7ab1b0..76e99e3b66 100644
--- a/editor/rename_dialog.h
+++ b/editor/rename_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/reparent_dialog.cpp b/editor/reparent_dialog.cpp
index c7f1a1b45d..aab046c235 100644
--- a/editor/reparent_dialog.cpp
+++ b/editor/reparent_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/reparent_dialog.h b/editor/reparent_dialog.h
index 4566e3a02a..5c3a65a522 100644
--- a/editor/reparent_dialog.h
+++ b/editor/reparent_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp
index 89750f6043..17d3883689 100644
--- a/editor/scene_tree_dock.cpp
+++ b/editor/scene_tree_dock.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -228,6 +228,7 @@ void SceneTreeDock::_perform_instance_scenes(const Vector<String> &p_files, Node
}
editor_data->get_undo_redo().commit_action();
+ editor->push_item(instances[instances.size() - 1]);
}
void SceneTreeDock::_replace_with_branch_scene(const String &p_file, Node *base) {
diff --git a/editor/scene_tree_dock.h b/editor/scene_tree_dock.h
index 2b3593358e..4f8d85f07c 100644
--- a/editor/scene_tree_dock.h
+++ b/editor/scene_tree_dock.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/scene_tree_editor.cpp b/editor/scene_tree_editor.cpp
index f30ad02f5e..b8475656ee 100644
--- a/editor/scene_tree_editor.cpp
+++ b/editor/scene_tree_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/scene_tree_editor.h b/editor/scene_tree_editor.h
index e2bf9bc41d..831723a27c 100644
--- a/editor/scene_tree_editor.h
+++ b/editor/scene_tree_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/script_create_dialog.cpp b/editor/script_create_dialog.cpp
index 7fd2613c1e..b707f6c353 100644
--- a/editor/script_create_dialog.cpp
+++ b/editor/script_create_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/script_create_dialog.h b/editor/script_create_dialog.h
index a73be29259..e898b6f927 100644
--- a/editor/script_create_dialog.h
+++ b/editor/script_create_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/settings_config_dialog.cpp b/editor/settings_config_dialog.cpp
index c152c2625f..1dad3c091d 100644
--- a/editor/settings_config_dialog.cpp
+++ b/editor/settings_config_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/settings_config_dialog.h b/editor/settings_config_dialog.h
index 044519cb4d..b1ee58ae8f 100644
--- a/editor/settings_config_dialog.h
+++ b/editor/settings_config_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/shader_globals_editor.cpp b/editor/shader_globals_editor.cpp
index 8345c49a92..14d305e34f 100644
--- a/editor/shader_globals_editor.cpp
+++ b/editor/shader_globals_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/shader_globals_editor.h b/editor/shader_globals_editor.h
index 00b6cdef9f..84ab6ac063 100644
--- a/editor/shader_globals_editor.h
+++ b/editor/shader_globals_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/editor/translations/af.po b/editor/translations/af.po
index 77bb71b2d4..0f26618d10 100644
--- a/editor/translations/af.po
+++ b/editor/translations/af.po
@@ -1,6 +1,6 @@
# Afrikaans translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Ray West <the.raxar@gmail.com>, 2017.
# Julius Stopforth <jjstopforth@gmail.com>, 2018.
diff --git a/editor/translations/ar.po b/editor/translations/ar.po
index b4a955f74c..a99dde217a 100644
--- a/editor/translations/ar.po
+++ b/editor/translations/ar.po
@@ -1,6 +1,6 @@
# Arabic translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Adel <dragonhunter250@gmail.com>, 2018.
# athomield <athomield@hotmail.com>, 2017.
diff --git a/editor/translations/bg.po b/editor/translations/bg.po
index 8d9d3db035..83885ff225 100644
--- a/editor/translations/bg.po
+++ b/editor/translations/bg.po
@@ -1,6 +1,6 @@
# Bulgarian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Bojidar Marinov <bojidar.marinov.bg@gmail.com>, 2016.
# Иван Пенев (Адмирал АнимЕ) <aeternus.arcis@gmail.com>, 2016-2017.
diff --git a/editor/translations/bn.po b/editor/translations/bn.po
index ebb6316bd5..c85147c40c 100644
--- a/editor/translations/bn.po
+++ b/editor/translations/bn.po
@@ -1,6 +1,6 @@
# Bengali translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Abu Md. Maruf Sarker <maruf.webdev@gmail.com>, 2016-2017.
# Abdullah Zubair <abdullahzubair109@gmail.com>, 2017.
diff --git a/editor/translations/br.po b/editor/translations/br.po
index 911e04ed0c..2085d843df 100644
--- a/editor/translations/br.po
+++ b/editor/translations/br.po
@@ -1,6 +1,6 @@
# Breton translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Feufoll <feufoll@gmail.com>, 2020.
diff --git a/editor/translations/ca.po b/editor/translations/ca.po
index c8e250d9f7..3019abd016 100644
--- a/editor/translations/ca.po
+++ b/editor/translations/ca.po
@@ -1,6 +1,6 @@
# Catalan translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# BennyBeat <bennybeat@gmail.com>, 2017.
# Javier Ocampos <xavier.ocampos@gmail.com>, 2018.
diff --git a/editor/translations/cs.po b/editor/translations/cs.po
index 9e63f83324..199112d674 100644
--- a/editor/translations/cs.po
+++ b/editor/translations/cs.po
@@ -1,6 +1,6 @@
# Czech translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Fadex <vitekpaulik@gmail.com>, 2017.
# Jan 'spl!te' Kondelík <j.kondelik@centrum.cz>, 2016, 2018.
diff --git a/editor/translations/da.po b/editor/translations/da.po
index 8d8e1055ae..5de9c37510 100644
--- a/editor/translations/da.po
+++ b/editor/translations/da.po
@@ -1,6 +1,6 @@
# Danish translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Dankse Memes <purplelops@gmail.com>, 2018.
# David Lamhauge <davidlamhauge@gmail.com>, 2016, 2018.
diff --git a/editor/translations/de.po b/editor/translations/de.po
index 71a9fe8744..016d676ee4 100644
--- a/editor/translations/de.po
+++ b/editor/translations/de.po
@@ -1,6 +1,6 @@
# German translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Alexander Mahr <alex.mahr@gmail.com>, 2016, 2019.
# Andreas Esau <andreasesau@gmail.com>, 2016.
diff --git a/editor/translations/editor.pot b/editor/translations/editor.pot
index 0b5feea795..900a74d158 100644
--- a/editor/translations/editor.pot
+++ b/editor/translations/editor.pot
@@ -1,6 +1,6 @@
# LANGUAGE translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
diff --git a/editor/translations/el.po b/editor/translations/el.po
index 4c2ef2edc2..b49fd28cbf 100644
--- a/editor/translations/el.po
+++ b/editor/translations/el.po
@@ -1,6 +1,6 @@
# Greek translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# George Tsiamasiotis <gtsiam@windowslive.com>, 2017-2018, 2019, 2020.
# Georgios Katsanakis <geo.elgeo@gmail.com>, 2019.
diff --git a/editor/translations/eo.po b/editor/translations/eo.po
index 8e5a414b36..8f17041a39 100644
--- a/editor/translations/eo.po
+++ b/editor/translations/eo.po
@@ -1,6 +1,6 @@
# Esperanto translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Scott Starkey <yekrats@gmail.com>, 2019.
# AlexHoratio <yukithetupper@gmail.com>, 2019.
diff --git a/editor/translations/es.po b/editor/translations/es.po
index 3db48d61f9..38f16e8da7 100644
--- a/editor/translations/es.po
+++ b/editor/translations/es.po
@@ -1,6 +1,6 @@
# Spanish translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Addiel Lucena Perez <addiell2017@gmail.com>, 2017.
# Aleix Sanchis <aleixsanchis@hotmail.com>, 2017, 2018.
diff --git a/editor/translations/es_AR.po b/editor/translations/es_AR.po
index 3baa50411d..2a736acee0 100644
--- a/editor/translations/es_AR.po
+++ b/editor/translations/es_AR.po
@@ -1,6 +1,6 @@
# Spanish (Argentina) translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Diego López <diegodario21@gmail.com>, 2017.
# Lisandro Lorea <lisandrolorea@gmail.com>, 2016-2018, 2019, 2020.
diff --git a/editor/translations/et.po b/editor/translations/et.po
index 72e0c79af4..0c8f6e7de6 100644
--- a/editor/translations/et.po
+++ b/editor/translations/et.po
@@ -1,6 +1,6 @@
# Estonian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Jens <arrkiin@gmail.com>, 2019.
# Mattias Aabmets <mattias.aabmets@gmail.com>, 2019.
diff --git a/editor/translations/eu.po b/editor/translations/eu.po
index e971e52844..dff34d3f00 100644
--- a/editor/translations/eu.po
+++ b/editor/translations/eu.po
@@ -1,6 +1,6 @@
# Basque translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Julen Irazoki <rktzbkr.julen@gmail.com>, 2019.
# Osoitz <oelkoro@gmail.com>, 2019, 2020.
diff --git a/editor/translations/extract.py b/editor/translations/extract.py
index 93124ec30c..8702ac664c 100755
--- a/editor/translations/extract.py
+++ b/editor/translations/extract.py
@@ -36,8 +36,8 @@ unique_loc = {}
ctx_group = {} # Store msgctx, msg, and locations.
main_po = """
# LANGUAGE translation of the Godot Engine editor.
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
diff --git a/editor/translations/fa.po b/editor/translations/fa.po
index 9633561788..a97774e993 100644
--- a/editor/translations/fa.po
+++ b/editor/translations/fa.po
@@ -1,6 +1,6 @@
# Persian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# alabd14313 <alabd14313@yahoo.com>, 2016.
# Dante Marshal <Marshal.Devilhunter@gmail.com>, 2018.
diff --git a/editor/translations/fi.po b/editor/translations/fi.po
index f307a4131b..4ff9685447 100644
--- a/editor/translations/fi.po
+++ b/editor/translations/fi.po
@@ -1,6 +1,6 @@
# Finnish translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# basse <basse@roiske.org>, 2017.
# Bastian Salmela <bastian.salmela@gmail.com>, 2017, 2018.
diff --git a/editor/translations/fil.po b/editor/translations/fil.po
index 6072916c0f..b024a86272 100644
--- a/editor/translations/fil.po
+++ b/editor/translations/fil.po
@@ -1,6 +1,6 @@
# Filipino translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Marco Santos <enum.scima@gmail.com>, 2019.
# Amado Wilkins <epicalert68@gmail.com>, 2019.
diff --git a/editor/translations/fr.po b/editor/translations/fr.po
index f78a1f6965..6b43079359 100644
--- a/editor/translations/fr.po
+++ b/editor/translations/fr.po
@@ -1,6 +1,6 @@
# French translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Antoine Carrier <ac.g392@gmail.com>, 2017-2018.
# ARocherVj <a.rocher.vj@gmail.com>, 2017.
diff --git a/editor/translations/ga.po b/editor/translations/ga.po
index 169c4ff754..f9fab95696 100644
--- a/editor/translations/ga.po
+++ b/editor/translations/ga.po
@@ -1,6 +1,6 @@
# Irish translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Rónán Quill <ronan085@gmail.com>, 2019, 2020.
msgid ""
diff --git a/editor/translations/he.po b/editor/translations/he.po
index 59b5a13284..57746c75b0 100644
--- a/editor/translations/he.po
+++ b/editor/translations/he.po
@@ -1,6 +1,6 @@
# Hebrew translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Daniel <lorddaniel09@gmail.com>, 2018.
# Ben Golan <golanben4@gmail.com>, 2017.
diff --git a/editor/translations/hi.po b/editor/translations/hi.po
index b614468a1f..7c3f2834ad 100644
--- a/editor/translations/hi.po
+++ b/editor/translations/hi.po
@@ -1,6 +1,6 @@
# Hindi translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Abhas Kumar Sinha <abhaskumarsinha@gmail.com>, 2017.
# Suryansh5545 <suryanshpathak5545@gmail.com>, 2018, 2020.
diff --git a/editor/translations/hr.po b/editor/translations/hr.po
index 5727aeb122..d429c51904 100644
--- a/editor/translations/hr.po
+++ b/editor/translations/hr.po
@@ -1,6 +1,6 @@
# Croatian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Unlimited Creativity <marinosah1@gmail.com>, 2019.
# Patik <patrikfs5@gmail.com>, 2019.
diff --git a/editor/translations/hu.po b/editor/translations/hu.po
index 23906ff049..fe5b5741ef 100644
--- a/editor/translations/hu.po
+++ b/editor/translations/hu.po
@@ -1,6 +1,6 @@
# Hungarian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Árpád Horváth <horvatha4@googlemail.com>, 2018.
# Nagy Lajos <neutron9707@gmail.com>, 2017.
diff --git a/editor/translations/id.po b/editor/translations/id.po
index 1b6429e653..98a8f19b60 100644
--- a/editor/translations/id.po
+++ b/editor/translations/id.po
@@ -1,6 +1,6 @@
# Indonesian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Abdul Aziz Muslim Alqudsy <abdul.aziz.muslim.alqudsy@gmail.com>, 2016.
# Andevid Dynmyn <doyan4forum@gmail.com>, 2016.
diff --git a/editor/translations/is.po b/editor/translations/is.po
index 5408504f74..87a23006cc 100644
--- a/editor/translations/is.po
+++ b/editor/translations/is.po
@@ -1,6 +1,6 @@
# Icelandic translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Jóhannes G. Þorsteinsson <johannesg@johannesg.com>, 2017, 2018, 2020.
# Kaan Gül <qaantum@hotmail.com>, 2018.
diff --git a/editor/translations/it.po b/editor/translations/it.po
index a63d6c65f4..d87bb71712 100644
--- a/editor/translations/it.po
+++ b/editor/translations/it.po
@@ -1,6 +1,6 @@
# Italian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Alessio Corridori <alessiocorridori@hotmail.com>, 2018.
# Dario Bonfanti <bonfi.96@hotmail.it>, 2016-2017.
diff --git a/editor/translations/ja.po b/editor/translations/ja.po
index 11e5d3bbac..4b80b73525 100644
--- a/editor/translations/ja.po
+++ b/editor/translations/ja.po
@@ -1,6 +1,6 @@
# Japanese translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# akirakido <achts.y@gmail.com>, 2016-2017, 2018, 2019.
# D_first <dntk.daisei@gmail.com>, 2017, 2018.
diff --git a/editor/translations/ka.po b/editor/translations/ka.po
index 300ba4dccc..f25c96166c 100644
--- a/editor/translations/ka.po
+++ b/editor/translations/ka.po
@@ -1,6 +1,6 @@
# Georgian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Giorgi Beriashvili <giorgi.beriashvili@outlook.com>, 2018.
# George Dzavashvili <dzavashviligeorge@gmail.com>, 2018.
diff --git a/editor/translations/ko.po b/editor/translations/ko.po
index df7ea39f44..2568545544 100644
--- a/editor/translations/ko.po
+++ b/editor/translations/ko.po
@@ -1,6 +1,6 @@
# Korean translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Ch <ccwpc@hanmail.net>, 2017.
# paijai 송 (fivejobi) <xotjq237@gmail.com>, 2018.
diff --git a/editor/translations/lt.po b/editor/translations/lt.po
index 353599162c..53f9b83536 100644
--- a/editor/translations/lt.po
+++ b/editor/translations/lt.po
@@ -1,6 +1,6 @@
# Lithuanian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Ignas Kiela <ignaskiela@super.lt>, 2017.
# Kornelijus <kornelijus.github@gmail.com>, 2017, 2018.
diff --git a/editor/translations/lv.po b/editor/translations/lv.po
index 66a6510674..7c30135407 100644
--- a/editor/translations/lv.po
+++ b/editor/translations/lv.po
@@ -1,6 +1,6 @@
# Latvian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Gustavs Porietis (pg829-) <porietisgustavs@gmail.com>, 2018.
# Martch Zagorski <martchzagorski@gmail.com>, 2018, 2020.
diff --git a/editor/translations/mi.po b/editor/translations/mi.po
index ca624292ed..2da7379e71 100644
--- a/editor/translations/mi.po
+++ b/editor/translations/mi.po
@@ -1,6 +1,6 @@
# Māori translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# follower <follower@rancidbacon.com>, 2019.
msgid ""
diff --git a/editor/translations/ml.po b/editor/translations/ml.po
index b14a682a6a..e3ed585a4a 100644
--- a/editor/translations/ml.po
+++ b/editor/translations/ml.po
@@ -1,6 +1,6 @@
# Malayalam translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# christy james <jkuttu@gmail.com>, 2018.
# Lakshmi-Jayakumar <lakshmi.jayakumar.tkm@gmail.com>, 2019.
diff --git a/editor/translations/mr.po b/editor/translations/mr.po
index ac5e2f9a17..e9a759c4d8 100644
--- a/editor/translations/mr.po
+++ b/editor/translations/mr.po
@@ -1,6 +1,6 @@
# Marathi translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Prachi Joshi <josprachi@yahoo.com>, 2019, 2020.
# Shirious <sad3119823@gmail.com>, 2020.
diff --git a/editor/translations/ms.po b/editor/translations/ms.po
index d525889cb7..f2f18b9a22 100644
--- a/editor/translations/ms.po
+++ b/editor/translations/ms.po
@@ -1,6 +1,6 @@
# Malay translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Sam Vanguard <syafz119@gmail.com>, 2018.
# Shaqir Rafiq <moshamoradev@gmail.com>, 2018.
diff --git a/editor/translations/nb.po b/editor/translations/nb.po
index 75067a7c9f..86a6c618b6 100644
--- a/editor/translations/nb.po
+++ b/editor/translations/nb.po
@@ -1,6 +1,6 @@
# Norwegian Bokmål translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Allan Nordhøy <epost@anotheragency.no>, 2017-2018, 2019, 2020.
# Anonymous <GentleSaucepan@protonmail.com>, 2017.
diff --git a/editor/translations/nl.po b/editor/translations/nl.po
index b00aeb5742..15a47ab682 100644
--- a/editor/translations/nl.po
+++ b/editor/translations/nl.po
@@ -1,6 +1,6 @@
# Dutch translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# aelspire <aelspire@gmail.com>, 2017.
# Aram Nap <xyphex.aram@gmail.com>, 2017.
diff --git a/editor/translations/or.po b/editor/translations/or.po
index a915567651..9c03d588f9 100644
--- a/editor/translations/or.po
+++ b/editor/translations/or.po
@@ -1,6 +1,6 @@
# Odia translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Pro Neon <proneon267@gmail.com>, 2019.
msgid ""
diff --git a/editor/translations/pl.po b/editor/translations/pl.po
index 918816a67f..0d525439eb 100644
--- a/editor/translations/pl.po
+++ b/editor/translations/pl.po
@@ -1,6 +1,6 @@
# Polish translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# 8-bit Pixel <dawdejw@gmail.com>, 2016.
# Adam Wolanski <adam.wolanski94@gmail.com>, 2017.
diff --git a/editor/translations/pr.po b/editor/translations/pr.po
index bfe4994ada..3f83414fb6 100644
--- a/editor/translations/pr.po
+++ b/editor/translations/pr.po
@@ -1,6 +1,6 @@
# Pirate translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Calum Knott <calum@calumk.com>, 2017.
# Zion Nimchuk <zionnimchuk@gmail.com>, 2016-2017.
diff --git a/editor/translations/pt.po b/editor/translations/pt.po
index 4cd673281e..772e3858b7 100644
--- a/editor/translations/pt.po
+++ b/editor/translations/pt.po
@@ -1,6 +1,6 @@
# Portuguese translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# António Sarmento <antonio.luis.sarmento@gmail.com>, 2016.
# Carlos Vieira <carlos.vieira@gmail.com>, 2017.
diff --git a/editor/translations/pt_BR.po b/editor/translations/pt_BR.po
index 20e39624d7..509d1833b1 100644
--- a/editor/translations/pt_BR.po
+++ b/editor/translations/pt_BR.po
@@ -1,6 +1,6 @@
# Portuguese (Brazil) translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Allyson Souza <allyson_as@outlook.com>, 2017.
# Anderson Araujo <anderson.araujoprog@gmail.com>, 2018.
diff --git a/editor/translations/ro.po b/editor/translations/ro.po
index 079ca177f1..c0337a3413 100644
--- a/editor/translations/ro.po
+++ b/editor/translations/ro.po
@@ -1,6 +1,6 @@
# Romanian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Calin Sopterean <csopterean@gmail.com>, 2018.
# Filip <filipanton@tutanota.com>, 2018, 2020.
diff --git a/editor/translations/ru.po b/editor/translations/ru.po
index 529994e85f..c16d7a8e59 100644
--- a/editor/translations/ru.po
+++ b/editor/translations/ru.po
@@ -1,6 +1,6 @@
# Russian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Аркадий Авас <savvot@gmail.com>, 2018.
# Artem Varaksa <aymfst@gmail.com>, 2018.
diff --git a/editor/translations/si.po b/editor/translations/si.po
index ca2d7e6c0a..e7f0199198 100644
--- a/editor/translations/si.po
+++ b/editor/translations/si.po
@@ -1,6 +1,6 @@
# Sinhala translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Yohan Sandun <Yohan99ysk@gmail.com>, 2018.
msgid ""
diff --git a/editor/translations/sk.po b/editor/translations/sk.po
index 5c95b5e5b3..ebeb0fd387 100644
--- a/editor/translations/sk.po
+++ b/editor/translations/sk.po
@@ -1,6 +1,6 @@
# Slovak translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# J08nY <johnenter@gmail.com>, 2016.
# MineGame 159 <minegame459@gmail.com>, 2018.
diff --git a/editor/translations/sl.po b/editor/translations/sl.po
index c583324fff..4b542f4daa 100644
--- a/editor/translations/sl.po
+++ b/editor/translations/sl.po
@@ -1,6 +1,6 @@
# Slovenian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# matevž lapajne <sivar.lapajne@gmail.com>, 2016-2018.
# Matjaž Vitas <matjaz.vitas@gmail.com>, 2017-2018.
diff --git a/editor/translations/sq.po b/editor/translations/sq.po
index a397c3bf00..ca29161155 100644
--- a/editor/translations/sq.po
+++ b/editor/translations/sq.po
@@ -1,6 +1,6 @@
# Albanian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Igli <iglibh@outlook.com>, 2018.
# Enrik Qose <enrikqose@gmail.com>, 2019.
diff --git a/editor/translations/sr_Cyrl.po b/editor/translations/sr_Cyrl.po
index 7f5c25202a..369e0d1c05 100644
--- a/editor/translations/sr_Cyrl.po
+++ b/editor/translations/sr_Cyrl.po
@@ -1,6 +1,6 @@
# Serbian (cyrillic) translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Александар Урошевић <nicecubedude@gmail.com>, 2017.
diff --git a/editor/translations/sr_Latn.po b/editor/translations/sr_Latn.po
index ba54b76fb9..1a4dcff362 100644
--- a/editor/translations/sr_Latn.po
+++ b/editor/translations/sr_Latn.po
@@ -1,6 +1,6 @@
# Serbian (latin) translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Milos Ponjavusic <brane@branegames.com>, 2018.
# BLu <blmasfon@gmail.com>, 2018.
diff --git a/editor/translations/sv.po b/editor/translations/sv.po
index 6363ad06b4..fdd3cfa116 100644
--- a/editor/translations/sv.po
+++ b/editor/translations/sv.po
@@ -1,6 +1,6 @@
# Swedish translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# bergmarklund <davemcgroin@gmail.com>, 2017, 2018.
# Christoffer Sundbom <christoffer_karlsson@live.se>, 2017.
diff --git a/editor/translations/ta.po b/editor/translations/ta.po
index 4121862d66..4e7f9d7d26 100644
--- a/editor/translations/ta.po
+++ b/editor/translations/ta.po
@@ -1,6 +1,6 @@
# Tamil translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Senthil Kumar K <logickumar@gmail.com>, 2017.
diff --git a/editor/translations/te.po b/editor/translations/te.po
index d2d5089ed4..643c89a036 100644
--- a/editor/translations/te.po
+++ b/editor/translations/te.po
@@ -1,6 +1,6 @@
# Telugu translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# suresh p <suresh9247@gmail.com>, 2019, 2020.
msgid ""
diff --git a/editor/translations/th.po b/editor/translations/th.po
index 102fbda828..a81720a35a 100644
--- a/editor/translations/th.po
+++ b/editor/translations/th.po
@@ -1,6 +1,6 @@
# Thai translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Kaveeta Vivatchai <goodytong@gmail.com>, 2017.
# Poommetee Ketson (Noshyaar) <poommetee@protonmail.com>, 2017-2018.
diff --git a/editor/translations/tr.po b/editor/translations/tr.po
index 7d24c28fb1..9cb688c727 100644
--- a/editor/translations/tr.po
+++ b/editor/translations/tr.po
@@ -1,6 +1,6 @@
# Turkish translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Aprın Çor Tigin <kabusturk38@gmail.com>, 2016-2017.
# Aykut YILDIRIM <aykutyildirim@windowslive.com>, 2018.
diff --git a/editor/translations/tzm.po b/editor/translations/tzm.po
index a622f7bd85..52babb0305 100644
--- a/editor/translations/tzm.po
+++ b/editor/translations/tzm.po
@@ -1,6 +1,6 @@
# Central Atlas Tamazight translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Hakim Oubouali <hakim.oubouali.skr@gmail.com>, 2020.
diff --git a/editor/translations/uk.po b/editor/translations/uk.po
index 1902b4e208..ea13d5c532 100644
--- a/editor/translations/uk.po
+++ b/editor/translations/uk.po
@@ -1,6 +1,6 @@
# Ukrainian translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Aleksandr <XpycT.TOP@gmail.com>, 2017.
# Yuri Chornoivan <yurchor@ukr.net>, 2018, 2019, 2020.
diff --git a/editor/translations/ur_PK.po b/editor/translations/ur_PK.po
index 498b3ca7e2..599ee5e6af 100644
--- a/editor/translations/ur_PK.po
+++ b/editor/translations/ur_PK.po
@@ -1,6 +1,6 @@
# Urdu (Pakistan) translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
# Muhammad Ali <ali@codeonion.com>, 2016.
diff --git a/editor/translations/vi.po b/editor/translations/vi.po
index 969143e1d7..64f38b6d19 100644
--- a/editor/translations/vi.po
+++ b/editor/translations/vi.po
@@ -1,6 +1,6 @@
# Vietnamese translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# 01lifeleft <01lifeleft@gmail.com>, 2018.
# Dlean Jeans <dleanjeans@gmail.com>, 2018.
diff --git a/editor/translations/zh_CN.po b/editor/translations/zh_CN.po
index 1cb7f7c9de..d8b4ddb0e6 100644
--- a/editor/translations/zh_CN.po
+++ b/editor/translations/zh_CN.po
@@ -1,6 +1,6 @@
# Chinese (Simplified) translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# 360119124 <360119124@qq.com>, 2018.
# 柠檬杀手 <lemonkiller@gmail.com>, 2018, 2020.
diff --git a/editor/translations/zh_HK.po b/editor/translations/zh_HK.po
index 217f7ad4b8..b0dcffa7f1 100644
--- a/editor/translations/zh_HK.po
+++ b/editor/translations/zh_HK.po
@@ -1,6 +1,6 @@
# Chinese (Hong Kong) translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Wesley (zx-wt) <ZX_WT@ymail.com>, 2016-2017, 2020.
# cnieFIT <dtotncq@gmail.com>, 2019.
diff --git a/editor/translations/zh_TW.po b/editor/translations/zh_TW.po
index 4d8bcf3331..59b7ce53fa 100644
--- a/editor/translations/zh_TW.po
+++ b/editor/translations/zh_TW.po
@@ -1,6 +1,6 @@
# Chinese (Taiwan) translation of the Godot Engine editor
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
# Allen H <w84miracle@gmail.com>, 2017.
# Billy SU <g4691821@gmail.com>, 2018.
diff --git a/main/main.cpp b/main/main.cpp
index 70fd45989d..25c559dac1 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -256,8 +256,8 @@ void finalize_navigation_server() {
void Main::print_help(const char *p_binary) {
print_line(String(VERSION_NAME) + " v" + get_full_version_string() + " - " + String(VERSION_WEBSITE));
OS::get_singleton()->print("Free and open source software under the terms of the MIT license.\n");
- OS::get_singleton()->print("(c) 2007-2020 Juan Linietsky, Ariel Manzur.\n");
- OS::get_singleton()->print("(c) 2014-2020 Godot Engine contributors.\n");
+ OS::get_singleton()->print("(c) 2007-2021 Juan Linietsky, Ariel Manzur.\n");
+ OS::get_singleton()->print("(c) 2014-2021 Godot Engine contributors.\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Usage: %s [options] [path to scene or 'project.godot' file]\n", p_binary);
OS::get_singleton()->print("\n");
@@ -528,6 +528,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
ClassDB::register_class<Performance>();
engine->add_singleton(Engine::Singleton("Performance", performance));
+ // Only flush stdout in debug builds by default, as spamming `print()` will
+ // decrease performance if this is enabled.
+ GLOBAL_DEF("application/run/flush_stdout_on_print", false);
+ GLOBAL_DEF("application/run/flush_stdout_on_print.debug", true);
+
GLOBAL_DEF("debug/settings/crash_handler/message",
String("Please include this when reporting the bug on https://github.com/godotengine/godot/issues"));
@@ -1121,11 +1126,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
}
#endif
- // Only flush stdout in debug builds by default, as spamming `print()` will
- // decrease performance if this is enabled.
- GLOBAL_DEF("application/run/flush_stdout_on_print", false);
- GLOBAL_DEF("application/run/flush_stdout_on_print.debug", true);
-
GLOBAL_DEF("logging/file_logging/enable_file_logging", false);
// Only file logging by default on desktop platforms as logs can't be
// accessed easily on mobile/Web platforms (if at all).
diff --git a/main/main.h b/main/main.h
index 168b2e5e86..9e606c188d 100644
--- a/main/main.h
+++ b/main/main.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp
index fcefd0095a..93448d0904 100644
--- a/main/main_timer_sync.cpp
+++ b/main/main_timer_sync.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/main/main_timer_sync.h b/main/main_timer_sync.h
index 789e0c9d65..884978bf96 100644
--- a/main/main_timer_sync.h
+++ b/main/main_timer_sync.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/main/performance.cpp b/main/performance.cpp
index 9de269ba5f..1a422dc499 100644
--- a/main/performance.cpp
+++ b/main/performance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/main/performance.h b/main/performance.h
index 40f1d5cb05..122e5a4f9a 100644
--- a/main/performance.h
+++ b/main/performance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/misc/dist/ios_xcode/godot_ios/dummy.cpp b/misc/dist/ios_xcode/godot_ios/dummy.cpp
index 0fcbf227b5..acbf7f03d1 100644
--- a/misc/dist/ios_xcode/godot_ios/dummy.cpp
+++ b/misc/dist/ios_xcode/godot_ios/dummy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/misc/dist/linux/org.godotengine.Godot.appdata.xml b/misc/dist/linux/org.godotengine.Godot.appdata.xml
index 2b30036006..d0fb17433a 100644
--- a/misc/dist/linux/org.godotengine.Godot.appdata.xml
+++ b/misc/dist/linux/org.godotengine.Godot.appdata.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
-<!-- Copyright 2017-2020 Rémi Verschelde <remi@godotengine.org> -->
+<!-- Copyright 2017-2021 Rémi Verschelde <remi@godotengine.org> -->
<component type="desktop">
<id>org.godotengine.Godot</id>
<metadata_license>CC0-1.0</metadata_license>
diff --git a/misc/dist/osx_tools.app/Contents/Info.plist b/misc/dist/osx_tools.app/Contents/Info.plist
index 508586904c..1c682f339f 100755
--- a/misc/dist/osx_tools.app/Contents/Info.plist
+++ b/misc/dist/osx_tools.app/Contents/Info.plist
@@ -9,7 +9,7 @@
<key>CFBundleName</key>
<string>Godot</string>
<key>CFBundleGetInfoString</key>
- <string>(c) 2007-2020 Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors</string>
+ <string>(c) 2007-2021 Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors</string>
<key>CFBundleIconFile</key>
<string>Godot.icns</string>
<key>CFBundleIdentifier</key>
@@ -31,7 +31,7 @@
<key>NSRequiresAquaSystemAppearance</key>
<false/>
<key>NSHumanReadableCopyright</key>
- <string>© 2007-2020 Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors</string>
+ <string>© 2007-2021 Juan Linietsky, Ariel Manzur &amp; Godot Engine contributors</string>
<key>CFBundleSupportedPlatforms</key>
<array>
<string>MacOSX</string>
diff --git a/misc/dist/shell/_godot.zsh-completion b/misc/dist/shell/_godot.zsh-completion
index 1a699e50cb..8e14240b53 100644
--- a/misc/dist/shell/_godot.zsh-completion
+++ b/misc/dist/shell/_godot.zsh-completion
@@ -4,8 +4,8 @@
# To use it, install this file as `_godot` in a directory specified in your
# `fpath` environment variable then restart your shell.
#
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
diff --git a/misc/dist/shell/godot.bash-completion b/misc/dist/shell/godot.bash-completion
index 99d6dc52e0..14f2be37b1 100644
--- a/misc/dist/shell/godot.bash-completion
+++ b/misc/dist/shell/godot.bash-completion
@@ -4,8 +4,8 @@
# To use it, install this file in `/etc/bash_completion.d` then restart your shell.
# You can also `source` this file directly in your shell startup file.
#
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish
index 3cffcfa3b8..a485a1dcdb 100644
--- a/misc/dist/shell/godot.fish
+++ b/misc/dist/shell/godot.fish
@@ -2,8 +2,8 @@
# To use it, install this file in `~/.config/fish/completions` then restart your shell.
# You can also `source` this file directly in your shell startup file.
#
-# Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.
-# Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
diff --git a/misc/scripts/copyright_headers.py b/misc/scripts/copyright_headers.py
index bf1e0d3f9c..2f3e4a1b6a 100755
--- a/misc/scripts/copyright_headers.py
+++ b/misc/scripts/copyright_headers.py
@@ -11,8 +11,8 @@ header = """\
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/arkit/arkit_interface.h b/modules/arkit/arkit_interface.h
index 29e09411ff..f9b7709aba 100644
--- a/modules/arkit/arkit_interface.h
+++ b/modules/arkit/arkit_interface.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/arkit/arkit_interface.mm b/modules/arkit/arkit_interface.mm
index 1c42e6e008..608afd4ff3 100644
--- a/modules/arkit/arkit_interface.mm
+++ b/modules/arkit/arkit_interface.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/arkit/arkit_module.cpp b/modules/arkit/arkit_module.cpp
index 87ee3b87a5..be3c5e29ca 100644
--- a/modules/arkit/arkit_module.cpp
+++ b/modules/arkit/arkit_module.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/arkit/arkit_module.h b/modules/arkit/arkit_module.h
index 8aa8175ed5..ca48371152 100644
--- a/modules/arkit/arkit_module.h
+++ b/modules/arkit/arkit_module.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/arkit/arkit_session_delegate.h b/modules/arkit/arkit_session_delegate.h
index df98bf506e..f227d50b35 100644
--- a/modules/arkit/arkit_session_delegate.h
+++ b/modules/arkit/arkit_session_delegate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/arkit/arkit_session_delegate.mm b/modules/arkit/arkit_session_delegate.mm
index f44f46b7b7..97af5bf42c 100644
--- a/modules/arkit/arkit_session_delegate.mm
+++ b/modules/arkit/arkit_session_delegate.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/basis_universal/register_types.cpp b/modules/basis_universal/register_types.cpp
index dadcdabf03..cf5581265b 100644
--- a/modules/basis_universal/register_types.cpp
+++ b/modules/basis_universal/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/basis_universal/register_types.h b/modules/basis_universal/register_types.h
index 5053dc27ce..30b465e344 100644
--- a/modules/basis_universal/register_types.h
+++ b/modules/basis_universal/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/basis_universal/texture_basisu.cpp b/modules/basis_universal/texture_basisu.cpp
index 5831d3de2a..66eb81d7f2 100644
--- a/modules/basis_universal/texture_basisu.cpp
+++ b/modules/basis_universal/texture_basisu.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/basis_universal/texture_basisu.h b/modules/basis_universal/texture_basisu.h
index 99248f9162..0a4783eaff 100644
--- a/modules/basis_universal/texture_basisu.h
+++ b/modules/basis_universal/texture_basisu.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bmp/image_loader_bmp.cpp b/modules/bmp/image_loader_bmp.cpp
index b08970d110..c7fdf56af4 100644
--- a/modules/bmp/image_loader_bmp.cpp
+++ b/modules/bmp/image_loader_bmp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bmp/image_loader_bmp.h b/modules/bmp/image_loader_bmp.h
index 3f10a1c598..d3f12f0115 100644
--- a/modules/bmp/image_loader_bmp.h
+++ b/modules/bmp/image_loader_bmp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bmp/register_types.cpp b/modules/bmp/register_types.cpp
index 6220e956d6..d36ce9cdaf 100644
--- a/modules/bmp/register_types.cpp
+++ b/modules/bmp/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bmp/register_types.h b/modules/bmp/register_types.h
index e7561dc32d..3ce81eba1b 100644
--- a/modules/bmp/register_types.h
+++ b/modules/bmp/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/area_bullet.cpp b/modules/bullet/area_bullet.cpp
index f8f7d79a11..c3bd84c329 100644
--- a/modules/bullet/area_bullet.cpp
+++ b/modules/bullet/area_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/area_bullet.h b/modules/bullet/area_bullet.h
index 152fd785c0..a5fa678fec 100644
--- a/modules/bullet/area_bullet.h
+++ b/modules/bullet/area_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/btRayShape.cpp b/modules/bullet/btRayShape.cpp
index a754ca6a89..1568cca63d 100644
--- a/modules/bullet/btRayShape.cpp
+++ b/modules/bullet/btRayShape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/btRayShape.h b/modules/bullet/btRayShape.h
index d9ecde81e6..dcc4cc79c7 100644
--- a/modules/bullet/btRayShape.h
+++ b/modules/bullet/btRayShape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/bullet_physics_server.cpp b/modules/bullet/bullet_physics_server.cpp
index 3b548b7faa..632682a15d 100644
--- a/modules/bullet/bullet_physics_server.cpp
+++ b/modules/bullet/bullet_physics_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/bullet_physics_server.h b/modules/bullet/bullet_physics_server.h
index 07a32e510c..b5dc84c8f5 100644
--- a/modules/bullet/bullet_physics_server.h
+++ b/modules/bullet/bullet_physics_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/bullet_types_converter.cpp b/modules/bullet/bullet_types_converter.cpp
index 09b90fe09e..7b21e4e4b2 100644
--- a/modules/bullet/bullet_types_converter.cpp
+++ b/modules/bullet/bullet_types_converter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/bullet_types_converter.h b/modules/bullet/bullet_types_converter.h
index fef07c55b7..ca9b7175dd 100644
--- a/modules/bullet/bullet_types_converter.h
+++ b/modules/bullet/bullet_types_converter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/bullet_utilities.h b/modules/bullet/bullet_utilities.h
index a5e33d9829..a7c0fafbea 100644
--- a/modules/bullet/bullet_utilities.h
+++ b/modules/bullet/bullet_utilities.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/collision_object_bullet.cpp b/modules/bullet/collision_object_bullet.cpp
index a3158a15e5..bce8ec8076 100644
--- a/modules/bullet/collision_object_bullet.cpp
+++ b/modules/bullet/collision_object_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/collision_object_bullet.h b/modules/bullet/collision_object_bullet.h
index e2d05f2c38..bea28f2183 100644
--- a/modules/bullet/collision_object_bullet.h
+++ b/modules/bullet/collision_object_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/cone_twist_joint_bullet.cpp b/modules/bullet/cone_twist_joint_bullet.cpp
index b4735fa9e9..e785780c5b 100644
--- a/modules/bullet/cone_twist_joint_bullet.cpp
+++ b/modules/bullet/cone_twist_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/cone_twist_joint_bullet.h b/modules/bullet/cone_twist_joint_bullet.h
index ed4baa9d1b..7d6bafd292 100644
--- a/modules/bullet/cone_twist_joint_bullet.h
+++ b/modules/bullet/cone_twist_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/constraint_bullet.cpp b/modules/bullet/constraint_bullet.cpp
index c47a23e75f..e610727685 100644
--- a/modules/bullet/constraint_bullet.cpp
+++ b/modules/bullet/constraint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/constraint_bullet.h b/modules/bullet/constraint_bullet.h
index 538808be51..6afd8c9b52 100644
--- a/modules/bullet/constraint_bullet.h
+++ b/modules/bullet/constraint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/generic_6dof_joint_bullet.cpp b/modules/bullet/generic_6dof_joint_bullet.cpp
index d75bf1fb98..43ad6c56d5 100644
--- a/modules/bullet/generic_6dof_joint_bullet.cpp
+++ b/modules/bullet/generic_6dof_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/generic_6dof_joint_bullet.h b/modules/bullet/generic_6dof_joint_bullet.h
index ed25337745..62b8e85a81 100644
--- a/modules/bullet/generic_6dof_joint_bullet.h
+++ b/modules/bullet/generic_6dof_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_collision_configuration.cpp b/modules/bullet/godot_collision_configuration.cpp
index ec7a1dbd9a..94f150b712 100644
--- a/modules/bullet/godot_collision_configuration.cpp
+++ b/modules/bullet/godot_collision_configuration.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_collision_configuration.h b/modules/bullet/godot_collision_configuration.h
index ffad1b1bda..8ed55cb1da 100644
--- a/modules/bullet/godot_collision_configuration.h
+++ b/modules/bullet/godot_collision_configuration.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_collision_dispatcher.cpp b/modules/bullet/godot_collision_dispatcher.cpp
index d919c85469..5d1e4d34d8 100644
--- a/modules/bullet/godot_collision_dispatcher.cpp
+++ b/modules/bullet/godot_collision_dispatcher.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_collision_dispatcher.h b/modules/bullet/godot_collision_dispatcher.h
index 13e7255abf..77472a9432 100644
--- a/modules/bullet/godot_collision_dispatcher.h
+++ b/modules/bullet/godot_collision_dispatcher.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_motion_state.h b/modules/bullet/godot_motion_state.h
index 90d1614a77..0669d2739a 100644
--- a/modules/bullet/godot_motion_state.h
+++ b/modules/bullet/godot_motion_state.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_ray_world_algorithm.cpp b/modules/bullet/godot_ray_world_algorithm.cpp
index a84f3511ba..a8291d4ab4 100644
--- a/modules/bullet/godot_ray_world_algorithm.cpp
+++ b/modules/bullet/godot_ray_world_algorithm.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_ray_world_algorithm.h b/modules/bullet/godot_ray_world_algorithm.h
index 9786732d40..f705edef81 100644
--- a/modules/bullet/godot_ray_world_algorithm.h
+++ b/modules/bullet/godot_ray_world_algorithm.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_result_callbacks.cpp b/modules/bullet/godot_result_callbacks.cpp
index f82648d6ff..15d625afeb 100644
--- a/modules/bullet/godot_result_callbacks.cpp
+++ b/modules/bullet/godot_result_callbacks.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/godot_result_callbacks.h b/modules/bullet/godot_result_callbacks.h
index 1325542973..4f40f7ecfd 100644
--- a/modules/bullet/godot_result_callbacks.h
+++ b/modules/bullet/godot_result_callbacks.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/hinge_joint_bullet.cpp b/modules/bullet/hinge_joint_bullet.cpp
index 2338277565..4ceb98729f 100644
--- a/modules/bullet/hinge_joint_bullet.cpp
+++ b/modules/bullet/hinge_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/hinge_joint_bullet.h b/modules/bullet/hinge_joint_bullet.h
index 120c40e5c0..06a95be374 100644
--- a/modules/bullet/hinge_joint_bullet.h
+++ b/modules/bullet/hinge_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/joint_bullet.cpp b/modules/bullet/joint_bullet.cpp
index 6257ff0058..ac371658f5 100644
--- a/modules/bullet/joint_bullet.cpp
+++ b/modules/bullet/joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/joint_bullet.h b/modules/bullet/joint_bullet.h
index c70cea817e..5bb8b50961 100644
--- a/modules/bullet/joint_bullet.h
+++ b/modules/bullet/joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/pin_joint_bullet.cpp b/modules/bullet/pin_joint_bullet.cpp
index 1cfbc65c78..8e8ff57f11 100644
--- a/modules/bullet/pin_joint_bullet.cpp
+++ b/modules/bullet/pin_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/pin_joint_bullet.h b/modules/bullet/pin_joint_bullet.h
index e7d05f34d4..6fbb6f7e02 100644
--- a/modules/bullet/pin_joint_bullet.h
+++ b/modules/bullet/pin_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/register_types.cpp b/modules/bullet/register_types.cpp
index d29b699ecd..b5ad5749a6 100644
--- a/modules/bullet/register_types.cpp
+++ b/modules/bullet/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/register_types.h b/modules/bullet/register_types.h
index 5a01a1422e..e405996705 100644
--- a/modules/bullet/register_types.h
+++ b/modules/bullet/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/rid_bullet.h b/modules/bullet/rid_bullet.h
index 0db09b2b78..0b74a0cc4d 100644
--- a/modules/bullet/rid_bullet.h
+++ b/modules/bullet/rid_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp
index 284a22717b..7a53f91b33 100644
--- a/modules/bullet/rigid_body_bullet.cpp
+++ b/modules/bullet/rigid_body_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h
index 8ff96577b6..fc3f2db796 100644
--- a/modules/bullet/rigid_body_bullet.h
+++ b/modules/bullet/rigid_body_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/shape_bullet.cpp b/modules/bullet/shape_bullet.cpp
index c7b761e92a..cc2ec28a9e 100644
--- a/modules/bullet/shape_bullet.cpp
+++ b/modules/bullet/shape_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/shape_bullet.h b/modules/bullet/shape_bullet.h
index 1c29dc1b1f..63475822de 100644
--- a/modules/bullet/shape_bullet.h
+++ b/modules/bullet/shape_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/shape_owner_bullet.cpp b/modules/bullet/shape_owner_bullet.cpp
index d63096d9a3..ea8821eaec 100644
--- a/modules/bullet/shape_owner_bullet.cpp
+++ b/modules/bullet/shape_owner_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/shape_owner_bullet.h b/modules/bullet/shape_owner_bullet.h
index f909632c99..4bd583e096 100644
--- a/modules/bullet/shape_owner_bullet.h
+++ b/modules/bullet/shape_owner_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/slider_joint_bullet.cpp b/modules/bullet/slider_joint_bullet.cpp
index 6d5d95d07a..45c892851b 100644
--- a/modules/bullet/slider_joint_bullet.cpp
+++ b/modules/bullet/slider_joint_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/slider_joint_bullet.h b/modules/bullet/slider_joint_bullet.h
index 6410b952ed..90964671c2 100644
--- a/modules/bullet/slider_joint_bullet.h
+++ b/modules/bullet/slider_joint_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/soft_body_bullet.cpp b/modules/bullet/soft_body_bullet.cpp
index 6794d6c313..a490179964 100644
--- a/modules/bullet/soft_body_bullet.cpp
+++ b/modules/bullet/soft_body_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/soft_body_bullet.h b/modules/bullet/soft_body_bullet.h
index da8a2412ed..b15b72daf9 100644
--- a/modules/bullet/soft_body_bullet.h
+++ b/modules/bullet/soft_body_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp
index 196bfa65d7..a8d55b59b3 100644
--- a/modules/bullet/space_bullet.cpp
+++ b/modules/bullet/space_bullet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -482,7 +482,7 @@ void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) {
int constraints = btBody->getNumConstraintRefs();
if (constraints > 0) {
- WARN_PRINT("A body connected to joints was removed. Ensure bodies are disconnected from joints before removing them.");
+ ERR_PRINT("A body connected to joints was removed.");
for (int i = 0; i < constraints; i++) {
dynamicsWorld->removeConstraint(btBody->getConstraintRef(i));
}
diff --git a/modules/bullet/space_bullet.h b/modules/bullet/space_bullet.h
index d24a482403..42f982d5f0 100644
--- a/modules/bullet/space_bullet.h
+++ b/modules/bullet/space_bullet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera/camera_osx.h b/modules/camera/camera_osx.h
index a07b83c6af..964b7c1edc 100644
--- a/modules/camera/camera_osx.h
+++ b/modules/camera/camera_osx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera/camera_osx.mm b/modules/camera/camera_osx.mm
index 306632a016..3d2053ad23 100644
--- a/modules/camera/camera_osx.mm
+++ b/modules/camera/camera_osx.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera/camera_win.cpp b/modules/camera/camera_win.cpp
index 1646644be3..226a642dcf 100644
--- a/modules/camera/camera_win.cpp
+++ b/modules/camera/camera_win.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera/camera_win.h b/modules/camera/camera_win.h
index bbc8880c12..671e7d5beb 100644
--- a/modules/camera/camera_win.h
+++ b/modules/camera/camera_win.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera/register_types.cpp b/modules/camera/register_types.cpp
index 9479310a13..0d33ff9ddc 100644
--- a/modules/camera/register_types.cpp
+++ b/modules/camera/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera/register_types.h b/modules/camera/register_types.h
index e34f84bf2c..0ae9aa2c0b 100644
--- a/modules/camera/register_types.h
+++ b/modules/camera/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera_iphone/camera_ios.h b/modules/camera_iphone/camera_ios.h
index 7da43e4851..0566457a0f 100644
--- a/modules/camera_iphone/camera_ios.h
+++ b/modules/camera_iphone/camera_ios.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera_iphone/camera_ios.mm b/modules/camera_iphone/camera_ios.mm
index e4cb928805..39568fbd6c 100644
--- a/modules/camera_iphone/camera_ios.mm
+++ b/modules/camera_iphone/camera_ios.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera_iphone/camera_module.cpp b/modules/camera_iphone/camera_module.cpp
index f3d00be204..7ea035892e 100644
--- a/modules/camera_iphone/camera_module.cpp
+++ b/modules/camera_iphone/camera_module.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/camera_iphone/camera_module.h b/modules/camera_iphone/camera_module.h
index d123071a70..5a94d8b529 100644
--- a/modules/camera_iphone/camera_module.h
+++ b/modules/camera_iphone/camera_module.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp
index 04e1c4de35..f0a2f17ba9 100644
--- a/modules/csg/csg.cpp
+++ b/modules/csg/csg.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/csg/csg.h b/modules/csg/csg.h
index ef1103e1ac..1612c16a32 100644
--- a/modules/csg/csg.h
+++ b/modules/csg/csg.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/csg/csg_gizmos.cpp b/modules/csg/csg_gizmos.cpp
index 58dc4dfb5b..e23442ef99 100644
--- a/modules/csg/csg_gizmos.cpp
+++ b/modules/csg/csg_gizmos.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/csg/csg_gizmos.h b/modules/csg/csg_gizmos.h
index cf44f76f37..8f7da35de3 100644
--- a/modules/csg/csg_gizmos.h
+++ b/modules/csg/csg_gizmos.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index 0a20dbd229..042c3aaca7 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/csg/csg_shape.h b/modules/csg/csg_shape.h
index be76cee543..7dff8b6d3b 100644
--- a/modules/csg/csg_shape.h
+++ b/modules/csg/csg_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/csg/register_types.cpp b/modules/csg/register_types.cpp
index a8bcc2fed1..e28f44d1eb 100644
--- a/modules/csg/register_types.cpp
+++ b/modules/csg/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/csg/register_types.h b/modules/csg/register_types.h
index 926e598561..8747b3fade 100644
--- a/modules/csg/register_types.h
+++ b/modules/csg/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/cvtt/image_compress_cvtt.cpp b/modules/cvtt/image_compress_cvtt.cpp
index e34455bca2..6661dbbb0b 100644
--- a/modules/cvtt/image_compress_cvtt.cpp
+++ b/modules/cvtt/image_compress_cvtt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/cvtt/image_compress_cvtt.h b/modules/cvtt/image_compress_cvtt.h
index 483fb876a6..bef5653fa9 100644
--- a/modules/cvtt/image_compress_cvtt.h
+++ b/modules/cvtt/image_compress_cvtt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/cvtt/register_types.cpp b/modules/cvtt/register_types.cpp
index e4a01cc787..055b5dc6e3 100644
--- a/modules/cvtt/register_types.cpp
+++ b/modules/cvtt/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/cvtt/register_types.h b/modules/cvtt/register_types.h
index 36b5e332d6..e62e8c0e9a 100644
--- a/modules/cvtt/register_types.h
+++ b/modules/cvtt/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/dds/register_types.cpp b/modules/dds/register_types.cpp
index 3991964a28..1444d33171 100644
--- a/modules/dds/register_types.cpp
+++ b/modules/dds/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/dds/register_types.h b/modules/dds/register_types.h
index 3cb7b5c2a6..b84bcd06c8 100644
--- a/modules/dds/register_types.h
+++ b/modules/dds/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/dds/texture_loader_dds.cpp b/modules/dds/texture_loader_dds.cpp
index 627153fbc8..2865b3c9ae 100644
--- a/modules/dds/texture_loader_dds.cpp
+++ b/modules/dds/texture_loader_dds.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/dds/texture_loader_dds.h b/modules/dds/texture_loader_dds.h
index ef08967df7..605e791969 100644
--- a/modules/dds/texture_loader_dds.h
+++ b/modules/dds/texture_loader_dds.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/denoise/denoise_wrapper.cpp b/modules/denoise/denoise_wrapper.cpp
index c12c6d9c31..e71fce5958 100644
--- a/modules/denoise/denoise_wrapper.cpp
+++ b/modules/denoise/denoise_wrapper.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/denoise/denoise_wrapper.h b/modules/denoise/denoise_wrapper.h
index 2107df09c1..25e342bc93 100644
--- a/modules/denoise/denoise_wrapper.h
+++ b/modules/denoise/denoise_wrapper.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/denoise/lightmap_denoiser.cpp b/modules/denoise/lightmap_denoiser.cpp
index 29d02e8ee2..003bc832b0 100644
--- a/modules/denoise/lightmap_denoiser.cpp
+++ b/modules/denoise/lightmap_denoiser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/denoise/lightmap_denoiser.h b/modules/denoise/lightmap_denoiser.h
index f4e4335d9b..f1992a1733 100644
--- a/modules/denoise/lightmap_denoiser.h
+++ b/modules/denoise/lightmap_denoiser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/denoise/register_types.cpp b/modules/denoise/register_types.cpp
index 552495ed87..936e5f604d 100644
--- a/modules/denoise/register_types.cpp
+++ b/modules/denoise/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/denoise/register_types.h b/modules/denoise/register_types.h
index f0f1f44bfe..516a91b134 100644
--- a/modules/denoise/register_types.h
+++ b/modules/denoise/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/enet/networked_multiplayer_enet.cpp b/modules/enet/networked_multiplayer_enet.cpp
index 64977ad237..66db9ab84e 100644
--- a/modules/enet/networked_multiplayer_enet.cpp
+++ b/modules/enet/networked_multiplayer_enet.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/enet/networked_multiplayer_enet.h b/modules/enet/networked_multiplayer_enet.h
index 722c7001fd..4baa48be5e 100644
--- a/modules/enet/networked_multiplayer_enet.h
+++ b/modules/enet/networked_multiplayer_enet.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/enet/register_types.cpp b/modules/enet/register_types.cpp
index 2683f3155b..8da2d17e13 100644
--- a/modules/enet/register_types.cpp
+++ b/modules/enet/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/enet/register_types.h b/modules/enet/register_types.h
index cac0a4f7ee..75f4cba61b 100644
--- a/modules/enet/register_types.h
+++ b/modules/enet/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/etc/image_compress_etc.cpp b/modules/etc/image_compress_etc.cpp
index 552d3025f4..41cbbe3f54 100644
--- a/modules/etc/image_compress_etc.cpp
+++ b/modules/etc/image_compress_etc.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/etc/image_compress_etc.h b/modules/etc/image_compress_etc.h
index 016e64e4fc..44a06194e9 100644
--- a/modules/etc/image_compress_etc.h
+++ b/modules/etc/image_compress_etc.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/etc/register_types.cpp b/modules/etc/register_types.cpp
index 225ba6b954..b165bccb3e 100644
--- a/modules/etc/register_types.cpp
+++ b/modules/etc/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/etc/register_types.h b/modules/etc/register_types.h
index 247c7213af..e8cbb635ae 100644
--- a/modules/etc/register_types.h
+++ b/modules/etc/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/etc/texture_loader_pkm.cpp b/modules/etc/texture_loader_pkm.cpp
index c40e9612a8..b0ea109f76 100644
--- a/modules/etc/texture_loader_pkm.cpp
+++ b/modules/etc/texture_loader_pkm.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/etc/texture_loader_pkm.h b/modules/etc/texture_loader_pkm.h
index 6507e0bdec..67fbee3a7e 100644
--- a/modules/etc/texture_loader_pkm.h
+++ b/modules/etc/texture_loader_pkm.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_anim_container.h b/modules/fbx/data/fbx_anim_container.h
index e45dd84d6a..8c25d65871 100644
--- a/modules/fbx/data/fbx_anim_container.h
+++ b/modules/fbx/data/fbx_anim_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_bone.cpp b/modules/fbx/data/fbx_bone.cpp
index 7ccb0b3717..38dada33af 100644
--- a/modules/fbx/data/fbx_bone.cpp
+++ b/modules/fbx/data/fbx_bone.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_bone.h b/modules/fbx/data/fbx_bone.h
index 5d797da24f..efba147b89 100644
--- a/modules/fbx/data/fbx_bone.h
+++ b/modules/fbx/data/fbx_bone.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_material.cpp b/modules/fbx/data/fbx_material.cpp
index 3da9e4e1ff..5995097b2f 100644
--- a/modules/fbx/data/fbx_material.cpp
+++ b/modules/fbx/data/fbx_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_material.h b/modules/fbx/data/fbx_material.h
index 08b93ac01b..e974a256f6 100644
--- a/modules/fbx/data/fbx_material.h
+++ b/modules/fbx/data/fbx_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_mesh_data.cpp b/modules/fbx/data/fbx_mesh_data.cpp
index d1c4b70b5c..963a815896 100644
--- a/modules/fbx/data/fbx_mesh_data.cpp
+++ b/modules/fbx/data/fbx_mesh_data.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -135,26 +135,6 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
&collect_all,
HashMap<int, Vector3>());
- // List<int> keys;
- // normals.get_key_list(&keys);
- //
- // const std::vector<Assimp::FBX::MeshGeometry::Edge>& edges = mesh_geometry->get_edge_map();
- // for (int index = 0; index < keys.size(); index++) {
- // const int key = keys[index];
- // const int v1 = edges[key].vertex_0;
- // const int v2 = edges[key].vertex_1;
- // const Vector3& n1 = normals.get(v1);
- // const Vector3& n2 = normals.get(v2);
- // print_verbose("[" + itos(v1) + "] n1: " + n1 + "\n[" + itos(v2) + "] n2: " + n2);
- // //print_verbose("[" + itos(key) + "] n1: " + n1 + ", n2: " + n2) ;
- // //print_verbose("vindex: " + itos(edges[key].vertex_0) + ", vindex2: " + itos(edges[key].vertex_1));
- // //Vector3 ver1 = vertices[edges[key].vertex_0];
- // //Vector3 ver2 = vertices[edges[key].vertex_1];
- // /*real_t angle1 = Math::rad2deg(n1.angle_to(n2));
- // real_t angle2 = Math::rad2deg(n2.angle_to(n1));
- // print_verbose("angle of normals: " + rtos(angle1) + " angle 2" + rtos(angle2));*/
- // }
-
HashMap<int, Vector2> uvs_0;
HashMap<int, HashMap<int, Vector2>> uvs_0_raw = extract_per_vertex_data(
vertices.size(),
@@ -371,6 +351,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
normals_ptr[vertex]);
}
+ if (state.is_blender_fbx) {
+ morph_st->generate_normals();
+ }
morph_st->generate_tangents();
surface->morphs.push_back(morph_st->commit_to_arrays());
}
@@ -393,6 +376,9 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
SurfaceData *surface = surfaces.getptr(*surface_id);
+ if (state.is_blender_fbx) {
+ surface->surface_tool->generate_normals();
+ }
// you can't generate them without a valid uv map.
if (uvs_0_raw.size() > 0) {
surface->surface_tool->generate_tangents();
@@ -785,7 +771,7 @@ void FBXMeshData::add_vertex(
const Vector3 &p_morph_normal) {
ERR_FAIL_INDEX_MSG(p_vertex, (Vertex)p_vertices_position.size(), "FBX file is corrupted, the position of the vertex can't be retrieved.");
- if (p_normals.has(p_vertex)) {
+ if (p_normals.has(p_vertex) && !state.is_blender_fbx) {
p_surface_tool->set_normal(p_normals[p_vertex] + p_morph_normal);
}
diff --git a/modules/fbx/data/fbx_mesh_data.h b/modules/fbx/data/fbx_mesh_data.h
index b6e87bb9e2..77510ff2ec 100644
--- a/modules/fbx/data/fbx_mesh_data.h
+++ b/modules/fbx/data/fbx_mesh_data.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_node.h b/modules/fbx/data/fbx_node.h
index d8efcaa982..a6f62f3388 100644
--- a/modules/fbx/data/fbx_node.h
+++ b/modules/fbx/data/fbx_node.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp
index 93aeffc132..622b589feb 100644
--- a/modules/fbx/data/fbx_skeleton.cpp
+++ b/modules/fbx/data/fbx_skeleton.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/fbx_skeleton.h b/modules/fbx/data/fbx_skeleton.h
index a2e330114c..df937cde49 100644
--- a/modules/fbx/data/fbx_skeleton.h
+++ b/modules/fbx/data/fbx_skeleton.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/import_state.h b/modules/fbx/data/import_state.h
index 34021ca7b1..83bc43faff 100644
--- a/modules/fbx/data/import_state.h
+++ b/modules/fbx/data/import_state.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -64,6 +64,7 @@ struct FBXSkeleton;
struct ImportState {
bool enable_material_import = true;
bool enable_animation_import = true;
+ bool is_blender_fbx = false;
Map<StringName, Ref<Texture>> cached_image_searches;
Map<uint64_t, Ref<Material>> cached_materials;
diff --git a/modules/fbx/data/model_abstraction.h b/modules/fbx/data/model_abstraction.h
index b21ab0badb..528960ab49 100644
--- a/modules/fbx/data/model_abstraction.h
+++ b/modules/fbx/data/model_abstraction.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/pivot_transform.cpp b/modules/fbx/data/pivot_transform.cpp
index c12e94097f..7a56074bc5 100644
--- a/modules/fbx/data/pivot_transform.cpp
+++ b/modules/fbx/data/pivot_transform.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/data/pivot_transform.h b/modules/fbx/data/pivot_transform.h
index 025c8dd58d..9996027870 100644
--- a/modules/fbx/data/pivot_transform.h
+++ b/modules/fbx/data/pivot_transform.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/doc_classes/EditorSceneImporterFBX.xml b/modules/fbx/doc_classes/EditorSceneImporterFBX.xml
index 72b6e0f5fd..da1a68c27c 100644
--- a/modules/fbx/doc_classes/EditorSceneImporterFBX.xml
+++ b/modules/fbx/doc_classes/EditorSceneImporterFBX.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorSceneImporterFBX" inherits="EditorSceneImporter" version="3.2">
+<class name="EditorSceneImporterFBX" inherits="EditorSceneImporter" version="4.0">
<brief_description>
FBX 3D asset importer.
</brief_description>
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index ff729a635f..6576147b2b 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -180,10 +180,12 @@ Node3D *EditorSceneImporterFBX::import_scene(const String &p_path, uint32_t p_fl
}
if (is_blender_fbx) {
- WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes. Please stand by.");
+ WARN_PRINT("We don't officially support Blender FBX animations yet, due to issues with upstream Blender,\n"
+ "so please wait for us to work around remaining issues. We will continue to import the file but it may be broken.\n"
+ "For minimal breakage, please export FBX from Blender with -Z forward, and Y up.");
}
- Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8);
+ Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8, is_blender_fbx);
// todo: move to document shutdown (will need to be validated after moving; this code has been validated already)
for (FBXDocParser::TokenPtr token : tokens) {
if (token) {
@@ -327,8 +329,10 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
const FBXDocParser::Document *p_document,
const uint32_t p_flags,
int p_bake_fps,
- const int32_t p_max_bone_weights) {
+ const int32_t p_max_bone_weights,
+ bool p_is_blender_fbx) {
ImportState state;
+ state.is_blender_fbx = p_is_blender_fbx;
state.path = p_path;
state.animation_player = NULL;
diff --git a/modules/fbx/editor_scene_importer_fbx.h b/modules/fbx/editor_scene_importer_fbx.h
index ff1d243ede..39f8648b0f 100644
--- a/modules/fbx/editor_scene_importer_fbx.h
+++ b/modules/fbx/editor_scene_importer_fbx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -114,7 +114,9 @@ private:
Node3D *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document,
const uint32_t p_flags,
- int p_bake_fps, const int32_t p_max_bone_weights);
+ int p_bake_fps,
+ const int32_t p_max_bone_weights,
+ bool p_is_blender_fbx);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
diff --git a/modules/fbx/fbx_parser/ByteSwapper.h b/modules/fbx/fbx_parser/ByteSwapper.h
index 0a46a7df26..f759c9117c 100644
--- a/modules/fbx/fbx_parser/ByteSwapper.h
+++ b/modules/fbx/fbx_parser/ByteSwapper.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXAnimation.cpp b/modules/fbx/fbx_parser/FBXAnimation.cpp
index bfd3e97314..b11e2c7f55 100644
--- a/modules/fbx/fbx_parser/FBXAnimation.cpp
+++ b/modules/fbx/fbx_parser/FBXAnimation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp b/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
index 0fc66b13cd..1d2b7765c5 100644
--- a/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
+++ b/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXCommon.h b/modules/fbx/fbx_parser/FBXCommon.h
index 98a3d78f0d..641d6d351e 100644
--- a/modules/fbx/fbx_parser/FBXCommon.h
+++ b/modules/fbx/fbx_parser/FBXCommon.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXDeformer.cpp b/modules/fbx/fbx_parser/FBXDeformer.cpp
index 325641bc32..4b774e6b2a 100644
--- a/modules/fbx/fbx_parser/FBXDeformer.cpp
+++ b/modules/fbx/fbx_parser/FBXDeformer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXDocument.cpp b/modules/fbx/fbx_parser/FBXDocument.cpp
index 74798a655a..bcf7fa1565 100644
--- a/modules/fbx/fbx_parser/FBXDocument.cpp
+++ b/modules/fbx/fbx_parser/FBXDocument.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXDocument.h b/modules/fbx/fbx_parser/FBXDocument.h
index 7c08f3de65..b810197d7e 100644
--- a/modules/fbx/fbx_parser/FBXDocument.h
+++ b/modules/fbx/fbx_parser/FBXDocument.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXDocumentUtil.cpp b/modules/fbx/fbx_parser/FBXDocumentUtil.cpp
index 70b2b3bbe9..835b66ab23 100644
--- a/modules/fbx/fbx_parser/FBXDocumentUtil.cpp
+++ b/modules/fbx/fbx_parser/FBXDocumentUtil.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXDocumentUtil.h b/modules/fbx/fbx_parser/FBXDocumentUtil.h
index fb6eb04aea..daa9de4a33 100644
--- a/modules/fbx/fbx_parser/FBXDocumentUtil.h
+++ b/modules/fbx/fbx_parser/FBXDocumentUtil.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXImportSettings.h b/modules/fbx/fbx_parser/FBXImportSettings.h
index 4abca6b990..97ce496eaf 100644
--- a/modules/fbx/fbx_parser/FBXImportSettings.h
+++ b/modules/fbx/fbx_parser/FBXImportSettings.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXMaterial.cpp b/modules/fbx/fbx_parser/FBXMaterial.cpp
index 5d25809d7b..9970a2b0b1 100644
--- a/modules/fbx/fbx_parser/FBXMaterial.cpp
+++ b/modules/fbx/fbx_parser/FBXMaterial.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.cpp b/modules/fbx/fbx_parser/FBXMeshGeometry.cpp
index 4fa5fc0ac9..ccc06550fe 100644
--- a/modules/fbx/fbx_parser/FBXMeshGeometry.cpp
+++ b/modules/fbx/fbx_parser/FBXMeshGeometry.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.h b/modules/fbx/fbx_parser/FBXMeshGeometry.h
index 666da46edd..710e644c68 100644
--- a/modules/fbx/fbx_parser/FBXMeshGeometry.h
+++ b/modules/fbx/fbx_parser/FBXMeshGeometry.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXModel.cpp b/modules/fbx/fbx_parser/FBXModel.cpp
index 5867f59d6a..767994441f 100644
--- a/modules/fbx/fbx_parser/FBXModel.cpp
+++ b/modules/fbx/fbx_parser/FBXModel.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXNodeAttribute.cpp b/modules/fbx/fbx_parser/FBXNodeAttribute.cpp
index c5051bd147..2749fc9f4d 100644
--- a/modules/fbx/fbx_parser/FBXNodeAttribute.cpp
+++ b/modules/fbx/fbx_parser/FBXNodeAttribute.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXParseTools.h b/modules/fbx/fbx_parser/FBXParseTools.h
index edc52009b3..21472f5b7b 100644
--- a/modules/fbx/fbx_parser/FBXParseTools.h
+++ b/modules/fbx/fbx_parser/FBXParseTools.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXParser.cpp b/modules/fbx/fbx_parser/FBXParser.cpp
index 208358f55e..44c24ff926 100644
--- a/modules/fbx/fbx_parser/FBXParser.cpp
+++ b/modules/fbx/fbx_parser/FBXParser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXParser.h b/modules/fbx/fbx_parser/FBXParser.h
index 3cba81ff83..37d27d3dca 100644
--- a/modules/fbx/fbx_parser/FBXParser.h
+++ b/modules/fbx/fbx_parser/FBXParser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXPose.cpp b/modules/fbx/fbx_parser/FBXPose.cpp
index 1bee2fa2f0..6d80b85e38 100644
--- a/modules/fbx/fbx_parser/FBXPose.cpp
+++ b/modules/fbx/fbx_parser/FBXPose.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXProperties.cpp b/modules/fbx/fbx_parser/FBXProperties.cpp
index 2994a84dbd..8ab94e1ef4 100644
--- a/modules/fbx/fbx_parser/FBXProperties.cpp
+++ b/modules/fbx/fbx_parser/FBXProperties.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXProperties.h b/modules/fbx/fbx_parser/FBXProperties.h
index a007660c45..27cacfaf76 100644
--- a/modules/fbx/fbx_parser/FBXProperties.h
+++ b/modules/fbx/fbx_parser/FBXProperties.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXTokenizer.cpp b/modules/fbx/fbx_parser/FBXTokenizer.cpp
index 3748bfabf8..ea4568fe32 100644
--- a/modules/fbx/fbx_parser/FBXTokenizer.cpp
+++ b/modules/fbx/fbx_parser/FBXTokenizer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXTokenizer.h b/modules/fbx/fbx_parser/FBXTokenizer.h
index 1761869c69..1e7e5e6535 100644
--- a/modules/fbx/fbx_parser/FBXTokenizer.h
+++ b/modules/fbx/fbx_parser/FBXTokenizer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXUtil.cpp b/modules/fbx/fbx_parser/FBXUtil.cpp
index 508407ea51..80ea5fab4c 100644
--- a/modules/fbx/fbx_parser/FBXUtil.cpp
+++ b/modules/fbx/fbx_parser/FBXUtil.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/fbx_parser/FBXUtil.h b/modules/fbx/fbx_parser/FBXUtil.h
index 553d5fbc6b..efc131831b 100644
--- a/modules/fbx/fbx_parser/FBXUtil.h
+++ b/modules/fbx/fbx_parser/FBXUtil.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/register_types.cpp b/modules/fbx/register_types.cpp
index 28fa69282e..c0591dbc77 100644
--- a/modules/fbx/register_types.cpp
+++ b/modules/fbx/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/register_types.h b/modules/fbx/register_types.h
index 26328c4c15..e5741afd72 100644
--- a/modules/fbx/register_types.h
+++ b/modules/fbx/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/tools/import_utils.cpp b/modules/fbx/tools/import_utils.cpp
index 5c9e433ab8..c87dd1fd3a 100644
--- a/modules/fbx/tools/import_utils.cpp
+++ b/modules/fbx/tools/import_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/tools/import_utils.h b/modules/fbx/tools/import_utils.h
index 98a0cef908..6261138812 100644
--- a/modules/fbx/tools/import_utils.h
+++ b/modules/fbx/tools/import_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/tools/validation_tools.cpp b/modules/fbx/tools/validation_tools.cpp
index 0c4d7abe8d..9dbd8bf544 100644
--- a/modules/fbx/tools/validation_tools.cpp
+++ b/modules/fbx/tools/validation_tools.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/fbx/tools/validation_tools.h b/modules/fbx/tools/validation_tools.h
index 649842a1cb..ced100aed2 100644
--- a/modules/fbx/tools/validation_tools.h
+++ b/modules/fbx/tools/validation_tools.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/freetype/register_types.cpp b/modules/freetype/register_types.cpp
index 15fa193183..e4e6a4c146 100644
--- a/modules/freetype/register_types.cpp
+++ b/modules/freetype/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/freetype/register_types.h b/modules/freetype/register_types.h
index aa8088d2e8..7a4f64b54b 100644
--- a/modules/freetype/register_types.h
+++ b/modules/freetype/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/freetype/uwpdef.h b/modules/freetype/uwpdef.h
index 2f9b2f4a53..f829edea67 100644
--- a/modules/freetype/uwpdef.h
+++ b/modules/freetype/uwpdef.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gamecenter/game_center.h b/modules/gamecenter/game_center.h
index 76fd295460..1ac00ca126 100644
--- a/modules/gamecenter/game_center.h
+++ b/modules/gamecenter/game_center.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gamecenter/game_center.mm b/modules/gamecenter/game_center.mm
index 114f639a32..b971bc1da3 100644
--- a/modules/gamecenter/game_center.mm
+++ b/modules/gamecenter/game_center.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gamecenter/game_center_delegate.h b/modules/gamecenter/game_center_delegate.h
index 1b7025f915..ef1d2ae93d 100644
--- a/modules/gamecenter/game_center_delegate.h
+++ b/modules/gamecenter/game_center_delegate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gamecenter/game_center_delegate.mm b/modules/gamecenter/game_center_delegate.mm
index 9a10c439c6..6e20db572b 100644
--- a/modules/gamecenter/game_center_delegate.mm
+++ b/modules/gamecenter/game_center_delegate.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gamecenter/game_center_module.cpp b/modules/gamecenter/game_center_module.cpp
index 6c5157345f..8f6ef291c0 100644
--- a/modules/gamecenter/game_center_module.cpp
+++ b/modules/gamecenter/game_center_module.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gamecenter/game_center_module.h b/modules/gamecenter/game_center_module.h
index 8da3ae02ee..5df3645b1c 100644
--- a/modules/gamecenter/game_center_module.h
+++ b/modules/gamecenter/game_center_module.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/android/android_gdn.cpp b/modules/gdnative/android/android_gdn.cpp
index bc39be1813..a48e51a390 100644
--- a/modules/gdnative/android/android_gdn.cpp
+++ b/modules/gdnative/android/android_gdn.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative.cpp b/modules/gdnative/gdnative.cpp
index bb72dd69b8..e3a359e09a 100644
--- a/modules/gdnative/gdnative.cpp
+++ b/modules/gdnative/gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative.h b/modules/gdnative/gdnative.h
index bba2c04a2a..765087d176 100644
--- a/modules/gdnative/gdnative.h
+++ b/modules/gdnative/gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/aabb.cpp b/modules/gdnative/gdnative/aabb.cpp
index dc1b79b9e5..41b5029ef4 100644
--- a/modules/gdnative/gdnative/aabb.cpp
+++ b/modules/gdnative/gdnative/aabb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/array.cpp b/modules/gdnative/gdnative/array.cpp
index 403d651165..7099b9d459 100644
--- a/modules/gdnative/gdnative/array.cpp
+++ b/modules/gdnative/gdnative/array.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/basis.cpp b/modules/gdnative/gdnative/basis.cpp
index e5891562a1..bfcd9bbf2c 100644
--- a/modules/gdnative/gdnative/basis.cpp
+++ b/modules/gdnative/gdnative/basis.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/callable.cpp b/modules/gdnative/gdnative/callable.cpp
index f200e9f171..d4730a14b3 100644
--- a/modules/gdnative/gdnative/callable.cpp
+++ b/modules/gdnative/gdnative/callable.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/color.cpp b/modules/gdnative/gdnative/color.cpp
index a93181e142..939dec3a47 100644
--- a/modules/gdnative/gdnative/color.cpp
+++ b/modules/gdnative/gdnative/color.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/dictionary.cpp b/modules/gdnative/gdnative/dictionary.cpp
index b34d73dc40..f3c040428a 100644
--- a/modules/gdnative/gdnative/dictionary.cpp
+++ b/modules/gdnative/gdnative/dictionary.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/gdnative.cpp b/modules/gdnative/gdnative/gdnative.cpp
index 4142ea892b..1c11130d89 100644
--- a/modules/gdnative/gdnative/gdnative.cpp
+++ b/modules/gdnative/gdnative/gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/node_path.cpp b/modules/gdnative/gdnative/node_path.cpp
index c031498612..7b215c0d0b 100644
--- a/modules/gdnative/gdnative/node_path.cpp
+++ b/modules/gdnative/gdnative/node_path.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/packed_arrays.cpp b/modules/gdnative/gdnative/packed_arrays.cpp
index 351c456a5d..e714999234 100644
--- a/modules/gdnative/gdnative/packed_arrays.cpp
+++ b/modules/gdnative/gdnative/packed_arrays.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/plane.cpp b/modules/gdnative/gdnative/plane.cpp
index 99fb5ff10a..32a90d08fa 100644
--- a/modules/gdnative/gdnative/plane.cpp
+++ b/modules/gdnative/gdnative/plane.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/quat.cpp b/modules/gdnative/gdnative/quat.cpp
index a41886e780..29edad6636 100644
--- a/modules/gdnative/gdnative/quat.cpp
+++ b/modules/gdnative/gdnative/quat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/rect2.cpp b/modules/gdnative/gdnative/rect2.cpp
index aeb034a4c0..40e8e64ca1 100644
--- a/modules/gdnative/gdnative/rect2.cpp
+++ b/modules/gdnative/gdnative/rect2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/rid.cpp b/modules/gdnative/gdnative/rid.cpp
index 24af04558b..33685ef51f 100644
--- a/modules/gdnative/gdnative/rid.cpp
+++ b/modules/gdnative/gdnative/rid.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/string.cpp b/modules/gdnative/gdnative/string.cpp
index 743c47c01a..734bbe0d16 100644
--- a/modules/gdnative/gdnative/string.cpp
+++ b/modules/gdnative/gdnative/string.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1112,7 +1112,7 @@ godot_string GDAPI godot_string_get_file(const godot_string *p_self) {
return result;
}
-godot_string GDAPI godot_string_humanize_size(size_t p_size) {
+godot_string GDAPI godot_string_humanize_size(uint64_t p_size) {
godot_string result;
String return_value = String::humanize_size(p_size);
memnew_placement(&result, String(return_value));
diff --git a/modules/gdnative/gdnative/string_name.cpp b/modules/gdnative/gdnative/string_name.cpp
index a840d74e18..3d83f744d6 100644
--- a/modules/gdnative/gdnative/string_name.cpp
+++ b/modules/gdnative/gdnative/string_name.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/transform.cpp b/modules/gdnative/gdnative/transform.cpp
index b17d6f8d4c..059e12b401 100644
--- a/modules/gdnative/gdnative/transform.cpp
+++ b/modules/gdnative/gdnative/transform.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/transform2d.cpp b/modules/gdnative/gdnative/transform2d.cpp
index 3c1105e323..878599514d 100644
--- a/modules/gdnative/gdnative/transform2d.cpp
+++ b/modules/gdnative/gdnative/transform2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/variant.cpp b/modules/gdnative/gdnative/variant.cpp
index 417abeaad3..7ee5fe59e2 100644
--- a/modules/gdnative/gdnative/variant.cpp
+++ b/modules/gdnative/gdnative/variant.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/vector2.cpp b/modules/gdnative/gdnative/vector2.cpp
index 0c2a414c08..6f42935228 100644
--- a/modules/gdnative/gdnative/vector2.cpp
+++ b/modules/gdnative/gdnative/vector2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative/vector3.cpp b/modules/gdnative/gdnative/vector3.cpp
index 3284afdc31..75aeb59c87 100644
--- a/modules/gdnative/gdnative/vector3.cpp
+++ b/modules/gdnative/gdnative/vector3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative_api.json b/modules/gdnative/gdnative_api.json
index e104c77eae..a29a0808ca 100644
--- a/modules/gdnative/gdnative_api.json
+++ b/modules/gdnative/gdnative_api.json
@@ -5029,7 +5029,7 @@
"name": "godot_string_humanize_size",
"return_type": "godot_string",
"arguments": [
- ["size_t", "p_size"]
+ ["uint64_t", "p_size"]
]
},
{
diff --git a/modules/gdnative/gdnative_library_editor_plugin.cpp b/modules/gdnative/gdnative_library_editor_plugin.cpp
index eafe0f43a4..d3cca5b1be 100644
--- a/modules/gdnative/gdnative_library_editor_plugin.cpp
+++ b/modules/gdnative/gdnative_library_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative_library_editor_plugin.h b/modules/gdnative/gdnative_library_editor_plugin.h
index 180ab7707c..184db3d817 100644
--- a/modules/gdnative/gdnative_library_editor_plugin.h
+++ b/modules/gdnative/gdnative_library_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative_library_singleton_editor.cpp b/modules/gdnative/gdnative_library_singleton_editor.cpp
index 409b6cbffe..f1b4a9a81b 100644
--- a/modules/gdnative/gdnative_library_singleton_editor.cpp
+++ b/modules/gdnative/gdnative_library_singleton_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/gdnative_library_singleton_editor.h b/modules/gdnative/gdnative_library_singleton_editor.h
index 1a213d8094..5bb823d920 100644
--- a/modules/gdnative/gdnative_library_singleton_editor.h
+++ b/modules/gdnative/gdnative_library_singleton_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/android/godot_android.h b/modules/gdnative/include/android/godot_android.h
index 45d4eaff37..867ef9e03a 100644
--- a/modules/gdnative/include/android/godot_android.h
+++ b/modules/gdnative/include/android/godot_android.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/aabb.h b/modules/gdnative/include/gdnative/aabb.h
index c776297944..daf5ebfdd8 100644
--- a/modules/gdnative/include/gdnative/aabb.h
+++ b/modules/gdnative/include/gdnative/aabb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/array.h b/modules/gdnative/include/gdnative/array.h
index 1374a899e5..9cc5bdfad5 100644
--- a/modules/gdnative/include/gdnative/array.h
+++ b/modules/gdnative/include/gdnative/array.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/basis.h b/modules/gdnative/include/gdnative/basis.h
index c7425ebbfa..c6dab4c3c1 100644
--- a/modules/gdnative/include/gdnative/basis.h
+++ b/modules/gdnative/include/gdnative/basis.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/callable.h b/modules/gdnative/include/gdnative/callable.h
index dbb5d02590..b3daaa7d0c 100644
--- a/modules/gdnative/include/gdnative/callable.h
+++ b/modules/gdnative/include/gdnative/callable.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/color.h b/modules/gdnative/include/gdnative/color.h
index e64097ef57..c6ef921ad9 100644
--- a/modules/gdnative/include/gdnative/color.h
+++ b/modules/gdnative/include/gdnative/color.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/dictionary.h b/modules/gdnative/include/gdnative/dictionary.h
index f02e43f173..3f664567d8 100644
--- a/modules/gdnative/include/gdnative/dictionary.h
+++ b/modules/gdnative/include/gdnative/dictionary.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/gdnative.h b/modules/gdnative/include/gdnative/gdnative.h
index 6a0a375da8..cc8bf52fe4 100644
--- a/modules/gdnative/include/gdnative/gdnative.h
+++ b/modules/gdnative/include/gdnative/gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/node_path.h b/modules/gdnative/include/gdnative/node_path.h
index 0cd0c3cb9c..052e4469a2 100644
--- a/modules/gdnative/include/gdnative/node_path.h
+++ b/modules/gdnative/include/gdnative/node_path.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/packed_arrays.h b/modules/gdnative/include/gdnative/packed_arrays.h
index 135d4036fc..f5b95eadd3 100644
--- a/modules/gdnative/include/gdnative/packed_arrays.h
+++ b/modules/gdnative/include/gdnative/packed_arrays.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/plane.h b/modules/gdnative/include/gdnative/plane.h
index 9843056489..a8625d4cd6 100644
--- a/modules/gdnative/include/gdnative/plane.h
+++ b/modules/gdnative/include/gdnative/plane.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/quat.h b/modules/gdnative/include/gdnative/quat.h
index d315b2d754..68ca1765dd 100644
--- a/modules/gdnative/include/gdnative/quat.h
+++ b/modules/gdnative/include/gdnative/quat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/rect2.h b/modules/gdnative/include/gdnative/rect2.h
index 5bf546e8c9..d3cb276e14 100644
--- a/modules/gdnative/include/gdnative/rect2.h
+++ b/modules/gdnative/include/gdnative/rect2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/rid.h b/modules/gdnative/include/gdnative/rid.h
index 73b601dc04..cbf066d47f 100644
--- a/modules/gdnative/include/gdnative/rid.h
+++ b/modules/gdnative/include/gdnative/rid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/string.h b/modules/gdnative/include/gdnative/string.h
index 101e119d4d..e58be18b21 100644
--- a/modules/gdnative/include/gdnative/string.h
+++ b/modules/gdnative/include/gdnative/string.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -261,7 +261,7 @@ godot_bool godot_string_is_empty(const godot_string *p_self);
// path functions
godot_string GDAPI godot_string_get_base_dir(const godot_string *p_self);
godot_string GDAPI godot_string_get_file(const godot_string *p_self);
-godot_string GDAPI godot_string_humanize_size(size_t p_size);
+godot_string GDAPI godot_string_humanize_size(uint64_t p_size);
godot_bool GDAPI godot_string_is_abs_path(const godot_string *p_self);
godot_bool GDAPI godot_string_is_rel_path(const godot_string *p_self);
godot_bool GDAPI godot_string_is_resource_file(const godot_string *p_self);
diff --git a/modules/gdnative/include/gdnative/string_name.h b/modules/gdnative/include/gdnative/string_name.h
index f2555ab98f..b468f716e1 100644
--- a/modules/gdnative/include/gdnative/string_name.h
+++ b/modules/gdnative/include/gdnative/string_name.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/transform.h b/modules/gdnative/include/gdnative/transform.h
index bc51438b17..948cb2ecfd 100644
--- a/modules/gdnative/include/gdnative/transform.h
+++ b/modules/gdnative/include/gdnative/transform.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/transform2d.h b/modules/gdnative/include/gdnative/transform2d.h
index 6b414ca7b2..51c5306c7d 100644
--- a/modules/gdnative/include/gdnative/transform2d.h
+++ b/modules/gdnative/include/gdnative/transform2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/variant.h b/modules/gdnative/include/gdnative/variant.h
index 2e803d602b..a50947cb72 100644
--- a/modules/gdnative/include/gdnative/variant.h
+++ b/modules/gdnative/include/gdnative/variant.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/vector2.h b/modules/gdnative/include/gdnative/vector2.h
index 0585ba4a78..eb146a9232 100644
--- a/modules/gdnative/include/gdnative/vector2.h
+++ b/modules/gdnative/include/gdnative/vector2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/gdnative/vector3.h b/modules/gdnative/include/gdnative/vector3.h
index 5127b8789b..e0205c2fc7 100644
--- a/modules/gdnative/include/gdnative/vector3.h
+++ b/modules/gdnative/include/gdnative/vector3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/nativescript/godot_nativescript.h b/modules/gdnative/include/nativescript/godot_nativescript.h
index cc12d58037..73b1738b03 100644
--- a/modules/gdnative/include/nativescript/godot_nativescript.h
+++ b/modules/gdnative/include/nativescript/godot_nativescript.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/net/godot_net.h b/modules/gdnative/include/net/godot_net.h
index 42804112f2..2fa576a5bf 100644
--- a/modules/gdnative/include/net/godot_net.h
+++ b/modules/gdnative/include/net/godot_net.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/net/godot_webrtc.h b/modules/gdnative/include/net/godot_webrtc.h
index 15e2df85cc..25aa72dae1 100644
--- a/modules/gdnative/include/net/godot_webrtc.h
+++ b/modules/gdnative/include/net/godot_webrtc.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/pluginscript/godot_pluginscript.h b/modules/gdnative/include/pluginscript/godot_pluginscript.h
index e4b1fd5eb0..cbd65e3772 100644
--- a/modules/gdnative/include/pluginscript/godot_pluginscript.h
+++ b/modules/gdnative/include/pluginscript/godot_pluginscript.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/text/godot_text.h b/modules/gdnative/include/text/godot_text.h
index 200a822e6d..9de47edf87 100644
--- a/modules/gdnative/include/text/godot_text.h
+++ b/modules/gdnative/include/text/godot_text.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/videodecoder/godot_videodecoder.h b/modules/gdnative/include/videodecoder/godot_videodecoder.h
index 16c92abd22..e5a2657997 100644
--- a/modules/gdnative/include/videodecoder/godot_videodecoder.h
+++ b/modules/gdnative/include/videodecoder/godot_videodecoder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/include/xr/godot_xr.h b/modules/gdnative/include/xr/godot_xr.h
index 22f7f021c4..235242bc84 100644
--- a/modules/gdnative/include/xr/godot_xr.h
+++ b/modules/gdnative/include/xr/godot_xr.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/nativescript/api_generator.cpp b/modules/gdnative/nativescript/api_generator.cpp
index c10de8d5a0..6b46c9418a 100644
--- a/modules/gdnative/nativescript/api_generator.cpp
+++ b/modules/gdnative/nativescript/api_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/nativescript/api_generator.h b/modules/gdnative/nativescript/api_generator.h
index 8555af5215..a324ded4a9 100644
--- a/modules/gdnative/nativescript/api_generator.h
+++ b/modules/gdnative/nativescript/api_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/nativescript/godot_nativescript.cpp b/modules/gdnative/nativescript/godot_nativescript.cpp
index 411acbe1ad..b2abf8b8ae 100644
--- a/modules/gdnative/nativescript/godot_nativescript.cpp
+++ b/modules/gdnative/nativescript/godot_nativescript.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/nativescript/nativescript.cpp b/modules/gdnative/nativescript/nativescript.cpp
index ad2ae6fd4a..e08961564d 100644
--- a/modules/gdnative/nativescript/nativescript.cpp
+++ b/modules/gdnative/nativescript/nativescript.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/nativescript/nativescript.h b/modules/gdnative/nativescript/nativescript.h
index e91d9b7bfb..9d72bf39d1 100644
--- a/modules/gdnative/nativescript/nativescript.h
+++ b/modules/gdnative/nativescript/nativescript.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/nativescript/register_types.cpp b/modules/gdnative/nativescript/register_types.cpp
index ac8c7ab2fd..0353ab2092 100644
--- a/modules/gdnative/nativescript/register_types.cpp
+++ b/modules/gdnative/nativescript/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/nativescript/register_types.h b/modules/gdnative/nativescript/register_types.h
index 088bf38dd5..d12ac9eda3 100644
--- a/modules/gdnative/nativescript/register_types.h
+++ b/modules/gdnative/nativescript/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/multiplayer_peer_gdnative.cpp b/modules/gdnative/net/multiplayer_peer_gdnative.cpp
index 997eec6425..8b5fc8db5c 100644
--- a/modules/gdnative/net/multiplayer_peer_gdnative.cpp
+++ b/modules/gdnative/net/multiplayer_peer_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/multiplayer_peer_gdnative.h b/modules/gdnative/net/multiplayer_peer_gdnative.h
index 64d764029f..593b2534dd 100644
--- a/modules/gdnative/net/multiplayer_peer_gdnative.h
+++ b/modules/gdnative/net/multiplayer_peer_gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/packet_peer_gdnative.cpp b/modules/gdnative/net/packet_peer_gdnative.cpp
index 6bb21cb48d..3bcdfed8ff 100644
--- a/modules/gdnative/net/packet_peer_gdnative.cpp
+++ b/modules/gdnative/net/packet_peer_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/packet_peer_gdnative.h b/modules/gdnative/net/packet_peer_gdnative.h
index 00de8f7f4c..29013f9367 100644
--- a/modules/gdnative/net/packet_peer_gdnative.h
+++ b/modules/gdnative/net/packet_peer_gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/register_types.cpp b/modules/gdnative/net/register_types.cpp
index 4e48a43210..645c43b7e3 100644
--- a/modules/gdnative/net/register_types.cpp
+++ b/modules/gdnative/net/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/register_types.h b/modules/gdnative/net/register_types.h
index 70b266f9b9..c99c6f6fbf 100644
--- a/modules/gdnative/net/register_types.h
+++ b/modules/gdnative/net/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/stream_peer_gdnative.cpp b/modules/gdnative/net/stream_peer_gdnative.cpp
index 9dcb184115..72ab72323d 100644
--- a/modules/gdnative/net/stream_peer_gdnative.cpp
+++ b/modules/gdnative/net/stream_peer_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/stream_peer_gdnative.h b/modules/gdnative/net/stream_peer_gdnative.h
index 302fb48012..dd5abceb83 100644
--- a/modules/gdnative/net/stream_peer_gdnative.h
+++ b/modules/gdnative/net/stream_peer_gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/net/webrtc_gdnative.cpp b/modules/gdnative/net/webrtc_gdnative.cpp
index d8c3ddc5f8..76ccbad009 100644
--- a/modules/gdnative/net/webrtc_gdnative.cpp
+++ b/modules/gdnative/net/webrtc_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/pluginscript_instance.cpp b/modules/gdnative/pluginscript/pluginscript_instance.cpp
index 0942fb40a8..432aa80325 100644
--- a/modules/gdnative/pluginscript/pluginscript_instance.cpp
+++ b/modules/gdnative/pluginscript/pluginscript_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/pluginscript_instance.h b/modules/gdnative/pluginscript/pluginscript_instance.h
index 76ff9f7097..865080fddf 100644
--- a/modules/gdnative/pluginscript/pluginscript_instance.h
+++ b/modules/gdnative/pluginscript/pluginscript_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/pluginscript_language.cpp b/modules/gdnative/pluginscript/pluginscript_language.cpp
index 93e3181972..3ed1dcaca9 100644
--- a/modules/gdnative/pluginscript/pluginscript_language.cpp
+++ b/modules/gdnative/pluginscript/pluginscript_language.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/pluginscript_language.h b/modules/gdnative/pluginscript/pluginscript_language.h
index 7548eba4a0..226b039265 100644
--- a/modules/gdnative/pluginscript/pluginscript_language.h
+++ b/modules/gdnative/pluginscript/pluginscript_language.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/pluginscript_loader.cpp b/modules/gdnative/pluginscript/pluginscript_loader.cpp
index 4feee4f4a5..cd1879a13e 100644
--- a/modules/gdnative/pluginscript/pluginscript_loader.cpp
+++ b/modules/gdnative/pluginscript/pluginscript_loader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/pluginscript_loader.h b/modules/gdnative/pluginscript/pluginscript_loader.h
index 7d80f4c733..7b1a7f5423 100644
--- a/modules/gdnative/pluginscript/pluginscript_loader.h
+++ b/modules/gdnative/pluginscript/pluginscript_loader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/pluginscript_script.cpp b/modules/gdnative/pluginscript/pluginscript_script.cpp
index d69ab2fcb7..31e6a81975 100644
--- a/modules/gdnative/pluginscript/pluginscript_script.cpp
+++ b/modules/gdnative/pluginscript/pluginscript_script.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/pluginscript_script.h b/modules/gdnative/pluginscript/pluginscript_script.h
index 12d93cc407..1c86f2056d 100644
--- a/modules/gdnative/pluginscript/pluginscript_script.h
+++ b/modules/gdnative/pluginscript/pluginscript_script.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/register_types.cpp b/modules/gdnative/pluginscript/register_types.cpp
index b354c23a9e..b94538b2f7 100644
--- a/modules/gdnative/pluginscript/register_types.cpp
+++ b/modules/gdnative/pluginscript/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/pluginscript/register_types.h b/modules/gdnative/pluginscript/register_types.h
index c6a64b4f40..2118f668e9 100644
--- a/modules/gdnative/pluginscript/register_types.h
+++ b/modules/gdnative/pluginscript/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/register_types.cpp b/modules/gdnative/register_types.cpp
index b88bf58256..31f4fecb19 100644
--- a/modules/gdnative/register_types.cpp
+++ b/modules/gdnative/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/register_types.h b/modules/gdnative/register_types.h
index b5c182f8b7..662c638442 100644
--- a/modules/gdnative/register_types.h
+++ b/modules/gdnative/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/tests/test_string.h b/modules/gdnative/tests/test_string.h
index 7eccc74987..3e2ba7451b 100644
--- a/modules/gdnative/tests/test_string.h
+++ b/modules/gdnative/tests/test_string.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/text/register_types.cpp b/modules/gdnative/text/register_types.cpp
index e1d4547aa0..67385d2fbf 100644
--- a/modules/gdnative/text/register_types.cpp
+++ b/modules/gdnative/text/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/text/register_types.h b/modules/gdnative/text/register_types.h
index 027653e58e..cd4f2a3089 100644
--- a/modules/gdnative/text/register_types.h
+++ b/modules/gdnative/text/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/text/text_server_gdnative.cpp b/modules/gdnative/text/text_server_gdnative.cpp
index baaa3c0e21..f670d4af6f 100644
--- a/modules/gdnative/text/text_server_gdnative.cpp
+++ b/modules/gdnative/text/text_server_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/text/text_server_gdnative.h b/modules/gdnative/text/text_server_gdnative.h
index 959302aaf4..9cbb94217e 100644
--- a/modules/gdnative/text/text_server_gdnative.h
+++ b/modules/gdnative/text/text_server_gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/videodecoder/register_types.cpp b/modules/gdnative/videodecoder/register_types.cpp
index 8ee1c8d183..394831daeb 100644
--- a/modules/gdnative/videodecoder/register_types.cpp
+++ b/modules/gdnative/videodecoder/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/videodecoder/register_types.h b/modules/gdnative/videodecoder/register_types.h
index b1a83d4071..809225c925 100644
--- a/modules/gdnative/videodecoder/register_types.h
+++ b/modules/gdnative/videodecoder/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/videodecoder/video_stream_gdnative.cpp b/modules/gdnative/videodecoder/video_stream_gdnative.cpp
index 61e882f2fe..18d26a9528 100644
--- a/modules/gdnative/videodecoder/video_stream_gdnative.cpp
+++ b/modules/gdnative/videodecoder/video_stream_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/videodecoder/video_stream_gdnative.h b/modules/gdnative/videodecoder/video_stream_gdnative.h
index 408d4a2454..e64cda6602 100644
--- a/modules/gdnative/videodecoder/video_stream_gdnative.h
+++ b/modules/gdnative/videodecoder/video_stream_gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/xr/register_types.cpp b/modules/gdnative/xr/register_types.cpp
index da3a7dc4b8..b60a04f470 100644
--- a/modules/gdnative/xr/register_types.cpp
+++ b/modules/gdnative/xr/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/xr/register_types.h b/modules/gdnative/xr/register_types.h
index 2501d28651..4e7469abe9 100644
--- a/modules/gdnative/xr/register_types.h
+++ b/modules/gdnative/xr/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/xr/xr_interface_gdnative.cpp b/modules/gdnative/xr/xr_interface_gdnative.cpp
index d1d575db62..d4fd2876b5 100644
--- a/modules/gdnative/xr/xr_interface_gdnative.cpp
+++ b/modules/gdnative/xr/xr_interface_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnative/xr/xr_interface_gdnative.h b/modules/gdnative/xr/xr_interface_gdnative.h
index de96487397..84bd8fc731 100644
--- a/modules/gdnative/xr/xr_interface_gdnative.h
+++ b/modules/gdnative/xr/xr_interface_gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/gd_navigation_server.cpp b/modules/gdnavigation/gd_navigation_server.cpp
index c80cdcfeab..4f61ad5040 100644
--- a/modules/gdnavigation/gd_navigation_server.cpp
+++ b/modules/gdnavigation/gd_navigation_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/gd_navigation_server.h b/modules/gdnavigation/gd_navigation_server.h
index c00d60ced7..92f4ccfdd5 100644
--- a/modules/gdnavigation/gd_navigation_server.h
+++ b/modules/gdnavigation/gd_navigation_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/nav_map.cpp b/modules/gdnavigation/nav_map.cpp
index c8c1b422e8..2646a4cc0c 100644
--- a/modules/gdnavigation/nav_map.cpp
+++ b/modules/gdnavigation/nav_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/nav_map.h b/modules/gdnavigation/nav_map.h
index 892755f3f9..bffc1fbc1a 100644
--- a/modules/gdnavigation/nav_map.h
+++ b/modules/gdnavigation/nav_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/nav_region.cpp b/modules/gdnavigation/nav_region.cpp
index 51fba67cc3..383b0f15a6 100644
--- a/modules/gdnavigation/nav_region.cpp
+++ b/modules/gdnavigation/nav_region.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/nav_region.h b/modules/gdnavigation/nav_region.h
index 731855bfb5..954780033b 100644
--- a/modules/gdnavigation/nav_region.h
+++ b/modules/gdnavigation/nav_region.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/nav_rid.h b/modules/gdnavigation/nav_rid.h
index b727fceb04..a0a60a3643 100644
--- a/modules/gdnavigation/nav_rid.h
+++ b/modules/gdnavigation/nav_rid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/nav_utils.h b/modules/gdnavigation/nav_utils.h
index 40e54df553..d1d1687a1f 100644
--- a/modules/gdnavigation/nav_utils.h
+++ b/modules/gdnavigation/nav_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/navigation_mesh_editor_plugin.cpp b/modules/gdnavigation/navigation_mesh_editor_plugin.cpp
index 2d3be7b071..aa9248d2a1 100644
--- a/modules/gdnavigation/navigation_mesh_editor_plugin.cpp
+++ b/modules/gdnavigation/navigation_mesh_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/navigation_mesh_editor_plugin.h b/modules/gdnavigation/navigation_mesh_editor_plugin.h
index f09182fff4..c39269865b 100644
--- a/modules/gdnavigation/navigation_mesh_editor_plugin.h
+++ b/modules/gdnavigation/navigation_mesh_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/navigation_mesh_generator.cpp b/modules/gdnavigation/navigation_mesh_generator.cpp
index 88428d5eb4..a7d4e79148 100644
--- a/modules/gdnavigation/navigation_mesh_generator.cpp
+++ b/modules/gdnavigation/navigation_mesh_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/navigation_mesh_generator.h b/modules/gdnavigation/navigation_mesh_generator.h
index c5f7b2ab81..88ccdb1c41 100644
--- a/modules/gdnavigation/navigation_mesh_generator.h
+++ b/modules/gdnavigation/navigation_mesh_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/register_types.cpp b/modules/gdnavigation/register_types.cpp
index 1ae19ebe47..8443d3d242 100644
--- a/modules/gdnavigation/register_types.cpp
+++ b/modules/gdnavigation/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/register_types.h b/modules/gdnavigation/register_types.h
index cdbff1b937..c2bb08c649 100644
--- a/modules/gdnavigation/register_types.h
+++ b/modules/gdnavigation/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/rvo_agent.cpp b/modules/gdnavigation/rvo_agent.cpp
index 1e1bdbd07d..21e43d08c1 100644
--- a/modules/gdnavigation/rvo_agent.cpp
+++ b/modules/gdnavigation/rvo_agent.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdnavigation/rvo_agent.h b/modules/gdnavigation/rvo_agent.h
index de36508edb..d9e3345498 100644
--- a/modules/gdnavigation/rvo_agent.h
+++ b/modules/gdnavigation/rvo_agent.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml
index d60ed8c60c..9e974b6fdc 100644
--- a/modules/gdscript/doc_classes/@GDScript.xml
+++ b/modules/gdscript/doc_classes/@GDScript.xml
@@ -32,59 +32,6 @@
[/codeblock]
</description>
</method>
- <method name="ColorN">
- <return type="Color">
- </return>
- <argument index="0" name="name" type="String">
- </argument>
- <argument index="1" name="alpha" type="float" default="1.0">
- </argument>
- <description>
- Returns a color according to the standardized [code]name[/code] with [code]alpha[/code] ranging from 0 to 1.
- [codeblock]
- red = ColorN("red", 1)
- [/codeblock]
- Supported color names are the same as the constants defined in [Color].
- </description>
- </method>
- <method name="abs">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the absolute value of parameter [code]s[/code] (i.e. positive value).
- [codeblock]
- a = abs(-1) # a is 1
- [/codeblock]
- </description>
- </method>
- <method name="acos">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of cosine [code]s[/code].
- [codeblock]
- # c is 0.523599 or 30 degrees if converted with rad2deg(s)
- c = acos(0.866025)
- [/codeblock]
- </description>
- </method>
- <method name="asin">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the arc sine of [code]s[/code] in radians. Use to get the angle of sine [code]s[/code].
- [codeblock]
- # s is 0.523599 or 30 degrees if converted with rad2deg(s)
- s = asin(0.5)
- [/codeblock]
- </description>
- </method>
<method name="assert">
<return type="void">
</return>
@@ -93,7 +40,7 @@
<argument index="1" name="message" type="String" default="&quot;&quot;">
</argument>
<description>
- Asserts that the [code]condition[/code] is [code]true[/code]. If the [code]condition[/code] is [code]false[/code], an error is generated. When running from the editor, the running project will also be paused until you resume it. This can be used as a stronger form of [method push_error] for reporting errors to project developers or add-on users.
+ Asserts that the [code]condition[/code] is [code]true[/code]. If the [code]condition[/code] is [code]false[/code], an error is generated. When running from the editor, the running project will also be paused until you resume it. This can be used as a stronger form of [method @GlobalScope.push_error] for reporting errors to project developers or add-on users.
[b]Note:[/b] For performance reasons, the code inside [method assert] is only executed in debug builds or when running the project from the editor. Don't include code that has side effects in an [method assert] call. Otherwise, the project will behave differently when exported in release mode.
The optional [code]message[/code] argument, if given, is shown in addition to the generic "Assertion failed" message. You can use this to provide additional details about why the assertion failed.
[codeblock]
@@ -106,75 +53,10 @@
[/codeblock]
</description>
</method>
- <method name="atan">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the arc tangent of [code]s[/code] in radians. Use it to get the angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == angle[/code].
- The method cannot know in which quadrant the angle should fall. See [method atan2] if you have both [code]y[/code] and [code]x[/code].
- [codeblock]
- a = atan(0.5) # a is 0.463648
- [/codeblock]
- </description>
- </method>
- <method name="atan2">
- <return type="float">
- </return>
- <argument index="0" name="y" type="float">
- </argument>
- <argument index="1" name="x" type="float">
- </argument>
- <description>
- Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle of tangent [code]y/x[/code]. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant.
- Important note: The Y coordinate comes first, by convention.
- [codeblock]
- a = atan2(0, -1) # a is 3.141593
- [/codeblock]
- </description>
- </method>
- <method name="bytes2var">
- <return type="Variant">
- </return>
- <argument index="0" name="bytes" type="PackedByteArray">
- </argument>
- <argument index="1" name="allow_objects" type="bool" default="false">
- </argument>
- <description>
- Decodes a byte array back to a value. When [code]allow_objects[/code] is [code]true[/code] decoding objects is allowed.
- [b]WARNING:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
- </description>
- </method>
- <method name="cartesian2polar">
- <return type="Vector2">
- </return>
- <argument index="0" name="x" type="float">
- </argument>
- <argument index="1" name="y" type="float">
- </argument>
- <description>
- Converts a 2D point expressed in the cartesian coordinate system (X and Y axis) to the polar coordinate system (a distance from the origin and an angle).
- </description>
- </method>
- <method name="ceil">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Rounds [code]s[/code] upward (towards positive infinity), returning the smallest whole number that is not less than [code]s[/code].
- [codeblock]
- a = ceil(1.45) # a is 2.0
- a = ceil(1.001) # a is 2.0
- [/codeblock]
- See also [method floor], [method round], [method snapped], and [int].
- </description>
- </method>
<method name="char">
<return type="String">
</return>
- <argument index="0" name="code" type="int">
+ <argument index="0" name="char" type="int">
</argument>
<description>
Returns a character as a String of the given Unicode code point (which is compatible with ASCII code).
@@ -183,25 +65,6 @@
a = char(65 + 32) # a is "a"
a = char(8364) # a is "€"
[/codeblock]
- This is the inverse of [method ord].
- </description>
- </method>
- <method name="clamp">
- <return type="float">
- </return>
- <argument index="0" name="value" type="float">
- </argument>
- <argument index="1" name="min" type="float">
- </argument>
- <argument index="2" name="max" type="float">
- </argument>
- <description>
- Clamps [code]value[/code] and returns a value not less than [code]min[/code] and not more than [code]max[/code].
- [codeblock]
- a = clamp(1000, 1, 20) # a is 20
- a = clamp(-10, 1, 20) # a is 1
- a = clamp(15, 1, 20) # a is 15
- [/codeblock]
</description>
</method>
<method name="convert">
@@ -223,159 +86,15 @@
[/codeblock]
</description>
</method>
- <method name="cos">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the cosine of angle [code]s[/code] in radians.
- [codeblock]
- a = cos(TAU) # a is 1.0
- a = cos(PI) # a is -1.0
- [/codeblock]
- </description>
- </method>
- <method name="cosh">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the hyperbolic cosine of [code]s[/code] in radians.
- [codeblock]
- print(cosh(1)) # Prints 1.543081
- [/codeblock]
- </description>
- </method>
- <method name="db2linear">
- <return type="float">
- </return>
- <argument index="0" name="db" type="float">
- </argument>
- <description>
- Converts from decibels to linear energy (audio).
- </description>
- </method>
- <method name="dectime">
- <return type="float">
- </return>
- <argument index="0" name="value" type="float">
- </argument>
- <argument index="1" name="amount" type="float">
- </argument>
- <argument index="2" name="step" type="float">
- </argument>
- <description>
- Returns the result of [code]value[/code] decreased by [code]step[/code] * [code]amount[/code].
- [codeblock]
- a = dectime(60, 10, 0.1)) # a is 59.0
- [/codeblock]
- </description>
- </method>
- <method name="deg2rad">
- <return type="float">
- </return>
- <argument index="0" name="deg" type="float">
- </argument>
- <description>
- Converts an angle expressed in degrees to radians.
- [codeblock]
- r = deg2rad(180) # r is 3.141593
- [/codeblock]
- </description>
- </method>
<method name="dict2inst">
<return type="Object">
</return>
- <argument index="0" name="dict" type="Dictionary">
+ <argument index="0" name="dictionary" type="Dictionary">
</argument>
<description>
Converts a dictionary (previously created with [method inst2dict]) back to an instance. Useful for deserializing.
</description>
</method>
- <method name="ease">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <argument index="1" name="curve" type="float">
- </argument>
- <description>
- Easing function, based on exponent. The curve values are: 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in.
- </description>
- </method>
- <method name="exp">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- The natural exponential function. It raises the mathematical constant [b]e[/b] to the power of [code]s[/code] and returns it.
- [b]e[/b] has an approximate value of 2.71828, and can be obtained with [code]exp(1)[/code].
- For exponents to other bases use the method [method pow].
- [codeblock]
- a = exp(2) # Approximately 7.39
- [/codeblock]
- </description>
- </method>
- <method name="floor">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Rounds [code]s[/code] downward (towards negative infinity), returning the largest whole number that is not more than [code]s[/code].
- [codeblock]
- a = floor(2.45) # a is 2.0
- a = floor(2.99) # a is 2.0
- a = floor(-2.99) # a is -3.0
- [/codeblock]
- See also [method ceil], [method round], [method snapped], and [int].
- [b]Note:[/b] This method returns a float. If you need an integer and [code]s[/code] is a non-negative number, you can use [code]int(s)[/code] directly.
- </description>
- </method>
- <method name="fmod">
- <return type="float">
- </return>
- <argument index="0" name="a" type="float">
- </argument>
- <argument index="1" name="b" type="float">
- </argument>
- <description>
- Returns the floating-point remainder of [code]a/b[/code], keeping the sign of [code]a[/code].
- [codeblock]
- r = fmod(7, 5.5) # r is 1.5
- [/codeblock]
- For the integer remainder operation, use the % operator.
- </description>
- </method>
- <method name="fposmod">
- <return type="float">
- </return>
- <argument index="0" name="a" type="float">
- </argument>
- <argument index="1" name="b" type="float">
- </argument>
- <description>
- Returns the floating-point modulus of [code]a/b[/code] that wraps equally in positive and negative.
- [codeblock]
- for i in 7:
- var x = 0.5 * i - 1.5
- print("%4.1f %4.1f %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
- [/codeblock]
- Produces:
- [codeblock]
- -1.5 -0.0 0.0
- -1.0 -1.0 0.5
- -0.5 -0.5 1.0
- 0.0 0.0 0.0
- 0.5 0.5 0.5
- 1.0 1.0 1.0
- 1.5 0.0 0.0
- [/codeblock]
- </description>
- </method>
<method name="get_stack">
<return type="Array">
</return>
@@ -397,22 +116,10 @@
[/codeblock]
</description>
</method>
- <method name="hash">
- <return type="int">
- </return>
- <argument index="0" name="var" type="Variant">
- </argument>
- <description>
- Returns the integer hash of the variable passed.
- [codeblock]
- print(hash("a")) # Prints 177670
- [/codeblock]
- </description>
- </method>
<method name="inst2dict">
<return type="Dictionary">
</return>
- <argument index="0" name="inst" type="Object">
+ <argument index="0" name="instance" type="Object">
</argument>
<description>
Returns the passed instance converted to a dictionary (useful for serializing).
@@ -430,92 +137,6 @@
[/codeblock]
</description>
</method>
- <method name="instance_from_id">
- <return type="Object">
- </return>
- <argument index="0" name="instance_id" type="int">
- </argument>
- <description>
- Returns the Object that corresponds to [code]instance_id[/code]. All Objects have a unique instance ID.
- [codeblock]
- var foo = "bar"
- func _ready():
- var id = get_instance_id()
- var inst = instance_from_id(id)
- print(inst.foo) # Prints bar
- [/codeblock]
- </description>
- </method>
- <method name="inverse_lerp">
- <return type="float">
- </return>
- <argument index="0" name="from" type="float">
- </argument>
- <argument index="1" name="to" type="float">
- </argument>
- <argument index="2" name="weight" type="float">
- </argument>
- <description>
- Returns a normalized value considering the given range. This is the opposite of [method lerp].
- [codeblock]
- var middle = lerp(20, 30, 0.75)
- # `middle` is now 27.5.
- # Now, we pretend to have forgotten the original ratio and want to get it back.
- var ratio = inverse_lerp(20, 30, 27.5)
- # `ratio` is now 0.75.
- [/codeblock]
- </description>
- </method>
- <method name="is_equal_approx">
- <return type="bool">
- </return>
- <argument index="0" name="a" type="float">
- </argument>
- <argument index="1" name="b" type="float">
- </argument>
- <description>
- Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are approximately equal to each other.
- Here, approximately equal means that [code]a[/code] and [code]b[/code] are within a small internal epsilon of each other, which scales with the magnitude of the numbers.
- Infinity values of the same sign are considered equal.
- </description>
- </method>
- <method name="is_inf">
- <return type="bool">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns whether [code]s[/code] is an infinity value (either positive infinity or negative infinity).
- </description>
- </method>
- <method name="is_instance_valid">
- <return type="bool">
- </return>
- <argument index="0" name="instance" type="Object">
- </argument>
- <description>
- Returns whether [code]instance[/code] is a valid object (e.g. has not been deleted from memory).
- </description>
- </method>
- <method name="is_nan">
- <return type="bool">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns whether [code]s[/code] is a NaN ("Not a Number" or invalid) value.
- </description>
- </method>
- <method name="is_zero_approx">
- <return type="bool">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns [code]true[/code] if [code]s[/code] is zero or almost zero.
- This method is faster than using [method is_equal_approx] with one value as zero.
- </description>
- </method>
<method name="len">
<return type="int">
</return>
@@ -530,63 +151,6 @@
[/codeblock]
</description>
</method>
- <method name="lerp">
- <return type="Variant">
- </return>
- <argument index="0" name="from" type="Variant">
- </argument>
- <argument index="1" name="to" type="Variant">
- </argument>
- <argument index="2" name="weight" type="float">
- </argument>
- <description>
- Linearly interpolates between two values by a normalized value. This is the opposite of [method inverse_lerp].
- If the [code]from[/code] and [code]to[/code] arguments are of type [int] or [float], the return value is a [float].
- If both are of the same vector type ([Vector2], [Vector3] or [Color]), the return value will be of the same type ([code]lerp[/code] then calls the vector type's [code]lerp[/code] method).
- [codeblock]
- lerp(0, 4, 0.75) # Returns 3.0
- lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)
- [/codeblock]
- </description>
- </method>
- <method name="lerp_angle">
- <return type="float">
- </return>
- <argument index="0" name="from" type="float">
- </argument>
- <argument index="1" name="to" type="float">
- </argument>
- <argument index="2" name="weight" type="float">
- </argument>
- <description>
- Linearly interpolates between two angles (in radians) by a normalized value.
- Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU].
- [codeblock]
- extends Sprite
- var elapsed = 0.0
- func _process(delta):
- var min_angle = deg2rad(0.0)
- var max_angle = deg2rad(90.0)
- rotation = lerp_angle(min_angle, max_angle, elapsed)
- elapsed += delta
- [/codeblock]
- </description>
- </method>
- <method name="linear2db">
- <return type="float">
- </return>
- <argument index="0" name="nrg" type="float">
- </argument>
- <description>
- Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). Example:
- [codeblock]
- # "Slider" refers to a node that inherits Range such as HSlider or VSlider.
- # Its range must be configured to go from 0 to 1.
- # Change the bus name if you'd like to change the volume of a specific bus only.
- AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear2db($Slider.value))
- [/codeblock]
- </description>
- </method>
<method name="load">
<return type="Resource">
</return>
@@ -603,172 +167,6 @@
This method is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
</description>
</method>
- <method name="log">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Natural logarithm. The amount of time needed to reach a certain level of continuous growth.
- [b]Note:[/b] This is not the same as the "log" function on most calculators, which uses a base 10 logarithm.
- [codeblock]
- log(10) # Returns 2.302585
- [/codeblock]
- [b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while negative values return [code]-nan[/code].
- </description>
- </method>
- <method name="max">
- <return type="float">
- </return>
- <argument index="0" name="a" type="float">
- </argument>
- <argument index="1" name="b" type="float">
- </argument>
- <description>
- Returns the maximum of two values.
- [codeblock]
- max(1, 2) # Returns 2
- max(-3.99, -4) # Returns -3.99
- [/codeblock]
- </description>
- </method>
- <method name="min">
- <return type="float">
- </return>
- <argument index="0" name="a" type="float">
- </argument>
- <argument index="1" name="b" type="float">
- </argument>
- <description>
- Returns the minimum of two values.
- [codeblock]
- min(1, 2) # Returns 1
- min(-3.99, -4) # Returns -4
- [/codeblock]
- </description>
- </method>
- <method name="move_toward">
- <return type="float">
- </return>
- <argument index="0" name="from" type="float">
- </argument>
- <argument index="1" name="to" type="float">
- </argument>
- <argument index="2" name="delta" type="float">
- </argument>
- <description>
- Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] value.
- Use a negative [code]delta[/code] value to move away.
- [codeblock]
- move_toward(5, 10, 4) # Returns 9
- move_toward(10, 5, 4) # Returns 6
- move_toward(10, 5, -1.5) # Returns 11.5
- [/codeblock]
- </description>
- </method>
- <method name="nearest_po2">
- <return type="int">
- </return>
- <argument index="0" name="value" type="int">
- </argument>
- <description>
- Returns the nearest equal or larger power of 2 for integer [code]value[/code].
- In other words, returns the smallest value [code]a[/code] where [code]a = pow(2, n)[/code] such that [code]value &lt;= a[/code] for some non-negative integer [code]n[/code].
- [codeblock]
- nearest_po2(3) # Returns 4
- nearest_po2(4) # Returns 4
- nearest_po2(5) # Returns 8
-
- nearest_po2(0) # Returns 0 (this may not be what you expect)
- nearest_po2(-1) # Returns 0 (this may not be what you expect)
- [/codeblock]
- [b]WARNING:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for non-positive values of [code]value[/code] (in reality, 1 is the smallest integer power of 2).
- </description>
- </method>
- <method name="ord">
- <return type="int">
- </return>
- <argument index="0" name="char" type="String">
- </argument>
- <description>
- Returns an integer representing the Unicode code point of the given Unicode character [code]char[/code].
- [codeblock]
- a = ord("A") # a is 65
- a = ord("a") # a is 97
- a = ord("€") # a is 8364
- [/codeblock]
- This is the inverse of [method char].
- </description>
- </method>
- <method name="parse_json">
- <return type="Variant">
- </return>
- <argument index="0" name="json" type="String">
- </argument>
- <description>
- Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's type is what you expect.)
- [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, parsing a JSON text will convert all numerical values to [float] types.
- [b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:
- [codeblock]
- var p = JSON.parse('["hello", "world", "!"]')
- if typeof(p.result) == TYPE_ARRAY:
- print(p.result[0]) # Prints "hello"
- else:
- push_error("Unexpected results.")
- [/codeblock]
- See also [JSON] for an alternative way to parse JSON text.
- </description>
- </method>
- <method name="polar2cartesian">
- <return type="Vector2">
- </return>
- <argument index="0" name="r" type="float">
- </argument>
- <argument index="1" name="th" type="float">
- </argument>
- <description>
- Converts a 2D point expressed in the polar coordinate system (a distance from the origin [code]r[/code] and an angle [code]th[/code]) to the cartesian coordinate system (X and Y axis).
- </description>
- </method>
- <method name="posmod">
- <return type="int">
- </return>
- <argument index="0" name="a" type="int">
- </argument>
- <argument index="1" name="b" type="int">
- </argument>
- <description>
- Returns the integer modulus of [code]a/b[/code] that wraps equally in positive and negative.
- [codeblock]
- for i in range(-3, 4):
- print("%2d %2d %2d" % [i, i % 3, posmod(i, 3)])
- [/codeblock]
- Produces:
- [codeblock]
- -3 0 0
- -2 -2 1
- -1 -1 2
- 0 0 0
- 1 1 1
- 2 2 2
- 3 0 0
- [/codeblock]
- </description>
- </method>
- <method name="pow">
- <return type="float">
- </return>
- <argument index="0" name="base" type="float">
- </argument>
- <argument index="1" name="exp" type="float">
- </argument>
- <description>
- Returns the result of [code]base[/code] raised to the power of [code]exp[/code].
- [codeblock]
- pow(2, 5) # Returns 32.0
- [/codeblock]
- </description>
- </method>
<method name="preload">
<return type="Resource">
</return>
@@ -783,23 +181,11 @@
[/codeblock]
</description>
</method>
- <method name="print" qualifiers="vararg">
- <return type="void">
- </return>
- <description>
- Converts one or more arguments to strings in the best way possible and prints them to the console.
- [codeblock]
- a = [1, 2, 3]
- print("a", "=", a) # Prints a=[1, 2, 3]
- [/codeblock]
- [b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
- </description>
- </method>
<method name="print_debug" qualifiers="vararg">
<return type="void">
</return>
<description>
- Like [method print], but prints only when used in debug mode.
+ Like [method @GlobalScope.print], but prints only when used in debug mode.
</description>
</method>
<method name="print_stack">
@@ -813,158 +199,6 @@
[/codeblock]
</description>
</method>
- <method name="printerr" qualifiers="vararg">
- <return type="void">
- </return>
- <description>
- Prints one or more arguments to strings in the best way possible to standard error line.
- [codeblock]
- printerr("prints to stderr")
- [/codeblock]
- </description>
- </method>
- <method name="printraw" qualifiers="vararg">
- <return type="void">
- </return>
- <description>
- Prints one or more arguments to strings in the best way possible to console. No newline is added at the end.
- [codeblock]
- printraw("A")
- printraw("B")
- # Prints AB
- [/codeblock]
- [b]Note:[/b] Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as [method print].
- </description>
- </method>
- <method name="prints" qualifiers="vararg">
- <return type="void">
- </return>
- <description>
- Prints one or more arguments to the console with a space between each argument.
- [codeblock]
- prints("A", "B", "C") # Prints A B C
- [/codeblock]
- </description>
- </method>
- <method name="printt" qualifiers="vararg">
- <return type="void">
- </return>
- <description>
- Prints one or more arguments to the console with a tab between each argument.
- [codeblock]
- printt("A", "B", "C") # Prints A B C
- [/codeblock]
- </description>
- </method>
- <method name="push_error">
- <return type="void">
- </return>
- <argument index="0" name="message" type="String">
- </argument>
- <description>
- Pushes an error message to Godot's built-in debugger and to the OS terminal.
- [codeblock]
- push_error("test error") # Prints "test error" to debugger and terminal as error call
- [/codeblock]
- [b]Note:[/b] Errors printed this way will not pause project execution. To print an error message and pause project execution in debug builds, use [code]assert(false, "test error")[/code] instead.
- </description>
- </method>
- <method name="push_warning">
- <return type="void">
- </return>
- <argument index="0" name="message" type="String">
- </argument>
- <description>
- Pushes a warning message to Godot's built-in debugger and to the OS terminal.
- [codeblock]
- push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call
- [/codeblock]
- </description>
- </method>
- <method name="rad2deg">
- <return type="float">
- </return>
- <argument index="0" name="rad" type="float">
- </argument>
- <description>
- Converts an angle expressed in radians to degrees.
- [codeblock]
- rad2deg(0.523599) # Returns 30.0
- [/codeblock]
- </description>
- </method>
- <method name="rand_seed">
- <return type="Array">
- </return>
- <argument index="0" name="seed" type="int">
- </argument>
- <description>
- Random from seed: pass a [code]seed[/code], and an array with both number and new seed is returned. "Seed" here refers to the internal state of the pseudo random number generator. The internal state of the current implementation is 64 bits.
- </description>
- </method>
- <method name="randf">
- <return type="float">
- </return>
- <description>
- Returns a random floating point value on the interval [code][0, 1][/code].
- [codeblock]
- randf() # Returns e.g. 0.375671
- [/codeblock]
- </description>
- </method>
- <method name="randf_range">
- <return type="float">
- </return>
- <argument index="0" name="from" type="float">
- </argument>
- <argument index="1" name="to" type="float">
- </argument>
- <description>
- Random range, any floating point value between [code]from[/code] and [code]to[/code].
- [codeblock]
- prints(randf_range(-10, 10), randf_range(-10, 10)) # Prints e.g. -3.844535 7.45315
- [/codeblock]
- </description>
- </method>
- <method name="randi">
- <return type="int">
- </return>
- <description>
- Returns a random unsigned 32 bit integer. Use remainder to obtain a random value in the interval [code][0, N - 1][/code] (where N is smaller than 2^32).
- [codeblock]
- randi() # Returns random integer between 0 and 2^32 - 1
- randi() % 20 # Returns random integer between 0 and 19
- randi() % 100 # Returns random integer between 0 and 99
- randi() % 100 + 1 # Returns random integer between 1 and 100
- [/codeblock]
- </description>
- </method>
- <method name="randi_range">
- <return type="int">
- </return>
- <argument index="0" name="from" type="int">
- </argument>
- <argument index="1" name="to" type="int">
- </argument>
- <description>
- Random range, any 32-bit integer value between [code]from[/code] and [code]to[/code] (inclusive). If [code]to[/code] is lesser than [code]from[/code] they are swapped.
- [codeblock]
- print(randi_range(0, 1)) # Prints 0 or 1
- print(randi_range(-10, 1000)) # Prints any number from -10 to 1000
- [/codeblock]
- </description>
- </method>
- <method name="randomize">
- <return type="void">
- </return>
- <description>
- Randomizes the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
- [codeblock]
- func _ready():
- randomize()
- [/codeblock]
- </description>
- </method>
<method name="range" qualifiers="vararg">
<return type="Array">
</return>
@@ -983,157 +217,6 @@
[/codeblock]
</description>
</method>
- <method name="range_lerp">
- <return type="float">
- </return>
- <argument index="0" name="value" type="float">
- </argument>
- <argument index="1" name="istart" type="float">
- </argument>
- <argument index="2" name="istop" type="float">
- </argument>
- <argument index="3" name="ostart" type="float">
- </argument>
- <argument index="4" name="ostop" type="float">
- </argument>
- <description>
- Maps a [code]value[/code] from range [code][istart, istop][/code] to [code][ostart, ostop][/code].
- [codeblock]
- range_lerp(75, 0, 100, -1, 1) # Returns 0.5
- [/codeblock]
- </description>
- </method>
- <method name="round">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Rounds [code]s[/code] to the nearest whole number, with halfway cases rounded away from zero.
- [codeblock]
- a = round(2.49) # a is 2.0
- a = round(2.5) # a is 3.0
- a = round(2.51) # a is 3.0
- [/codeblock]
- See also [method floor], [method ceil], [method snapped], and [int].
- </description>
- </method>
- <method name="seed">
- <return type="void">
- </return>
- <argument index="0" name="seed" type="int">
- </argument>
- <description>
- Sets seed for the random number generator.
- [codeblock]
- my_seed = "Godot Rocks"
- seed(my_seed.hash())
- [/codeblock]
- </description>
- </method>
- <method name="sign">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is 0.
- [codeblock]
- sign(-6) # Returns -1
- sign(0) # Returns 0
- sign(6) # Returns 1
- [/codeblock]
- </description>
- </method>
- <method name="sin">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the sine of angle [code]s[/code] in radians.
- [codeblock]
- sin(0.523599) # Returns 0.5
- [/codeblock]
- </description>
- </method>
- <method name="sinh">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the hyperbolic sine of [code]s[/code].
- [codeblock]
- a = log(2.0) # Returns 0.693147
- sinh(a) # Returns 0.75
- [/codeblock]
- </description>
- </method>
- <method name="smoothstep">
- <return type="float">
- </return>
- <argument index="0" name="from" type="float">
- </argument>
- <argument index="1" name="to" type="float">
- </argument>
- <argument index="2" name="s" type="float">
- </argument>
- <description>
- Returns the result of smoothly interpolating the value of [code]s[/code] between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] lies with respect to the edges [code]from[/code] and [code]to[/code].
- The return value is [code]0[/code] if [code]s &lt;= from[/code], and [code]1[/code] if [code]s &gt;= to[/code]. If [code]s[/code] lies between [code]from[/code] and [code]to[/code], the returned value follows an S-shaped curve that maps [code]s[/code] between [code]0[/code] and [code]1[/code].
- This S-shaped curve is the cubic Hermite interpolator, given by [code]f(s) = 3*s^2 - 2*s^3[/code].
- [codeblock]
- smoothstep(0, 2, -5.0) # Returns 0.0
- smoothstep(0, 2, 0.5) # Returns 0.15625
- smoothstep(0, 2, 1.0) # Returns 0.5
- smoothstep(0, 2, 2.0) # Returns 1.0
- [/codeblock]
- </description>
- </method>
- <method name="sqrt">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the square root of [code]s[/code], where [code]s[/code] is a non-negative number.
- [codeblock]
- sqrt(9) # Returns 3
- [/codeblock]
- [b]Note:[/b]Negative values of [code]s[/code] return NaN. If you need negative inputs, use [code]System.Numerics.Complex[/code] in C#.
- </description>
- </method>
- <method name="step_decimals">
- <return type="int">
- </return>
- <argument index="0" name="step" type="float">
- </argument>
- <description>
- Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation.
- [codeblock]
- n = step_decimals(5) # n is 0
- n = step_decimals(1.0005) # n is 4
- n = step_decimals(0.000000005) # n is 9
- [/codeblock]
- </description>
- </method>
- <method name="snapped">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <argument index="1" name="step" type="float">
- </argument>
- <description>
- Snaps float value [code]s[/code] to a given [code]step[/code]. This can also be used to round a floating point number to an arbitrary number of decimals.
- [codeblock]
- snapped(100, 32) # Returns 96.0
- snapped(3.14159, 0.01) # Returns 3.14
- [/codeblock]
- See also [method ceil], [method floor], [method round], and [int].
- </description>
- </method>
<method name="str" qualifiers="vararg">
<return type="String">
</return>
@@ -1147,200 +230,12 @@
[/codeblock]
</description>
</method>
- <method name="str2var">
- <return type="Variant">
- </return>
- <argument index="0" name="string" type="String">
- </argument>
- <description>
- Converts a formatted string that was returned by [method var2str] to the original value.
- [codeblock]
- a = '{ "a": 1, "b": 2 }'
- b = str2var(a)
- print(b["a"]) # Prints 1
- [/codeblock]
- </description>
- </method>
- <method name="tan">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the tangent of angle [code]s[/code] in radians.
- [codeblock]
- tan(deg2rad(45)) # Returns 1
- [/codeblock]
- </description>
- </method>
- <method name="tanh">
- <return type="float">
- </return>
- <argument index="0" name="s" type="float">
- </argument>
- <description>
- Returns the hyperbolic tangent of [code]s[/code].
- [codeblock]
- a = log(2.0) # a is 0.693147
- b = tanh(a) # b is 0.6
- [/codeblock]
- </description>
- </method>
- <method name="to_json">
- <return type="String">
- </return>
- <argument index="0" name="var" type="Variant">
- </argument>
- <description>
- Converts a [Variant] [code]var[/code] to JSON text and return the result. Useful for serializing data to store or send over the network.
- [codeblock]
- # Both numbers below are integers.
- a = { "a": 1, "b": 2 }
- b = to_json(a)
- print(b) # {"a":1, "b":2}
- # Both numbers above are floats, even if they display without any decimal places.
- [/codeblock]
- [b]Note:[/b] The JSON specification does not define integer or float types, but only a [i]number[/i] type. Therefore, converting a [Variant] to JSON text will convert all numerical values to [float] types.
- See also [JSON] for an alternative way to convert a [Variant] to JSON text.
- </description>
- </method>
<method name="type_exists">
<return type="bool">
</return>
- <argument index="0" name="type" type="String">
- </argument>
- <description>
- Returns whether the given class exists in [ClassDB].
- [codeblock]
- type_exists("Sprite2D") # Returns true
- type_exists("Variant") # Returns false
- [/codeblock]
- </description>
- </method>
- <method name="typeof">
- <return type="int">
- </return>
- <argument index="0" name="what" type="Variant">
- </argument>
- <description>
- Returns the internal type of the given Variant object, using the [enum Variant.Type] values.
- [codeblock]
- p = parse_json('["a", "b", "c"]')
- if typeof(p) == TYPE_ARRAY:
- print(p[0]) # Prints a
- else:
- print("unexpected results")
- [/codeblock]
- </description>
- </method>
- <method name="validate_json">
- <return type="String">
- </return>
- <argument index="0" name="json" type="String">
- </argument>
- <description>
- Checks that [code]json[/code] is valid JSON data. Returns an empty string if valid, or an error message otherwise.
- [codeblock]
- j = to_json([1, 2, 3])
- v = validate_json(j)
- if not v:
- print("Valid JSON.")
- else:
- push_error("Invalid JSON: " + v)
- [/codeblock]
- </description>
- </method>
- <method name="var2bytes">
- <return type="PackedByteArray">
- </return>
- <argument index="0" name="var" type="Variant">
- </argument>
- <argument index="1" name="full_objects" type="bool" default="false">
- </argument>
- <description>
- Encodes a variable value to a byte array. When [code]full_objects[/code] is [code]true[/code] encoding objects is allowed (and can potentially include code).
- </description>
- </method>
- <method name="var2str">
- <return type="String">
- </return>
- <argument index="0" name="var" type="Variant">
- </argument>
- <description>
- Converts a Variant [code]var[/code] to a formatted string that can later be parsed using [method str2var].
- [codeblock]
- a = { "a": 1, "b": 2 }
- print(var2str(a))
- [/codeblock]
- prints
- [codeblock]
- {
- "a": 1,
- "b": 2
- }
- [/codeblock]
- </description>
- </method>
- <method name="weakref">
- <return type="WeakRef">
- </return>
- <argument index="0" name="obj" type="Object">
- </argument>
- <description>
- Returns a weak reference to an object.
- A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
- </description>
- </method>
- <method name="wrapf">
- <return type="float">
- </return>
- <argument index="0" name="value" type="float">
- </argument>
- <argument index="1" name="min" type="float">
- </argument>
- <argument index="2" name="max" type="float">
+ <argument index="0" name="type" type="StringName">
</argument>
<description>
- Wraps float [code]value[/code] between [code]min[/code] and [code]max[/code].
- Usable for creating loop-alike behavior or infinite surfaces.
- [codeblock]
- # Infinite loop between 5.0 and 9.9
- value = wrapf(value + 0.1, 5.0, 10.0)
- [/codeblock]
- [codeblock]
- # Infinite rotation (in radians)
- angle = wrapf(angle + 0.1, 0.0, TAU)
- [/codeblock]
- [codeblock]
- # Infinite rotation (in radians)
- angle = wrapf(angle + 0.1, -PI, PI)
- [/codeblock]
- [b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to [method fposmod], so prefer using that instead.
- [code]wrapf[/code] is more flexible than using the [method fposmod] approach by giving the user control over the minimum value.
- </description>
- </method>
- <method name="wrapi">
- <return type="int">
- </return>
- <argument index="0" name="value" type="int">
- </argument>
- <argument index="1" name="min" type="int">
- </argument>
- <argument index="2" name="max" type="int">
- </argument>
- <description>
- Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/code].
- Usable for creating loop-alike behavior or infinite surfaces.
- [codeblock]
- # Infinite loop between 5 and 9
- frame = wrapi(frame + 1, 5, 10)
- [/codeblock]
- [codeblock]
- # result is -2
- var result = wrapi(-6, -5, -1)
- [/codeblock]
- [b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to [method posmod], so prefer using that instead.
- [code]wrapi[/code] is more flexible than using the [method posmod] approach by giving the user control over the minimum value.
</description>
</method>
</methods>
diff --git a/modules/gdscript/editor/gdscript_highlighter.cpp b/modules/gdscript/editor/gdscript_highlighter.cpp
index 7f7410a92c..b792ff54d6 100644
--- a/modules/gdscript/editor/gdscript_highlighter.cpp
+++ b/modules/gdscript/editor/gdscript_highlighter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/editor/gdscript_highlighter.h b/modules/gdscript/editor/gdscript_highlighter.h
index e38647eaab..1b57cb1923 100644
--- a/modules/gdscript/editor/gdscript_highlighter.h
+++ b/modules/gdscript/editor/gdscript_highlighter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/editor/gdscript_translation_parser_plugin.cpp b/modules/gdscript/editor/gdscript_translation_parser_plugin.cpp
index 944ed859f5..6e930b6bf4 100644
--- a/modules/gdscript/editor/gdscript_translation_parser_plugin.cpp
+++ b/modules/gdscript/editor/gdscript_translation_parser_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/editor/gdscript_translation_parser_plugin.h b/modules/gdscript/editor/gdscript_translation_parser_plugin.h
index d763df01f5..5358a77140 100644
--- a/modules/gdscript/editor/gdscript_translation_parser_plugin.h
+++ b/modules/gdscript/editor/gdscript_translation_parser_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript.cpp b/modules/gdscript/gdscript.cpp
index 2220341b84..502e294275 100644
--- a/modules/gdscript/gdscript.cpp
+++ b/modules/gdscript/gdscript.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript.h b/modules/gdscript/gdscript.h
index 11c449c5f2..37f01b2571 100644
--- a/modules/gdscript/gdscript.h
+++ b/modules/gdscript/gdscript.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp
index a828cad1cf..5fc5b88ef8 100644
--- a/modules/gdscript/gdscript_analyzer.cpp
+++ b/modules/gdscript/gdscript_analyzer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_analyzer.h b/modules/gdscript/gdscript_analyzer.h
index 9925167856..dab5b032a3 100644
--- a/modules/gdscript/gdscript_analyzer.h
+++ b/modules/gdscript/gdscript_analyzer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_byte_codegen.cpp b/modules/gdscript/gdscript_byte_codegen.cpp
index a5d96077d9..873d2b0183 100644
--- a/modules/gdscript/gdscript_byte_codegen.cpp
+++ b/modules/gdscript/gdscript_byte_codegen.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_byte_codegen.h b/modules/gdscript/gdscript_byte_codegen.h
index 21576b08a4..df1ecfff6d 100644
--- a/modules/gdscript/gdscript_byte_codegen.h
+++ b/modules/gdscript/gdscript_byte_codegen.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_cache.cpp b/modules/gdscript/gdscript_cache.cpp
index 95d24a8b08..113d36be98 100644
--- a/modules/gdscript/gdscript_cache.cpp
+++ b/modules/gdscript/gdscript_cache.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_cache.h b/modules/gdscript/gdscript_cache.h
index 90c5884985..d1d2a2abbf 100644
--- a/modules/gdscript/gdscript_cache.h
+++ b/modules/gdscript/gdscript_cache.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_codegen.h b/modules/gdscript/gdscript_codegen.h
index e776007bd7..d9ad7e058e 100644
--- a/modules/gdscript/gdscript_codegen.h
+++ b/modules/gdscript/gdscript_codegen.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp
index 24b24ad534..e8be310375 100644
--- a/modules/gdscript/gdscript_compiler.cpp
+++ b/modules/gdscript/gdscript_compiler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_compiler.h b/modules/gdscript/gdscript_compiler.h
index 157c801f56..00953ad752 100644
--- a/modules/gdscript/gdscript_compiler.h
+++ b/modules/gdscript/gdscript_compiler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_disassembler.cpp b/modules/gdscript/gdscript_disassembler.cpp
index 5938cfd7b2..17cb5e3c96 100644
--- a/modules/gdscript/gdscript_disassembler.cpp
+++ b/modules/gdscript/gdscript_disassembler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp
index c4d5982622..8ea51c61fb 100644
--- a/modules/gdscript/gdscript_editor.cpp
+++ b/modules/gdscript/gdscript_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_function.cpp b/modules/gdscript/gdscript_function.cpp
index 6d49022d3c..2171426e6f 100644
--- a/modules/gdscript/gdscript_function.cpp
+++ b/modules/gdscript/gdscript_function.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_function.h b/modules/gdscript/gdscript_function.h
index b669870b51..6c791836b9 100644
--- a/modules/gdscript/gdscript_function.h
+++ b/modules/gdscript/gdscript_function.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp
index 0c93702bfb..0a017e6730 100644
--- a/modules/gdscript/gdscript_parser.cpp
+++ b/modules/gdscript/gdscript_parser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_parser.h b/modules/gdscript/gdscript_parser.h
index 4cecdc6970..cf1ff5eefc 100644
--- a/modules/gdscript/gdscript_parser.h
+++ b/modules/gdscript/gdscript_parser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_tokenizer.cpp b/modules/gdscript/gdscript_tokenizer.cpp
index febb066223..315b8ee3b4 100644
--- a/modules/gdscript/gdscript_tokenizer.cpp
+++ b/modules/gdscript/gdscript_tokenizer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_tokenizer.h b/modules/gdscript/gdscript_tokenizer.h
index 70556d7166..cdb0072294 100644
--- a/modules/gdscript/gdscript_tokenizer.h
+++ b/modules/gdscript/gdscript_tokenizer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_utility_functions.cpp b/modules/gdscript/gdscript_utility_functions.cpp
index b1780446d0..348d221352 100644
--- a/modules/gdscript/gdscript_utility_functions.cpp
+++ b/modules/gdscript/gdscript_utility_functions.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_utility_functions.h b/modules/gdscript/gdscript_utility_functions.h
index 50867438d9..c6d3718844 100644
--- a/modules/gdscript/gdscript_utility_functions.h
+++ b/modules/gdscript/gdscript_utility_functions.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_vm.cpp b/modules/gdscript/gdscript_vm.cpp
index dacd7df498..4abd2e00f4 100644
--- a/modules/gdscript/gdscript_vm.cpp
+++ b/modules/gdscript/gdscript_vm.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_warning.cpp b/modules/gdscript/gdscript_warning.cpp
index 56704d3e0a..ad41b60a4e 100644
--- a/modules/gdscript/gdscript_warning.cpp
+++ b/modules/gdscript/gdscript_warning.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/gdscript_warning.h b/modules/gdscript/gdscript_warning.h
index e0857703d8..4b295b5eb8 100644
--- a/modules/gdscript/gdscript_warning.h
+++ b/modules/gdscript/gdscript_warning.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_extend_parser.cpp b/modules/gdscript/language_server/gdscript_extend_parser.cpp
index d2d2c23249..e63b6ab20e 100644
--- a/modules/gdscript/language_server/gdscript_extend_parser.cpp
+++ b/modules/gdscript/language_server/gdscript_extend_parser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_extend_parser.h b/modules/gdscript/language_server/gdscript_extend_parser.h
index bb02d3dc99..28b9b3c82a 100644
--- a/modules/gdscript/language_server/gdscript_extend_parser.h
+++ b/modules/gdscript/language_server/gdscript_extend_parser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_language_protocol.cpp b/modules/gdscript/language_server/gdscript_language_protocol.cpp
index cf96722c82..5e3d6213d3 100644
--- a/modules/gdscript/language_server/gdscript_language_protocol.cpp
+++ b/modules/gdscript/language_server/gdscript_language_protocol.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_language_protocol.h b/modules/gdscript/language_server/gdscript_language_protocol.h
index cf5242e8c5..8b08ae0655 100644
--- a/modules/gdscript/language_server/gdscript_language_protocol.h
+++ b/modules/gdscript/language_server/gdscript_language_protocol.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_language_server.cpp b/modules/gdscript/language_server/gdscript_language_server.cpp
index 3387d262f8..aac9cb7fd7 100644
--- a/modules/gdscript/language_server/gdscript_language_server.cpp
+++ b/modules/gdscript/language_server/gdscript_language_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_language_server.h b/modules/gdscript/language_server/gdscript_language_server.h
index 228d29bf42..218f42199e 100644
--- a/modules/gdscript/language_server/gdscript_language_server.h
+++ b/modules/gdscript/language_server/gdscript_language_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_text_document.cpp b/modules/gdscript/language_server/gdscript_text_document.cpp
index abe849059f..9f2373bf56 100644
--- a/modules/gdscript/language_server/gdscript_text_document.cpp
+++ b/modules/gdscript/language_server/gdscript_text_document.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_text_document.h b/modules/gdscript/language_server/gdscript_text_document.h
index 2a5755bec6..792e601bc1 100644
--- a/modules/gdscript/language_server/gdscript_text_document.h
+++ b/modules/gdscript/language_server/gdscript_text_document.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_workspace.cpp b/modules/gdscript/language_server/gdscript_workspace.cpp
index bccb239f28..7b502f079b 100644
--- a/modules/gdscript/language_server/gdscript_workspace.cpp
+++ b/modules/gdscript/language_server/gdscript_workspace.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/gdscript_workspace.h b/modules/gdscript/language_server/gdscript_workspace.h
index fc244c6357..7fd8bfcf20 100644
--- a/modules/gdscript/language_server/gdscript_workspace.h
+++ b/modules/gdscript/language_server/gdscript_workspace.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/language_server/lsp.hpp b/modules/gdscript/language_server/lsp.hpp
index e844a402e2..6a913edbbf 100644
--- a/modules/gdscript/language_server/lsp.hpp
+++ b/modules/gdscript/language_server/lsp.hpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/register_types.cpp b/modules/gdscript/register_types.cpp
index 0c4996e9bb..e90475a60e 100644
--- a/modules/gdscript/register_types.cpp
+++ b/modules/gdscript/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/register_types.h b/modules/gdscript/register_types.h
index 18e57c1211..ce1c03d1d0 100644
--- a/modules/gdscript/register_types.h
+++ b/modules/gdscript/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/tests/test_gdscript.cpp b/modules/gdscript/tests/test_gdscript.cpp
index 29efa33e70..898ac653f5 100644
--- a/modules/gdscript/tests/test_gdscript.cpp
+++ b/modules/gdscript/tests/test_gdscript.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gdscript/tests/test_gdscript.h b/modules/gdscript/tests/test_gdscript.h
index 6182629802..bbda46cdad 100644
--- a/modules/gdscript/tests/test_gdscript.h
+++ b/modules/gdscript/tests/test_gdscript.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/glslang/register_types.cpp b/modules/glslang/register_types.cpp
index 3238e0108e..a7ae3e6bab 100644
--- a/modules/glslang/register_types.cpp
+++ b/modules/glslang/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/glslang/register_types.h b/modules/glslang/register_types.h
index 2437e2b27a..a1264b77c9 100644
--- a/modules/glslang/register_types.h
+++ b/modules/glslang/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/editor_scene_exporter_gltf_plugin.cpp b/modules/gltf/editor_scene_exporter_gltf_plugin.cpp
index 894d7150b5..4cdaccde6f 100644
--- a/modules/gltf/editor_scene_exporter_gltf_plugin.cpp
+++ b/modules/gltf/editor_scene_exporter_gltf_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/editor_scene_exporter_gltf_plugin.h b/modules/gltf/editor_scene_exporter_gltf_plugin.h
index 1a8910d866..d952894c16 100644
--- a/modules/gltf/editor_scene_exporter_gltf_plugin.h
+++ b/modules/gltf/editor_scene_exporter_gltf_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/editor_scene_importer_gltf.cpp b/modules/gltf/editor_scene_importer_gltf.cpp
index 51cb3a6d2e..6ea722a216 100644
--- a/modules/gltf/editor_scene_importer_gltf.cpp
+++ b/modules/gltf/editor_scene_importer_gltf.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/editor_scene_importer_gltf.h b/modules/gltf/editor_scene_importer_gltf.h
index 3da987493c..db961e591d 100644
--- a/modules/gltf/editor_scene_importer_gltf.h
+++ b/modules/gltf/editor_scene_importer_gltf.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_accessor.cpp b/modules/gltf/gltf_accessor.cpp
index 9267c58598..daeb084916 100644
--- a/modules/gltf/gltf_accessor.cpp
+++ b/modules/gltf/gltf_accessor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_accessor.h b/modules/gltf/gltf_accessor.h
index 7317928848..949a601730 100644
--- a/modules/gltf/gltf_accessor.h
+++ b/modules/gltf/gltf_accessor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_animation.cpp b/modules/gltf/gltf_animation.cpp
index 85ba117627..889a8e8870 100644
--- a/modules/gltf/gltf_animation.cpp
+++ b/modules/gltf/gltf_animation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_animation.h b/modules/gltf/gltf_animation.h
index 37fd1a2007..a494e6bd67 100644
--- a/modules/gltf/gltf_animation.h
+++ b/modules/gltf/gltf_animation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_buffer_view.cpp b/modules/gltf/gltf_buffer_view.cpp
index edfdad40bb..ba38a11c4c 100644
--- a/modules/gltf/gltf_buffer_view.cpp
+++ b/modules/gltf/gltf_buffer_view.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_buffer_view.h b/modules/gltf/gltf_buffer_view.h
index 0b0c8af173..63af5e7c0d 100644
--- a/modules/gltf/gltf_buffer_view.h
+++ b/modules/gltf/gltf_buffer_view.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_camera.cpp b/modules/gltf/gltf_camera.cpp
index e5cfc1cbb1..efa7c5d6d7 100644
--- a/modules/gltf/gltf_camera.cpp
+++ b/modules/gltf/gltf_camera.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_camera.h b/modules/gltf/gltf_camera.h
index 7e167af7be..e5c2041793 100644
--- a/modules/gltf/gltf_camera.h
+++ b/modules/gltf/gltf_camera.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 946d1af966..580bc006f5 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,6 +29,9 @@
/*************************************************************************/
#include "gltf_document.h"
+#include "core/error/error_list.h"
+#include "core/error/error_macros.h"
+#include "core/variant/variant.h"
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_camera.h"
@@ -2199,33 +2202,81 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
}
}
{
- Array a = array[Mesh::ARRAY_BONES];
- if (a.size()) {
- const int ret_size = a.size() / 4;
+ const Array &a = array[Mesh::ARRAY_BONES];
+ const Vector<Vector3> &vertex_array = array[Mesh::ARRAY_VERTEX];
+ if ((a.size() / JOINT_GROUP_SIZE) == vertex_array.size()) {
+ const int ret_size = a.size() / JOINT_GROUP_SIZE;
Vector<Color> attribs;
attribs.resize(ret_size);
{
for (int array_i = 0; array_i < attribs.size(); array_i++) {
- int32_t joint_0 = a[(array_i * 4) + 0];
- int32_t joint_1 = a[(array_i * 4) + 1];
- int32_t joint_2 = a[(array_i * 4) + 2];
- int32_t joint_3 = a[(array_i * 4) + 3];
+ int32_t joint_0 = a[(array_i * JOINT_GROUP_SIZE) + 0];
+ int32_t joint_1 = a[(array_i * JOINT_GROUP_SIZE) + 1];
+ int32_t joint_2 = a[(array_i * JOINT_GROUP_SIZE) + 2];
+ int32_t joint_3 = a[(array_i * JOINT_GROUP_SIZE) + 3];
attribs.write[array_i] = Color(joint_0, joint_1, joint_2, joint_3);
}
}
attributes["JOINTS_0"] = _encode_accessor_as_joints(state, attribs, true);
+ } else if ((a.size() / (JOINT_GROUP_SIZE * 2)) >= vertex_array.size()) {
+ int32_t vertex_count = vertex_array.size();
+ Vector<Color> joints_0;
+ joints_0.resize(vertex_count);
+ Vector<Color> joints_1;
+ joints_1.resize(vertex_count);
+ int32_t weights_8_count = JOINT_GROUP_SIZE * 2;
+ for (int32_t vertex_i = 0; vertex_i < vertex_count; vertex_i++) {
+ Color joint_0;
+ joint_0.r = a[vertex_i * weights_8_count + 0];
+ joint_0.g = a[vertex_i * weights_8_count + 1];
+ joint_0.b = a[vertex_i * weights_8_count + 2];
+ joint_0.a = a[vertex_i * weights_8_count + 3];
+ joints_0.write[vertex_i] = joint_0;
+ Color joint_1;
+ joint_1.r = a[vertex_i * weights_8_count + 4];
+ joint_1.g = a[vertex_i * weights_8_count + 5];
+ joint_1.b = a[vertex_i * weights_8_count + 6];
+ joint_1.a = a[vertex_i * weights_8_count + 7];
+ joints_1.write[vertex_i] = joint_1;
+ }
+ attributes["JOINTS_0"] = _encode_accessor_as_joints(state, joints_0, true);
+ attributes["JOINTS_1"] = _encode_accessor_as_joints(state, joints_1, true);
}
}
{
- Array a = array[Mesh::ARRAY_WEIGHTS];
- if (a.size()) {
- const int ret_size = a.size() / 4;
+ const Array &a = array[Mesh::ARRAY_WEIGHTS];
+ const Vector<Vector3> &vertex_array = array[Mesh::ARRAY_VERTEX];
+ if ((a.size() / JOINT_GROUP_SIZE) == vertex_array.size()) {
+ const int ret_size = a.size() / JOINT_GROUP_SIZE;
Vector<Color> attribs;
attribs.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
- attribs.write[i] = Color(a[(i * 4) + 0], a[(i * 4) + 1], a[(i * 4) + 2], a[(i * 4) + 3]);
+ attribs.write[i] = Color(a[(i * JOINT_GROUP_SIZE) + 0], a[(i * JOINT_GROUP_SIZE) + 1], a[(i * JOINT_GROUP_SIZE) + 2], a[(i * JOINT_GROUP_SIZE) + 3]);
}
attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, attribs, true);
+ } else if ((a.size() / (JOINT_GROUP_SIZE * 2)) >= vertex_array.size()) {
+ int32_t vertex_count = vertex_array.size();
+ Vector<Color> weights_0;
+ weights_0.resize(vertex_count);
+ Vector<Color> weights_1;
+ weights_1.resize(vertex_count);
+ int32_t weights_8_count = JOINT_GROUP_SIZE * 2;
+ for (int32_t vertex_i = 0; vertex_i < vertex_count; vertex_i++) {
+ Color weight_0;
+ weight_0.r = a[vertex_i * weights_8_count + 0];
+ weight_0.g = a[vertex_i * weights_8_count + 1];
+ weight_0.b = a[vertex_i * weights_8_count + 2];
+ weight_0.a = a[vertex_i * weights_8_count + 3];
+ weights_0.write[vertex_i] = weight_0;
+ Color weight_1;
+ weight_1.r = a[vertex_i * weights_8_count + 4];
+ weight_1.g = a[vertex_i * weights_8_count + 5];
+ weight_1.b = a[vertex_i * weights_8_count + 6];
+ weight_1.a = a[vertex_i * weights_8_count + 7];
+ weights_1.write[vertex_i] = weight_1;
+ }
+ attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, weights_0, true);
+ attributes["WEIGHTS_1"] = _encode_accessor_as_weights(state, weights_1, true);
}
}
{
@@ -2428,10 +2479,29 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(state, a["COLOR_0"], true);
has_vertex_color = true;
}
- if (a.has("JOINTS_0")) {
+ if (a.has("JOINTS_0") && !a.has("JOINTS_1")) {
array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
+ } else if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
+ PackedInt32Array joints_0 = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
+ PackedInt32Array joints_1 = _decode_accessor_as_ints(state, a["JOINTS_1"], true);
+ ERR_FAIL_COND_V(joints_0.size() != joints_0.size(), ERR_INVALID_DATA);
+ int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
+ int32_t vertex_count = joints_0.size() / JOINT_GROUP_SIZE;
+ Vector<int> joints;
+ joints.resize(vertex_count * weight_8_count);
+ for (int32_t vertex_i = 0; vertex_i < vertex_count; vertex_i++) {
+ joints.write[vertex_i * weight_8_count + 0] = joints_0[vertex_i * JOINT_GROUP_SIZE + 0];
+ joints.write[vertex_i * weight_8_count + 1] = joints_0[vertex_i * JOINT_GROUP_SIZE + 1];
+ joints.write[vertex_i * weight_8_count + 2] = joints_0[vertex_i * JOINT_GROUP_SIZE + 2];
+ joints.write[vertex_i * weight_8_count + 3] = joints_0[vertex_i * JOINT_GROUP_SIZE + 3];
+ joints.write[vertex_i * weight_8_count + 4] = joints_1[vertex_i * JOINT_GROUP_SIZE + 0];
+ joints.write[vertex_i * weight_8_count + 5] = joints_1[vertex_i * JOINT_GROUP_SIZE + 1];
+ joints.write[vertex_i * weight_8_count + 6] = joints_1[vertex_i * JOINT_GROUP_SIZE + 2];
+ joints.write[vertex_i * weight_8_count + 7] = joints_1[vertex_i * JOINT_GROUP_SIZE + 3];
+ }
+ array[Mesh::ARRAY_BONES] = joints;
}
- if (a.has("WEIGHTS_0")) {
+ if (a.has("WEIGHTS_0") && !a.has("WEIGHTS_1")) {
Vector<float> weights = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
{ //gltf does not seem to normalize the weights for some reason..
int wc = weights.size();
@@ -2452,6 +2522,51 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
}
}
array[Mesh::ARRAY_WEIGHTS] = weights;
+ } else if (a.has("WEIGHTS_0") && a.has("WEIGHTS_1")) {
+ Vector<float> weights_0 = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
+ Vector<float> weights_1 = _decode_accessor_as_floats(state, a["WEIGHTS_1"], true);
+ Vector<float> weights;
+ ERR_FAIL_COND_V(weights_0.size() != weights_1.size(), ERR_INVALID_DATA);
+ int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
+ int32_t vertex_count = weights_0.size() / JOINT_GROUP_SIZE;
+ weights.resize(vertex_count * weight_8_count);
+ for (int32_t vertex_i = 0; vertex_i < vertex_count; vertex_i++) {
+ weights.write[vertex_i * weight_8_count + 0] = weights_0[vertex_i * JOINT_GROUP_SIZE + 0];
+ weights.write[vertex_i * weight_8_count + 1] = weights_0[vertex_i * JOINT_GROUP_SIZE + 1];
+ weights.write[vertex_i * weight_8_count + 2] = weights_0[vertex_i * JOINT_GROUP_SIZE + 2];
+ weights.write[vertex_i * weight_8_count + 3] = weights_0[vertex_i * JOINT_GROUP_SIZE + 3];
+ weights.write[vertex_i * weight_8_count + 4] = weights_1[vertex_i * JOINT_GROUP_SIZE + 0];
+ weights.write[vertex_i * weight_8_count + 5] = weights_1[vertex_i * JOINT_GROUP_SIZE + 1];
+ weights.write[vertex_i * weight_8_count + 6] = weights_1[vertex_i * JOINT_GROUP_SIZE + 2];
+ weights.write[vertex_i * weight_8_count + 7] = weights_1[vertex_i * JOINT_GROUP_SIZE + 3];
+ }
+ { //gltf does not seem to normalize the weights for some reason..
+ int wc = weights.size();
+ float *w = weights.ptrw();
+
+ for (int k = 0; k < wc; k += weight_8_count) {
+ float total = 0.0;
+ total += w[k + 0];
+ total += w[k + 1];
+ total += w[k + 2];
+ total += w[k + 3];
+ total += w[k + 4];
+ total += w[k + 5];
+ total += w[k + 6];
+ total += w[k + 7];
+ if (total > 0.0) {
+ w[k + 0] /= total;
+ w[k + 1] /= total;
+ w[k + 2] /= total;
+ w[k + 3] /= total;
+ w[k + 4] /= total;
+ w[k + 5] /= total;
+ w[k + 6] /= total;
+ w[k + 7] /= total;
+ }
+ }
+ }
+ array[Mesh::ARRAY_WEIGHTS] = weights;
}
if (p.has("indices")) {
@@ -2492,6 +2607,9 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
//must generate mikktspace tangents.. ergh..
Ref<SurfaceTool> st;
st.instance();
+ if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
+ st->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
+ }
st->create_from_triangle_arrays(array);
st->generate_tangents();
array = st->commit_to_arrays();
@@ -2608,6 +2726,9 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
if (generate_tangents) {
Ref<SurfaceTool> st;
st.instance();
+ if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
+ st->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
+ }
st->create_from_triangle_arrays(array_copy);
st->deindex();
st->generate_tangents();
@@ -2649,6 +2770,9 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
if (d.has("weights")) {
const Array &weights = d["weights"];
for (int j = 0; j < weights.size(); j++) {
+ if (j >= blend_weights.size()) {
+ break;
+ }
blend_weights.write[j] = weights[j];
}
mesh->set_blend_weights(blend_weights);
@@ -2794,21 +2918,30 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
}
} else { // Relative path to an external image file.
uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
- // The spec says that if mimeType is defined, we should enforce it.
- // So we should only rely on ResourceLoader::load if mimeType is not defined,
- // otherwise we should use the same logic as for buffers.
- if (mimetype == "image/png" || mimetype == "image/jpeg") {
- // Load data buffer and rely on PNG and JPEG-specific logic below to load the image.
- // This makes it possible to load a file with a wrong extension but correct MIME type,
- // e.g. "foo.jpg" containing PNG data and with MIME type "image/png". ResourceLoader would fail.
+ // ResourceLoader will rely on the file extension to use the relevant loader.
+ // The spec says that if mimeType is defined, it should take precedence (e.g.
+ // there could be a `.png` image which is actually JPEG), but there's no easy
+ // API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
+ // the material), so we do this only as fallback.
+ Ref<Texture2D> texture = ResourceLoader::load(uri);
+ if (texture.is_valid()) {
+ state->images.push_back(texture);
+ continue;
+ } else if (mimetype == "image/png" || mimetype == "image/jpeg") {
+ // Fallback to loading as byte array.
+ // This enables us to support the spec's requirement that we honor mimetype
+ // regardless of file URI.
data = FileAccess::get_file_as_array(uri);
- ERR_FAIL_COND_V_MSG(data.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load image file as an array: " + uri);
+ if (data.size() == 0) {
+ WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded as a buffer of MIME type '%s' from URI: %s. Skipping it.", i, mimetype, uri));
+ state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
+ continue;
+ }
data_ptr = data.ptr();
data_size = data.size();
} else {
- // Good old ResourceLoader will rely on file extension.
- Ref<Texture2D> texture = ResourceLoader::load(uri);
- state->images.push_back(texture);
+ WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded from URI: %s. Skipping it.", i, uri));
+ state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
}
diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h
index 0f4772cd26..111324d1e6 100644
--- a/modules/gltf/gltf_document.h
+++ b/modules/gltf/gltf_document.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -71,6 +71,7 @@ class GLTFDocument : public Resource {
friend class GLTFSkeleton;
public:
+ const int32_t JOINT_GROUP_SIZE = 4;
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
diff --git a/modules/gltf/gltf_light.cpp b/modules/gltf/gltf_light.cpp
index da0e504474..95cca9cf71 100644
--- a/modules/gltf/gltf_light.cpp
+++ b/modules/gltf/gltf_light.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_light.h b/modules/gltf/gltf_light.h
index 966ef5dd44..a859ca1833 100644
--- a/modules/gltf/gltf_light.h
+++ b/modules/gltf/gltf_light.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_mesh.cpp b/modules/gltf/gltf_mesh.cpp
index 09995faab3..8c10e42c89 100644
--- a/modules/gltf/gltf_mesh.cpp
+++ b/modules/gltf/gltf_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_mesh.h b/modules/gltf/gltf_mesh.h
index 5fb3069ad2..0fc750fc9f 100644
--- a/modules/gltf/gltf_mesh.h
+++ b/modules/gltf/gltf_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_node.cpp b/modules/gltf/gltf_node.cpp
index 2fbd3f85d4..777c6fbd9a 100644
--- a/modules/gltf/gltf_node.cpp
+++ b/modules/gltf/gltf_node.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_node.h b/modules/gltf/gltf_node.h
index b96e700ec2..ce8aff8944 100644
--- a/modules/gltf/gltf_node.h
+++ b/modules/gltf/gltf_node.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_skeleton.cpp b/modules/gltf/gltf_skeleton.cpp
index 35671335d3..739779d3bd 100644
--- a/modules/gltf/gltf_skeleton.cpp
+++ b/modules/gltf/gltf_skeleton.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_skeleton.h b/modules/gltf/gltf_skeleton.h
index 6263fa3c5d..d6986eb35a 100644
--- a/modules/gltf/gltf_skeleton.h
+++ b/modules/gltf/gltf_skeleton.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_skin.cpp b/modules/gltf/gltf_skin.cpp
index 1b94b9d106..fd39e4f45a 100644
--- a/modules/gltf/gltf_skin.cpp
+++ b/modules/gltf/gltf_skin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_skin.h b/modules/gltf/gltf_skin.h
index 09e1a37a55..7cc09d85bc 100644
--- a/modules/gltf/gltf_skin.h
+++ b/modules/gltf/gltf_skin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_spec_gloss.cpp b/modules/gltf/gltf_spec_gloss.cpp
index 7f27805d62..70b182da52 100644
--- a/modules/gltf/gltf_spec_gloss.cpp
+++ b/modules/gltf/gltf_spec_gloss.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_spec_gloss.h b/modules/gltf/gltf_spec_gloss.h
index e06c6c14f3..3cc6fb09ed 100644
--- a/modules/gltf/gltf_spec_gloss.h
+++ b/modules/gltf/gltf_spec_gloss.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp
index 403ae26bd3..eedc743330 100644
--- a/modules/gltf/gltf_state.cpp
+++ b/modules/gltf/gltf_state.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h
index f21472ad1b..4ce5aa9491 100644
--- a/modules/gltf/gltf_state.h
+++ b/modules/gltf/gltf_state.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_texture.cpp b/modules/gltf/gltf_texture.cpp
index 55434a5047..0482c1064e 100644
--- a/modules/gltf/gltf_texture.cpp
+++ b/modules/gltf/gltf_texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/gltf_texture.h b/modules/gltf/gltf_texture.h
index 5e0c9c307b..e1d0407fb4 100644
--- a/modules/gltf/gltf_texture.h
+++ b/modules/gltf/gltf_texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/register_types.cpp b/modules/gltf/register_types.cpp
index bd5775af34..85da4a0dd7 100644
--- a/modules/gltf/register_types.cpp
+++ b/modules/gltf/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gltf/register_types.h b/modules/gltf/register_types.h
index ffbc586ade..fefacb1106 100644
--- a/modules/gltf/register_types.h
+++ b/modules/gltf/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gridmap/grid_map.cpp b/modules/gridmap/grid_map.cpp
index 633b209f0f..5a17541075 100644
--- a/modules/gridmap/grid_map.cpp
+++ b/modules/gridmap/grid_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h
index ca7429ea26..48ad95f9ff 100644
--- a/modules/gridmap/grid_map.h
+++ b/modules/gridmap/grid_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gridmap/grid_map_editor_plugin.cpp b/modules/gridmap/grid_map_editor_plugin.cpp
index 55cc0bfb9d..4732a3f62d 100644
--- a/modules/gridmap/grid_map_editor_plugin.cpp
+++ b/modules/gridmap/grid_map_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gridmap/grid_map_editor_plugin.h b/modules/gridmap/grid_map_editor_plugin.h
index 69c8d999fd..0c0ec64680 100644
--- a/modules/gridmap/grid_map_editor_plugin.h
+++ b/modules/gridmap/grid_map_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gridmap/register_types.cpp b/modules/gridmap/register_types.cpp
index ab384fa942..5680664213 100644
--- a/modules/gridmap/register_types.cpp
+++ b/modules/gridmap/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gridmap/register_types.h b/modules/gridmap/register_types.h
index c0e3c39ca8..b977f4c5da 100644
--- a/modules/gridmap/register_types.h
+++ b/modules/gridmap/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/hdr/image_loader_hdr.cpp b/modules/hdr/image_loader_hdr.cpp
index af3741bae9..9d6a399eff 100644
--- a/modules/hdr/image_loader_hdr.cpp
+++ b/modules/hdr/image_loader_hdr.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/hdr/image_loader_hdr.h b/modules/hdr/image_loader_hdr.h
index ef8e116616..33fcdd1245 100644
--- a/modules/hdr/image_loader_hdr.h
+++ b/modules/hdr/image_loader_hdr.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/hdr/register_types.cpp b/modules/hdr/register_types.cpp
index e749928f60..5a4a1993e0 100644
--- a/modules/hdr/register_types.cpp
+++ b/modules/hdr/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/hdr/register_types.h b/modules/hdr/register_types.h
index 02441516ec..c85bc84dce 100644
--- a/modules/hdr/register_types.h
+++ b/modules/hdr/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/icloud/icloud.h b/modules/icloud/icloud.h
index 35eede0bf9..7b7aa52b63 100644
--- a/modules/icloud/icloud.h
+++ b/modules/icloud/icloud.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/icloud/icloud.mm b/modules/icloud/icloud.mm
index 8a8ddbefe9..937ef38018 100644
--- a/modules/icloud/icloud.mm
+++ b/modules/icloud/icloud.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/icloud/icloud_module.cpp b/modules/icloud/icloud_module.cpp
index 43fdc7d45e..8a2c41a38c 100644
--- a/modules/icloud/icloud_module.cpp
+++ b/modules/icloud/icloud_module.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/icloud/icloud_module.h b/modules/icloud/icloud_module.h
index 7fd057525e..fb8b5fe66e 100644
--- a/modules/icloud/icloud_module.h
+++ b/modules/icloud/icloud_module.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/inappstore/in_app_store.h b/modules/inappstore/in_app_store.h
index c8e5d17cec..c66c306319 100644
--- a/modules/inappstore/in_app_store.h
+++ b/modules/inappstore/in_app_store.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/inappstore/in_app_store.mm b/modules/inappstore/in_app_store.mm
index 62977318c1..427808ae75 100644
--- a/modules/inappstore/in_app_store.mm
+++ b/modules/inappstore/in_app_store.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/inappstore/in_app_store_module.cpp b/modules/inappstore/in_app_store_module.cpp
index 039bdd4f83..c89735cd1c 100644
--- a/modules/inappstore/in_app_store_module.cpp
+++ b/modules/inappstore/in_app_store_module.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/inappstore/in_app_store_module.h b/modules/inappstore/in_app_store_module.h
index 44673e58bc..dc38969825 100644
--- a/modules/inappstore/in_app_store_module.h
+++ b/modules/inappstore/in_app_store_module.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/jpg/image_loader_jpegd.cpp b/modules/jpg/image_loader_jpegd.cpp
index e5f041c618..7daf6a3a57 100644
--- a/modules/jpg/image_loader_jpegd.cpp
+++ b/modules/jpg/image_loader_jpegd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/jpg/image_loader_jpegd.h b/modules/jpg/image_loader_jpegd.h
index 9aebaad9e3..be265b280c 100644
--- a/modules/jpg/image_loader_jpegd.h
+++ b/modules/jpg/image_loader_jpegd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/jpg/register_types.cpp b/modules/jpg/register_types.cpp
index b31746f769..a6ae96635f 100644
--- a/modules/jpg/register_types.cpp
+++ b/modules/jpg/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/jpg/register_types.h b/modules/jpg/register_types.h
index 52cd378b3a..577e9b06f7 100644
--- a/modules/jpg/register_types.h
+++ b/modules/jpg/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/jsonrpc/jsonrpc.cpp b/modules/jsonrpc/jsonrpc.cpp
index d1d8e18583..306c0ff087 100644
--- a/modules/jsonrpc/jsonrpc.cpp
+++ b/modules/jsonrpc/jsonrpc.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/jsonrpc/jsonrpc.h b/modules/jsonrpc/jsonrpc.h
index c2acf84515..9fd016602d 100644
--- a/modules/jsonrpc/jsonrpc.h
+++ b/modules/jsonrpc/jsonrpc.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/jsonrpc/register_types.cpp b/modules/jsonrpc/register_types.cpp
index e6affaee41..d6b565ba84 100644
--- a/modules/jsonrpc/register_types.cpp
+++ b/modules/jsonrpc/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/jsonrpc/register_types.h b/modules/jsonrpc/register_types.h
index 854d73a21f..6a21a12444 100644
--- a/modules/jsonrpc/register_types.h
+++ b/modules/jsonrpc/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp
index 566fdbc791..3067e002d8 100644
--- a/modules/lightmapper_rd/lightmapper_rd.cpp
+++ b/modules/lightmapper_rd/lightmapper_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/lightmapper_rd/lightmapper_rd.h b/modules/lightmapper_rd/lightmapper_rd.h
index e17b5473a8..bb735baf6c 100644
--- a/modules/lightmapper_rd/lightmapper_rd.h
+++ b/modules/lightmapper_rd/lightmapper_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 56976bd623..8a9adbc5cc 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -249,6 +249,15 @@ float quick_hash(vec2 pos) {
return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
#ifdef MODE_LIGHT_PROBES
int probe_index = int(gl_GlobalInvocationID.x);
@@ -300,7 +309,7 @@ void main() {
d /= lights.data[i].range;
- attenuation = pow(max(1.0 - d, 0.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(d, 1.0 / lights.data[i].range, lights.data[i].attenuation);
if (lights.data[i].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(position - light_pos);
diff --git a/modules/lightmapper_rd/register_types.cpp b/modules/lightmapper_rd/register_types.cpp
index b16adaf5d6..a7b8c063fd 100644
--- a/modules/lightmapper_rd/register_types.cpp
+++ b/modules/lightmapper_rd/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/lightmapper_rd/register_types.h b/modules/lightmapper_rd/register_types.h
index b0e15a927f..622d6e37a7 100644
--- a/modules/lightmapper_rd/register_types.h
+++ b/modules/lightmapper_rd/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/crypto_mbedtls.cpp b/modules/mbedtls/crypto_mbedtls.cpp
index 56bdd20e6b..73931b0365 100644
--- a/modules/mbedtls/crypto_mbedtls.cpp
+++ b/modules/mbedtls/crypto_mbedtls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/crypto_mbedtls.h b/modules/mbedtls/crypto_mbedtls.h
index 990f8ae578..5ced4d136c 100644
--- a/modules/mbedtls/crypto_mbedtls.h
+++ b/modules/mbedtls/crypto_mbedtls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/dtls_server_mbedtls.cpp b/modules/mbedtls/dtls_server_mbedtls.cpp
index d9961b026f..5d895d8579 100644
--- a/modules/mbedtls/dtls_server_mbedtls.cpp
+++ b/modules/mbedtls/dtls_server_mbedtls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/dtls_server_mbedtls.h b/modules/mbedtls/dtls_server_mbedtls.h
index d93553bf7f..9f0c9670e7 100644
--- a/modules/mbedtls/dtls_server_mbedtls.h
+++ b/modules/mbedtls/dtls_server_mbedtls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/packet_peer_mbed_dtls.cpp b/modules/mbedtls/packet_peer_mbed_dtls.cpp
index 8206d739ae..b2f8d668bf 100644
--- a/modules/mbedtls/packet_peer_mbed_dtls.cpp
+++ b/modules/mbedtls/packet_peer_mbed_dtls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/packet_peer_mbed_dtls.h b/modules/mbedtls/packet_peer_mbed_dtls.h
index b958fa3b95..0feec04c6e 100755
--- a/modules/mbedtls/packet_peer_mbed_dtls.h
+++ b/modules/mbedtls/packet_peer_mbed_dtls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/register_types.cpp b/modules/mbedtls/register_types.cpp
index 59abbac8ec..e483030b94 100644
--- a/modules/mbedtls/register_types.cpp
+++ b/modules/mbedtls/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/register_types.h b/modules/mbedtls/register_types.h
index 90c81b1682..46ffb8522b 100755
--- a/modules/mbedtls/register_types.h
+++ b/modules/mbedtls/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/ssl_context_mbedtls.cpp b/modules/mbedtls/ssl_context_mbedtls.cpp
index a2200e0644..046f30588a 100644
--- a/modules/mbedtls/ssl_context_mbedtls.cpp
+++ b/modules/mbedtls/ssl_context_mbedtls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/ssl_context_mbedtls.h b/modules/mbedtls/ssl_context_mbedtls.h
index 96703a7eb7..d243185726 100644
--- a/modules/mbedtls/ssl_context_mbedtls.h
+++ b/modules/mbedtls/ssl_context_mbedtls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/stream_peer_mbedtls.cpp b/modules/mbedtls/stream_peer_mbedtls.cpp
index e9a610b7ee..1332d0923c 100644
--- a/modules/mbedtls/stream_peer_mbedtls.cpp
+++ b/modules/mbedtls/stream_peer_mbedtls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/stream_peer_mbedtls.h b/modules/mbedtls/stream_peer_mbedtls.h
index 68b03ae995..ccbbebe4f8 100755
--- a/modules/mbedtls/stream_peer_mbedtls.h
+++ b/modules/mbedtls/stream_peer_mbedtls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/tests/test_crypto_mbedtls.cpp b/modules/mbedtls/tests/test_crypto_mbedtls.cpp
index c5a27aa794..4217497082 100644
--- a/modules/mbedtls/tests/test_crypto_mbedtls.cpp
+++ b/modules/mbedtls/tests/test_crypto_mbedtls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mbedtls/tests/test_crypto_mbedtls.h b/modules/mbedtls/tests/test_crypto_mbedtls.h
index 7b1e062239..b798717e52 100644
--- a/modules/mbedtls/tests/test_crypto_mbedtls.h
+++ b/modules/mbedtls/tests/test_crypto_mbedtls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/meshoptimizer/register_types.cpp b/modules/meshoptimizer/register_types.cpp
index 26c8c6ab72..71cd9f4dcb 100644
--- a/modules/meshoptimizer/register_types.cpp
+++ b/modules/meshoptimizer/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/meshoptimizer/register_types.h b/modules/meshoptimizer/register_types.h
index 42b3a76a85..5b15503acd 100644
--- a/modules/meshoptimizer/register_types.h
+++ b/modules/meshoptimizer/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/minimp3/audio_stream_mp3.cpp b/modules/minimp3/audio_stream_mp3.cpp
index b20c043e0c..392a2fb565 100644
--- a/modules/minimp3/audio_stream_mp3.cpp
+++ b/modules/minimp3/audio_stream_mp3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/minimp3/audio_stream_mp3.h b/modules/minimp3/audio_stream_mp3.h
index 8d67190ac5..de02ba6003 100644
--- a/modules/minimp3/audio_stream_mp3.h
+++ b/modules/minimp3/audio_stream_mp3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/minimp3/register_types.cpp b/modules/minimp3/register_types.cpp
index 2c648b8efe..4ab4c743d6 100644
--- a/modules/minimp3/register_types.cpp
+++ b/modules/minimp3/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/minimp3/register_types.h b/modules/minimp3/register_types.h
index 0d841e4987..96227c272e 100644
--- a/modules/minimp3/register_types.h
+++ b/modules/minimp3/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/minimp3/resource_importer_mp3.cpp b/modules/minimp3/resource_importer_mp3.cpp
index 82e536a755..afd26fb79e 100644
--- a/modules/minimp3/resource_importer_mp3.cpp
+++ b/modules/minimp3/resource_importer_mp3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/minimp3/resource_importer_mp3.h b/modules/minimp3/resource_importer_mp3.h
index c1e8315e21..71b51887a2 100644
--- a/modules/minimp3/resource_importer_mp3.h
+++ b/modules/minimp3/resource_importer_mp3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mobile_vr/mobile_vr_interface.cpp b/modules/mobile_vr/mobile_vr_interface.cpp
index a2fb443ef0..a9073ea4a0 100644
--- a/modules/mobile_vr/mobile_vr_interface.cpp
+++ b/modules/mobile_vr/mobile_vr_interface.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mobile_vr/mobile_vr_interface.h b/modules/mobile_vr/mobile_vr_interface.h
index 9b03fff777..1afa6c39b6 100644
--- a/modules/mobile_vr/mobile_vr_interface.h
+++ b/modules/mobile_vr/mobile_vr_interface.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mobile_vr/register_types.cpp b/modules/mobile_vr/register_types.cpp
index 0bb555e780..e7d33ba8a7 100644
--- a/modules/mobile_vr/register_types.cpp
+++ b/modules/mobile_vr/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mobile_vr/register_types.h b/modules/mobile_vr/register_types.h
index 33f608b6ed..9f20f252a4 100644
--- a/modules/mobile_vr/register_types.h
+++ b/modules/mobile_vr/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/class_db_api_json.cpp b/modules/mono/class_db_api_json.cpp
index 5f7e0b2308..553c6eca53 100644
--- a/modules/mono/class_db_api_json.cpp
+++ b/modules/mono/class_db_api_json.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/class_db_api_json.h b/modules/mono/class_db_api_json.h
index 6b7f5a4d88..6698a6260f 100644
--- a/modules/mono/class_db_api_json.h
+++ b/modules/mono/class_db_api_json.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp
index 381e45f5a3..da4ece8c5c 100644
--- a/modules/mono/csharp_script.cpp
+++ b/modules/mono/csharp_script.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/csharp_script.h b/modules/mono/csharp_script.h
index f482cc21f0..85edd8b9c6 100644
--- a/modules/mono/csharp_script.h
+++ b/modules/mono/csharp_script.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp
index 32283d814e..59ce617990 100644
--- a/modules/mono/editor/bindings_generator.cpp
+++ b/modules/mono/editor/bindings_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/bindings_generator.h b/modules/mono/editor/bindings_generator.h
index 0cc1bb5f46..b18dfb0ec4 100644
--- a/modules/mono/editor/bindings_generator.h
+++ b/modules/mono/editor/bindings_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/code_completion.cpp b/modules/mono/editor/code_completion.cpp
index a7ab87aaaf..bbfba83e6f 100644
--- a/modules/mono/editor/code_completion.cpp
+++ b/modules/mono/editor/code_completion.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/code_completion.h b/modules/mono/editor/code_completion.h
index e38768612b..7f7521672b 100644
--- a/modules/mono/editor/code_completion.h
+++ b/modules/mono/editor/code_completion.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/editor_internal_calls.cpp b/modules/mono/editor/editor_internal_calls.cpp
index 21a2c14e3d..667e4a3879 100644
--- a/modules/mono/editor/editor_internal_calls.cpp
+++ b/modules/mono/editor/editor_internal_calls.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/editor_internal_calls.h b/modules/mono/editor/editor_internal_calls.h
index ef4e639161..24080cd867 100644
--- a/modules/mono/editor/editor_internal_calls.h
+++ b/modules/mono/editor/editor_internal_calls.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/godotsharp_export.cpp b/modules/mono/editor/godotsharp_export.cpp
index b006eed69f..4b858c0e82 100644
--- a/modules/mono/editor/godotsharp_export.cpp
+++ b/modules/mono/editor/godotsharp_export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/godotsharp_export.h b/modules/mono/editor/godotsharp_export.h
index 586d4e5a0c..0e9d689618 100644
--- a/modules/mono/editor/godotsharp_export.h
+++ b/modules/mono/editor/godotsharp_export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/script_class_parser.cpp b/modules/mono/editor/script_class_parser.cpp
index 70940c279e..8f9a31a5b9 100644
--- a/modules/mono/editor/script_class_parser.cpp
+++ b/modules/mono/editor/script_class_parser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/editor/script_class_parser.h b/modules/mono/editor/script_class_parser.h
index deb6061191..75a46bb4e5 100644
--- a/modules/mono/editor/script_class_parser.h
+++ b/modules/mono/editor/script_class_parser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/arguments_vector.h b/modules/mono/glue/arguments_vector.h
index ab48904571..9ba6a05ac6 100644
--- a/modules/mono/glue/arguments_vector.h
+++ b/modules/mono/glue/arguments_vector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/base_object_glue.cpp b/modules/mono/glue/base_object_glue.cpp
index afcc75395b..34a96eba17 100644
--- a/modules/mono/glue/base_object_glue.cpp
+++ b/modules/mono/glue/base_object_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/collections_glue.cpp b/modules/mono/glue/collections_glue.cpp
index dedb5b9f75..191f863350 100644
--- a/modules/mono/glue/collections_glue.cpp
+++ b/modules/mono/glue/collections_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/gd_glue.cpp b/modules/mono/glue/gd_glue.cpp
index a4566b82fb..a2ff868f65 100644
--- a/modules/mono/glue/gd_glue.cpp
+++ b/modules/mono/glue/gd_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/glue_header.h b/modules/mono/glue/glue_header.h
index f4263e286e..3db52d7c30 100644
--- a/modules/mono/glue/glue_header.h
+++ b/modules/mono/glue/glue_header.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/nodepath_glue.cpp b/modules/mono/glue/nodepath_glue.cpp
index 9405360c6c..4ddb94e1a8 100644
--- a/modules/mono/glue/nodepath_glue.cpp
+++ b/modules/mono/glue/nodepath_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/rid_glue.cpp b/modules/mono/glue/rid_glue.cpp
index 410a98aa84..f464e63a81 100644
--- a/modules/mono/glue/rid_glue.cpp
+++ b/modules/mono/glue/rid_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/scene_tree_glue.cpp b/modules/mono/glue/scene_tree_glue.cpp
index a96918dafa..5a6fd69db8 100644
--- a/modules/mono/glue/scene_tree_glue.cpp
+++ b/modules/mono/glue/scene_tree_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/string_glue.cpp b/modules/mono/glue/string_glue.cpp
index d71d175418..18a9221f89 100644
--- a/modules/mono/glue/string_glue.cpp
+++ b/modules/mono/glue/string_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/glue/string_name_glue.cpp b/modules/mono/glue/string_name_glue.cpp
index fc2bf32b95..f537896559 100644
--- a/modules/mono/glue/string_name_glue.cpp
+++ b/modules/mono/glue/string_name_glue.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/godotsharp_defs.h b/modules/mono/godotsharp_defs.h
index 7d57d0fac3..273dba52f9 100644
--- a/modules/mono/godotsharp_defs.h
+++ b/modules/mono/godotsharp_defs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/godotsharp_dirs.cpp b/modules/mono/godotsharp_dirs.cpp
index e0ddf5cd33..a39a6fe381 100644
--- a/modules/mono/godotsharp_dirs.cpp
+++ b/modules/mono/godotsharp_dirs.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/godotsharp_dirs.h b/modules/mono/godotsharp_dirs.h
index 85be506c28..3a3c6f980e 100644
--- a/modules/mono/godotsharp_dirs.h
+++ b/modules/mono/godotsharp_dirs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/managed_callable.cpp b/modules/mono/managed_callable.cpp
index dbe9c7fc5d..6d868b527c 100644
--- a/modules/mono/managed_callable.cpp
+++ b/modules/mono/managed_callable.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/managed_callable.h b/modules/mono/managed_callable.h
index bde1b41781..c620eee60d 100644
--- a/modules/mono/managed_callable.h
+++ b/modules/mono/managed_callable.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gc_handle.cpp b/modules/mono/mono_gc_handle.cpp
index 16a6875406..8583065016 100644
--- a/modules/mono/mono_gc_handle.cpp
+++ b/modules/mono/mono_gc_handle.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gc_handle.h b/modules/mono/mono_gc_handle.h
index b85dc70af3..f435aab3dd 100644
--- a/modules/mono/mono_gc_handle.h
+++ b/modules/mono/mono_gc_handle.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/android_mono_config.h b/modules/mono/mono_gd/android_mono_config.h
index 9e304939b2..9d7cfe1b7c 100644
--- a/modules/mono/mono_gd/android_mono_config.h
+++ b/modules/mono/mono_gd/android_mono_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono.cpp b/modules/mono/mono_gd/gd_mono.cpp
index db33151eb3..875d20ebe4 100644
--- a/modules/mono/mono_gd/gd_mono.cpp
+++ b/modules/mono/mono_gd/gd_mono.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono.h b/modules/mono/mono_gd/gd_mono.h
index 969296c44d..5accc21f8e 100644
--- a/modules/mono/mono_gd/gd_mono.h
+++ b/modules/mono/mono_gd/gd_mono.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_assembly.cpp b/modules/mono/mono_gd/gd_mono_assembly.cpp
index b3e30cdecd..c6920814b9 100644
--- a/modules/mono/mono_gd/gd_mono_assembly.cpp
+++ b/modules/mono/mono_gd/gd_mono_assembly.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_assembly.h b/modules/mono/mono_gd/gd_mono_assembly.h
index fc10480e07..350fcf3210 100644
--- a/modules/mono/mono_gd/gd_mono_assembly.h
+++ b/modules/mono/mono_gd/gd_mono_assembly.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_cache.cpp b/modules/mono/mono_gd/gd_mono_cache.cpp
index 3f51c6523b..aea467660f 100644
--- a/modules/mono/mono_gd/gd_mono_cache.cpp
+++ b/modules/mono/mono_gd/gd_mono_cache.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_cache.h b/modules/mono/mono_gd/gd_mono_cache.h
index 9dfa5769be..fb75cb4b1c 100644
--- a/modules/mono/mono_gd/gd_mono_cache.h
+++ b/modules/mono/mono_gd/gd_mono_cache.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_class.cpp b/modules/mono/mono_gd/gd_mono_class.cpp
index b734f52e4e..0ed7fcf375 100644
--- a/modules/mono/mono_gd/gd_mono_class.cpp
+++ b/modules/mono/mono_gd/gd_mono_class.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_class.h b/modules/mono/mono_gd/gd_mono_class.h
index b93dfec30a..daea75bae8 100644
--- a/modules/mono/mono_gd/gd_mono_class.h
+++ b/modules/mono/mono_gd/gd_mono_class.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_field.cpp b/modules/mono/mono_gd/gd_mono_field.cpp
index 61d7f64a2a..d91bb8210f 100644
--- a/modules/mono/mono_gd/gd_mono_field.cpp
+++ b/modules/mono/mono_gd/gd_mono_field.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_field.h b/modules/mono/mono_gd/gd_mono_field.h
index 5b40b439f9..ed5078c673 100644
--- a/modules/mono/mono_gd/gd_mono_field.h
+++ b/modules/mono/mono_gd/gd_mono_field.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_header.h b/modules/mono/mono_gd/gd_mono_header.h
index ffb56e7cec..483030610f 100644
--- a/modules/mono/mono_gd/gd_mono_header.h
+++ b/modules/mono/mono_gd/gd_mono_header.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_internals.cpp b/modules/mono/mono_gd/gd_mono_internals.cpp
index 82f916e8c5..65e2680905 100644
--- a/modules/mono/mono_gd/gd_mono_internals.cpp
+++ b/modules/mono/mono_gd/gd_mono_internals.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_internals.h b/modules/mono/mono_gd/gd_mono_internals.h
index 0fd6250785..34d2d35b2d 100644
--- a/modules/mono/mono_gd/gd_mono_internals.h
+++ b/modules/mono/mono_gd/gd_mono_internals.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_log.cpp b/modules/mono/mono_gd/gd_mono_log.cpp
index 7584e7ff0d..e1d283242c 100644
--- a/modules/mono/mono_gd/gd_mono_log.cpp
+++ b/modules/mono/mono_gd/gd_mono_log.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_log.h b/modules/mono/mono_gd/gd_mono_log.h
index 3a52316060..9a95e3cb0a 100644
--- a/modules/mono/mono_gd/gd_mono_log.h
+++ b/modules/mono/mono_gd/gd_mono_log.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_marshal.cpp b/modules/mono/mono_gd/gd_mono_marshal.cpp
index 64b350f270..57fbf5b7e1 100644
--- a/modules/mono/mono_gd/gd_mono_marshal.cpp
+++ b/modules/mono/mono_gd/gd_mono_marshal.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_marshal.h b/modules/mono/mono_gd/gd_mono_marshal.h
index 6d8227f8b4..7d0036a1d8 100644
--- a/modules/mono/mono_gd/gd_mono_marshal.h
+++ b/modules/mono/mono_gd/gd_mono_marshal.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_method.cpp b/modules/mono/mono_gd/gd_mono_method.cpp
index 1d87726234..67aabcde10 100644
--- a/modules/mono/mono_gd/gd_mono_method.cpp
+++ b/modules/mono/mono_gd/gd_mono_method.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_method.h b/modules/mono/mono_gd/gd_mono_method.h
index 115bd998fa..c08ffe904b 100644
--- a/modules/mono/mono_gd/gd_mono_method.h
+++ b/modules/mono/mono_gd/gd_mono_method.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_method_thunk.h b/modules/mono/mono_gd/gd_mono_method_thunk.h
index 01f3ae342a..091d26df1d 100644
--- a/modules/mono/mono_gd/gd_mono_method_thunk.h
+++ b/modules/mono/mono_gd/gd_mono_method_thunk.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_property.cpp b/modules/mono/mono_gd/gd_mono_property.cpp
index 1027c08a4a..dc3d225082 100644
--- a/modules/mono/mono_gd/gd_mono_property.cpp
+++ b/modules/mono/mono_gd/gd_mono_property.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_property.h b/modules/mono/mono_gd/gd_mono_property.h
index 611ac293e4..af7a2c02e5 100644
--- a/modules/mono/mono_gd/gd_mono_property.h
+++ b/modules/mono/mono_gd/gd_mono_property.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_utils.cpp b/modules/mono/mono_gd/gd_mono_utils.cpp
index 05fd57255c..6e0a263c7f 100644
--- a/modules/mono/mono_gd/gd_mono_utils.cpp
+++ b/modules/mono/mono_gd/gd_mono_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_utils.h b/modules/mono/mono_gd/gd_mono_utils.h
index 5370b1c6fc..9e024418e1 100644
--- a/modules/mono/mono_gd/gd_mono_utils.h
+++ b/modules/mono/mono_gd/gd_mono_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_wasm_m2n.cpp b/modules/mono/mono_gd/gd_mono_wasm_m2n.cpp
index f4c964c6eb..a477c55456 100644
--- a/modules/mono/mono_gd/gd_mono_wasm_m2n.cpp
+++ b/modules/mono/mono_gd/gd_mono_wasm_m2n.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/gd_mono_wasm_m2n.h b/modules/mono/mono_gd/gd_mono_wasm_m2n.h
index 68a14f15f4..159a2ed7b6 100644
--- a/modules/mono/mono_gd/gd_mono_wasm_m2n.h
+++ b/modules/mono/mono_gd/gd_mono_wasm_m2n.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/i_mono_class_member.h b/modules/mono/mono_gd/i_mono_class_member.h
index 2e8e01c80e..36e14ba27c 100644
--- a/modules/mono/mono_gd/i_mono_class_member.h
+++ b/modules/mono/mono_gd/i_mono_class_member.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/managed_type.cpp b/modules/mono/mono_gd/managed_type.cpp
index 3e971efece..0acfafe841 100644
--- a/modules/mono/mono_gd/managed_type.cpp
+++ b/modules/mono/mono_gd/managed_type.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/managed_type.h b/modules/mono/mono_gd/managed_type.h
index 491a2f3d20..0456a9a864 100644
--- a/modules/mono/mono_gd/managed_type.h
+++ b/modules/mono/mono_gd/managed_type.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/support/android_support.cpp b/modules/mono/mono_gd/support/android_support.cpp
index 5bd70748c3..59e1385e7e 100644
--- a/modules/mono/mono_gd/support/android_support.cpp
+++ b/modules/mono/mono_gd/support/android_support.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/support/android_support.h b/modules/mono/mono_gd/support/android_support.h
index df51100bef..0c5dd2764c 100755
--- a/modules/mono/mono_gd/support/android_support.h
+++ b/modules/mono/mono_gd/support/android_support.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/support/ios_support.h b/modules/mono/mono_gd/support/ios_support.h
index 48cef890d6..28a8806d0e 100755
--- a/modules/mono/mono_gd/support/ios_support.h
+++ b/modules/mono/mono_gd/support/ios_support.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/mono_gd/support/ios_support.mm b/modules/mono/mono_gd/support/ios_support.mm
index e6e09c4146..cdee04edcf 100644
--- a/modules/mono/mono_gd/support/ios_support.mm
+++ b/modules/mono/mono_gd/support/ios_support.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/register_types.cpp b/modules/mono/register_types.cpp
index f5c1bda18b..80eb47bfd4 100644
--- a/modules/mono/register_types.cpp
+++ b/modules/mono/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/register_types.h b/modules/mono/register_types.h
index e30d9a8abd..1a2ff004b5 100644
--- a/modules/mono/register_types.h
+++ b/modules/mono/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/signal_awaiter_utils.cpp b/modules/mono/signal_awaiter_utils.cpp
index f220abfb4c..3aaf726fc8 100644
--- a/modules/mono/signal_awaiter_utils.cpp
+++ b/modules/mono/signal_awaiter_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/signal_awaiter_utils.h b/modules/mono/signal_awaiter_utils.h
index 18d1e43e14..4c77f8cfed 100644
--- a/modules/mono/signal_awaiter_utils.h
+++ b/modules/mono/signal_awaiter_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/macros.h b/modules/mono/utils/macros.h
index 60c9b9718a..4a220d89c8 100644
--- a/modules/mono/utils/macros.h
+++ b/modules/mono/utils/macros.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/mono_reg_utils.cpp b/modules/mono/utils/mono_reg_utils.cpp
index 52d3fa93be..27c2b2c5c1 100644
--- a/modules/mono/utils/mono_reg_utils.cpp
+++ b/modules/mono/utils/mono_reg_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/mono_reg_utils.h b/modules/mono/utils/mono_reg_utils.h
index cc3f1cb035..0e617761ea 100644
--- a/modules/mono/utils/mono_reg_utils.h
+++ b/modules/mono/utils/mono_reg_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/osx_utils.cpp b/modules/mono/utils/osx_utils.cpp
index 41be198bcf..f4216c8129 100644
--- a/modules/mono/utils/osx_utils.cpp
+++ b/modules/mono/utils/osx_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/osx_utils.h b/modules/mono/utils/osx_utils.h
index 92faead0fb..6704f19077 100644
--- a/modules/mono/utils/osx_utils.h
+++ b/modules/mono/utils/osx_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/path_utils.cpp b/modules/mono/utils/path_utils.cpp
index 039afa8411..93d44628ac 100644
--- a/modules/mono/utils/path_utils.cpp
+++ b/modules/mono/utils/path_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/path_utils.h b/modules/mono/utils/path_utils.h
index c19cb3bc8b..82b8f95f49 100644
--- a/modules/mono/utils/path_utils.h
+++ b/modules/mono/utils/path_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/string_utils.cpp b/modules/mono/utils/string_utils.cpp
index d70004657c..43de77005e 100644
--- a/modules/mono/utils/string_utils.cpp
+++ b/modules/mono/utils/string_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/mono/utils/string_utils.h b/modules/mono/utils/string_utils.h
index 99f3548f31..3290cb38b9 100644
--- a/modules/mono/utils/string_utils.h
+++ b/modules/mono/utils/string_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/ogg/register_types.cpp b/modules/ogg/register_types.cpp
index 73c691397c..b23ea65378 100644
--- a/modules/ogg/register_types.cpp
+++ b/modules/ogg/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/ogg/register_types.h b/modules/ogg/register_types.h
index 849d27bb06..49d5ed9c80 100644
--- a/modules/ogg/register_types.h
+++ b/modules/ogg/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/opensimplex/noise_texture.cpp b/modules/opensimplex/noise_texture.cpp
index b29c2f84ce..1d75e46747 100644
--- a/modules/opensimplex/noise_texture.cpp
+++ b/modules/opensimplex/noise_texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/opensimplex/noise_texture.h b/modules/opensimplex/noise_texture.h
index 6f0d4aa5e1..9f6e2cbf43 100644
--- a/modules/opensimplex/noise_texture.h
+++ b/modules/opensimplex/noise_texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/opensimplex/open_simplex_noise.cpp b/modules/opensimplex/open_simplex_noise.cpp
index aded4d2a07..403340e39c 100644
--- a/modules/opensimplex/open_simplex_noise.cpp
+++ b/modules/opensimplex/open_simplex_noise.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/opensimplex/open_simplex_noise.h b/modules/opensimplex/open_simplex_noise.h
index d9bf05115d..f18dd4d798 100644
--- a/modules/opensimplex/open_simplex_noise.h
+++ b/modules/opensimplex/open_simplex_noise.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,15 +37,15 @@
#include "thirdparty/misc/open-simplex-noise.h"
-// The maximum number of octaves allowed. Note that these are statically allocated.
-// Higher values become exponentially slower, so this shouldn't be set too high
-// to avoid freezing the editor for long periods of time.
-#define MAX_OCTAVES 9
-
class OpenSimplexNoise : public Resource {
GDCLASS(OpenSimplexNoise, Resource);
OBJ_SAVE_TYPE(OpenSimplexNoise);
+ // The maximum number of octaves allowed. Note that these are statically allocated.
+ // Higher values become exponentially slower, so this shouldn't be set too high
+ // to avoid freezing the editor for long periods of time.
+ static const int MAX_OCTAVES = 9;
+
osn_context contexts[MAX_OCTAVES];
int seed;
diff --git a/modules/opensimplex/register_types.cpp b/modules/opensimplex/register_types.cpp
index fef90cdce3..e9735a2cc8 100644
--- a/modules/opensimplex/register_types.cpp
+++ b/modules/opensimplex/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/opensimplex/register_types.h b/modules/opensimplex/register_types.h
index 51c6815eae..d72e37e3a3 100644
--- a/modules/opensimplex/register_types.h
+++ b/modules/opensimplex/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/opus/register_types.cpp b/modules/opus/register_types.cpp
index a4329e142c..02874a9a4b 100644
--- a/modules/opus/register_types.cpp
+++ b/modules/opus/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/opus/register_types.h b/modules/opus/register_types.h
index ad6e083c82..af889cf809 100644
--- a/modules/opus/register_types.h
+++ b/modules/opus/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/pvr/image_compress_pvrtc.cpp b/modules/pvr/image_compress_pvrtc.cpp
index 6695a539d0..d2d8976694 100644
--- a/modules/pvr/image_compress_pvrtc.cpp
+++ b/modules/pvr/image_compress_pvrtc.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/pvr/image_compress_pvrtc.h b/modules/pvr/image_compress_pvrtc.h
index fde65f4bbe..985076ce4d 100644
--- a/modules/pvr/image_compress_pvrtc.h
+++ b/modules/pvr/image_compress_pvrtc.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/pvr/register_types.cpp b/modules/pvr/register_types.cpp
index 9bfc334d76..aeac564c93 100644
--- a/modules/pvr/register_types.cpp
+++ b/modules/pvr/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/pvr/register_types.h b/modules/pvr/register_types.h
index 8318996a46..74fcfe2ce4 100644
--- a/modules/pvr/register_types.h
+++ b/modules/pvr/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/pvr/texture_loader_pvr.cpp b/modules/pvr/texture_loader_pvr.cpp
index 40847cf9cb..70a3c8b5a9 100644
--- a/modules/pvr/texture_loader_pvr.cpp
+++ b/modules/pvr/texture_loader_pvr.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/pvr/texture_loader_pvr.h b/modules/pvr/texture_loader_pvr.h
index 07ef129689..da425c3237 100644
--- a/modules/pvr/texture_loader_pvr.h
+++ b/modules/pvr/texture_loader_pvr.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/regex/regex.cpp b/modules/regex/regex.cpp
index c10a276eae..fe8136ef35 100644
--- a/modules/regex/regex.cpp
+++ b/modules/regex/regex.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/regex/regex.h b/modules/regex/regex.h
index 5b4798b65a..46505855d7 100644
--- a/modules/regex/regex.h
+++ b/modules/regex/regex.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/regex/register_types.cpp b/modules/regex/register_types.cpp
index d470fcdaeb..82f3eaf707 100644
--- a/modules/regex/register_types.cpp
+++ b/modules/regex/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/regex/register_types.h b/modules/regex/register_types.h
index cf377cdf5f..fe94cde954 100644
--- a/modules/regex/register_types.h
+++ b/modules/regex/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/regex/tests/test_regex.h b/modules/regex/tests/test_regex.h
index 4b9e7e18eb..c2d303b435 100644
--- a/modules/regex/tests/test_regex.h
+++ b/modules/regex/tests/test_regex.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/register_module_types.h b/modules/register_module_types.h
index acd9fc7c97..2cff8c54c4 100644
--- a/modules/register_module_types.h
+++ b/modules/register_module_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/squish/image_compress_squish.cpp b/modules/squish/image_compress_squish.cpp
index c510779317..cce08034df 100644
--- a/modules/squish/image_compress_squish.cpp
+++ b/modules/squish/image_compress_squish.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/squish/image_compress_squish.h b/modules/squish/image_compress_squish.h
index 11b9e1c833..301d30fcf1 100644
--- a/modules/squish/image_compress_squish.h
+++ b/modules/squish/image_compress_squish.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/squish/register_types.cpp b/modules/squish/register_types.cpp
index ad28aff058..451e9d8e93 100644
--- a/modules/squish/register_types.cpp
+++ b/modules/squish/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/squish/register_types.h b/modules/squish/register_types.h
index ab56c54d4a..0f87d64333 100644
--- a/modules/squish/register_types.h
+++ b/modules/squish/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/stb_vorbis/audio_stream_ogg_vorbis.cpp b/modules/stb_vorbis/audio_stream_ogg_vorbis.cpp
index 346833ab9c..82d1206e93 100644
--- a/modules/stb_vorbis/audio_stream_ogg_vorbis.cpp
+++ b/modules/stb_vorbis/audio_stream_ogg_vorbis.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/stb_vorbis/audio_stream_ogg_vorbis.h b/modules/stb_vorbis/audio_stream_ogg_vorbis.h
index 5070f2a078..efc8fc6c27 100644
--- a/modules/stb_vorbis/audio_stream_ogg_vorbis.h
+++ b/modules/stb_vorbis/audio_stream_ogg_vorbis.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/stb_vorbis/register_types.cpp b/modules/stb_vorbis/register_types.cpp
index 13c26fc8cc..6f7eb53bc8 100644
--- a/modules/stb_vorbis/register_types.cpp
+++ b/modules/stb_vorbis/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/stb_vorbis/register_types.h b/modules/stb_vorbis/register_types.h
index f5a1dd31bc..d36d87606c 100644
--- a/modules/stb_vorbis/register_types.h
+++ b/modules/stb_vorbis/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/stb_vorbis/resource_importer_ogg_vorbis.cpp b/modules/stb_vorbis/resource_importer_ogg_vorbis.cpp
index d68d050d34..ec1c30783a 100644
--- a/modules/stb_vorbis/resource_importer_ogg_vorbis.cpp
+++ b/modules/stb_vorbis/resource_importer_ogg_vorbis.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/stb_vorbis/resource_importer_ogg_vorbis.h b/modules/stb_vorbis/resource_importer_ogg_vorbis.h
index 47f0039328..60fe3381fb 100644
--- a/modules/stb_vorbis/resource_importer_ogg_vorbis.h
+++ b/modules/stb_vorbis/resource_importer_ogg_vorbis.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/svg/image_loader_svg.cpp b/modules/svg/image_loader_svg.cpp
index 8ca4452ac9..6ce3e4b4b3 100644
--- a/modules/svg/image_loader_svg.cpp
+++ b/modules/svg/image_loader_svg.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/svg/image_loader_svg.h b/modules/svg/image_loader_svg.h
index 8e478a40ce..e64175b172 100644
--- a/modules/svg/image_loader_svg.h
+++ b/modules/svg/image_loader_svg.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/svg/register_types.cpp b/modules/svg/register_types.cpp
index 9fbefd2cfe..1a611184d2 100644
--- a/modules/svg/register_types.cpp
+++ b/modules/svg/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/svg/register_types.h b/modules/svg/register_types.h
index a3d914e0cb..106ac9056f 100644
--- a/modules/svg/register_types.h
+++ b/modules/svg/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/bitmap_font_adv.cpp b/modules/text_server_adv/bitmap_font_adv.cpp
index b905b7dabb..01fa94aa7c 100644
--- a/modules/text_server_adv/bitmap_font_adv.cpp
+++ b/modules/text_server_adv/bitmap_font_adv.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/bitmap_font_adv.h b/modules/text_server_adv/bitmap_font_adv.h
index cb1a726f76..c314f1b087 100644
--- a/modules/text_server_adv/bitmap_font_adv.h
+++ b/modules/text_server_adv/bitmap_font_adv.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/dynamic_font_adv.cpp b/modules/text_server_adv/dynamic_font_adv.cpp
index af14138c6a..fcefa60d98 100644
--- a/modules/text_server_adv/dynamic_font_adv.cpp
+++ b/modules/text_server_adv/dynamic_font_adv.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/dynamic_font_adv.h b/modules/text_server_adv/dynamic_font_adv.h
index f9d6735c32..c35dd9390b 100644
--- a/modules/text_server_adv/dynamic_font_adv.h
+++ b/modules/text_server_adv/dynamic_font_adv.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/font_adv.h b/modules/text_server_adv/font_adv.h
index 88b327f57b..4bbd2dd4bf 100644
--- a/modules/text_server_adv/font_adv.h
+++ b/modules/text_server_adv/font_adv.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/icu_data/icudata_stub.cpp b/modules/text_server_adv/icu_data/icudata_stub.cpp
index 13f0ac0c50..187001f33a 100644
--- a/modules/text_server_adv/icu_data/icudata_stub.cpp
+++ b/modules/text_server_adv/icu_data/icudata_stub.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/register_types.cpp b/modules/text_server_adv/register_types.cpp
index 68117e0380..abefa83b9b 100644
--- a/modules/text_server_adv/register_types.cpp
+++ b/modules/text_server_adv/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/register_types.h b/modules/text_server_adv/register_types.h
index 8319ddfd5d..ddd1190f40 100644
--- a/modules/text_server_adv/register_types.h
+++ b/modules/text_server_adv/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/script_iterator.cpp b/modules/text_server_adv/script_iterator.cpp
index 60a617c3a7..8f23bb9e02 100644
--- a/modules/text_server_adv/script_iterator.cpp
+++ b/modules/text_server_adv/script_iterator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/script_iterator.h b/modules/text_server_adv/script_iterator.h
index 4523aa2767..ad476f7c75 100644
--- a/modules/text_server_adv/script_iterator.h
+++ b/modules/text_server_adv/script_iterator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/text_server_adv.cpp b/modules/text_server_adv/text_server_adv.cpp
index 671c2fa029..8b05611089 100644
--- a/modules/text_server_adv/text_server_adv.cpp
+++ b/modules/text_server_adv/text_server_adv.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_adv/text_server_adv.h b/modules/text_server_adv/text_server_adv.h
index 8c26554158..89fae477f9 100644
--- a/modules/text_server_adv/text_server_adv.h
+++ b/modules/text_server_adv/text_server_adv.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/bitmap_font_fb.cpp b/modules/text_server_fb/bitmap_font_fb.cpp
index 99cbccb69a..5c691b7bbd 100644
--- a/modules/text_server_fb/bitmap_font_fb.cpp
+++ b/modules/text_server_fb/bitmap_font_fb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/bitmap_font_fb.h b/modules/text_server_fb/bitmap_font_fb.h
index 73e6d8f791..33401b85fa 100644
--- a/modules/text_server_fb/bitmap_font_fb.h
+++ b/modules/text_server_fb/bitmap_font_fb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/dynamic_font_fb.cpp b/modules/text_server_fb/dynamic_font_fb.cpp
index 120774d8e7..4eecba6ae8 100644
--- a/modules/text_server_fb/dynamic_font_fb.cpp
+++ b/modules/text_server_fb/dynamic_font_fb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/dynamic_font_fb.h b/modules/text_server_fb/dynamic_font_fb.h
index 6ac8cb52a8..f1cd758f2c 100644
--- a/modules/text_server_fb/dynamic_font_fb.h
+++ b/modules/text_server_fb/dynamic_font_fb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/font_fb.h b/modules/text_server_fb/font_fb.h
index d2ce2661a1..cc72919542 100644
--- a/modules/text_server_fb/font_fb.h
+++ b/modules/text_server_fb/font_fb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/register_types.cpp b/modules/text_server_fb/register_types.cpp
index ad4d2d47ab..87cbd2ac2c 100644
--- a/modules/text_server_fb/register_types.cpp
+++ b/modules/text_server_fb/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/register_types.h b/modules/text_server_fb/register_types.h
index 58f8436c67..c854db92e5 100644
--- a/modules/text_server_fb/register_types.h
+++ b/modules/text_server_fb/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/text_server_fb.cpp b/modules/text_server_fb/text_server_fb.cpp
index 0cc56a6735..e60d269408 100644
--- a/modules/text_server_fb/text_server_fb.cpp
+++ b/modules/text_server_fb/text_server_fb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/text_server_fb/text_server_fb.h b/modules/text_server_fb/text_server_fb.h
index 56bb1f7bf9..d142b320e4 100644
--- a/modules/text_server_fb/text_server_fb.h
+++ b/modules/text_server_fb/text_server_fb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tga/image_loader_tga.cpp b/modules/tga/image_loader_tga.cpp
index aa8b3122f4..2da9159228 100644
--- a/modules/tga/image_loader_tga.cpp
+++ b/modules/tga/image_loader_tga.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tga/image_loader_tga.h b/modules/tga/image_loader_tga.h
index 6b3d33e7ef..249e33411e 100644
--- a/modules/tga/image_loader_tga.h
+++ b/modules/tga/image_loader_tga.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tga/register_types.cpp b/modules/tga/register_types.cpp
index 320f748083..9e5fe124ef 100644
--- a/modules/tga/register_types.cpp
+++ b/modules/tga/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tga/register_types.h b/modules/tga/register_types.h
index 94a77d295e..0dcd750250 100644
--- a/modules/tga/register_types.h
+++ b/modules/tga/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/theora/register_types.cpp b/modules/theora/register_types.cpp
index 0676cab5c5..0218b8c7a4 100644
--- a/modules/theora/register_types.cpp
+++ b/modules/theora/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/theora/register_types.h b/modules/theora/register_types.h
index 4f0670b2c7..654d70e417 100644
--- a/modules/theora/register_types.h
+++ b/modules/theora/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/theora/video_stream_theora.cpp b/modules/theora/video_stream_theora.cpp
index 4f33f58ed1..243265769e 100644
--- a/modules/theora/video_stream_theora.cpp
+++ b/modules/theora/video_stream_theora.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/theora/video_stream_theora.h b/modules/theora/video_stream_theora.h
index 867f464038..d2036b5cb4 100644
--- a/modules/theora/video_stream_theora.h
+++ b/modules/theora/video_stream_theora.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tinyexr/image_loader_tinyexr.cpp b/modules/tinyexr/image_loader_tinyexr.cpp
index 75dc16c39a..47214e6974 100644
--- a/modules/tinyexr/image_loader_tinyexr.cpp
+++ b/modules/tinyexr/image_loader_tinyexr.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tinyexr/image_loader_tinyexr.h b/modules/tinyexr/image_loader_tinyexr.h
index ff040b0915..34390fccb0 100644
--- a/modules/tinyexr/image_loader_tinyexr.h
+++ b/modules/tinyexr/image_loader_tinyexr.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tinyexr/image_saver_tinyexr.cpp b/modules/tinyexr/image_saver_tinyexr.cpp
index 420619bd5f..f747763248 100644
--- a/modules/tinyexr/image_saver_tinyexr.cpp
+++ b/modules/tinyexr/image_saver_tinyexr.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tinyexr/image_saver_tinyexr.h b/modules/tinyexr/image_saver_tinyexr.h
index c7154bcfc7..e5060ef11c 100644
--- a/modules/tinyexr/image_saver_tinyexr.h
+++ b/modules/tinyexr/image_saver_tinyexr.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tinyexr/register_types.cpp b/modules/tinyexr/register_types.cpp
index 9d0fb8729e..ecbabc4951 100644
--- a/modules/tinyexr/register_types.cpp
+++ b/modules/tinyexr/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/tinyexr/register_types.h b/modules/tinyexr/register_types.h
index 9739488312..e401f37066 100644
--- a/modules/tinyexr/register_types.h
+++ b/modules/tinyexr/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/upnp/register_types.cpp b/modules/upnp/register_types.cpp
index e66bc9d11a..a5ee39517f 100644
--- a/modules/upnp/register_types.cpp
+++ b/modules/upnp/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/upnp/register_types.h b/modules/upnp/register_types.h
index 0c71db9ffa..768031c4d9 100644
--- a/modules/upnp/register_types.h
+++ b/modules/upnp/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/upnp/upnp.cpp b/modules/upnp/upnp.cpp
index 3c9bf9a4b4..8c3be884bd 100644
--- a/modules/upnp/upnp.cpp
+++ b/modules/upnp/upnp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/upnp/upnp.h b/modules/upnp/upnp.h
index 81d770ec4c..9dfa907476 100644
--- a/modules/upnp/upnp.h
+++ b/modules/upnp/upnp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/upnp/upnp_device.cpp b/modules/upnp/upnp_device.cpp
index 34af6898be..ddc66d593c 100644
--- a/modules/upnp/upnp_device.cpp
+++ b/modules/upnp/upnp_device.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/upnp/upnp_device.h b/modules/upnp/upnp_device.h
index 53d621c90a..126e761a56 100644
--- a/modules/upnp/upnp_device.h
+++ b/modules/upnp/upnp_device.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/vhacd/register_types.cpp b/modules/vhacd/register_types.cpp
index 40c5e47440..daad39bdfb 100644
--- a/modules/vhacd/register_types.cpp
+++ b/modules/vhacd/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/vhacd/register_types.h b/modules/vhacd/register_types.h
index d02a990901..24ad9378f4 100644
--- a/modules/vhacd/register_types.h
+++ b/modules/vhacd/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml
index 088d84d2ec..5112ea43a7 100644
--- a/modules/visual_script/doc_classes/VisualScript.xml
+++ b/modules/visual_script/doc_classes/VisualScript.xml
@@ -26,23 +26,23 @@
</return>
<argument index="0" name="name" type="StringName">
</argument>
+ <argument index="1" name="func_node_id" type="int">
+ </argument>
<description>
- Add a function with the specified name to the VisualScript.
+ Add a function with the specified name to the VisualScript, and assign the root [VisualScriptFunction] node's id as [code]func_node_id[/code].
</description>
</method>
<method name="add_node">
<return type="void">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="id" type="int">
+ <argument index="0" name="id" type="int">
</argument>
- <argument index="2" name="node" type="VisualScriptNode">
+ <argument index="1" name="node" type="VisualScriptNode">
</argument>
- <argument index="3" name="position" type="Vector2" default="Vector2( 0, 0 )">
+ <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
- Add a node to a function of the VisualScript.
+ Add a node to the VisualScript.
</description>
</method>
<method name="add_variable">
@@ -157,15 +157,13 @@
<method name="data_connect">
<return type="void">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="from_node" type="int">
+ <argument index="0" name="from_node" type="int">
</argument>
- <argument index="2" name="from_port" type="int">
+ <argument index="1" name="from_port" type="int">
</argument>
- <argument index="3" name="to_node" type="int">
+ <argument index="2" name="to_node" type="int">
</argument>
- <argument index="4" name="to_port" type="int">
+ <argument index="3" name="to_port" type="int">
</argument>
<description>
Connect two data ports. The value of [code]from_node[/code]'s [code]from_port[/code] would be fed into [code]to_node[/code]'s [code]to_port[/code].
@@ -174,15 +172,13 @@
<method name="data_disconnect">
<return type="void">
</return>
- <argument index="0" name="func" type="StringName">
+ <argument index="0" name="from_node" type="int">
</argument>
- <argument index="1" name="from_node" type="int">
+ <argument index="1" name="from_port" type="int">
</argument>
- <argument index="2" name="from_port" type="int">
+ <argument index="2" name="to_node" type="int">
</argument>
- <argument index="3" name="to_node" type="int">
- </argument>
- <argument index="4" name="to_port" type="int">
+ <argument index="3" name="to_port" type="int">
</argument>
<description>
Disconnect two data ports previously connected with [method data_connect].
@@ -197,37 +193,31 @@
Returns the id of a function's entry point node.
</description>
</method>
- <method name="get_function_scroll" qualifiers="const">
- <return type="Vector2">
- </return>
- <argument index="0" name="name" type="StringName">
- </argument>
- <description>
- Returns the position of the center of the screen for a given function.
- </description>
- </method>
<method name="get_node" qualifiers="const">
<return type="VisualScriptNode">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="id" type="int">
+ <argument index="0" name="id" type="int">
</argument>
<description>
- Returns a node given its id and its function.
+ Returns a node given its id.
</description>
</method>
<method name="get_node_position" qualifiers="const">
<return type="Vector2">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="id" type="int">
+ <argument index="0" name="id" type="int">
</argument>
<description>
Returns a node's position in pixels.
</description>
</method>
+ <method name="get_scroll" qualifiers="const">
+ <return type="Vector2">
+ </return>
+ <description>
+ Returns the current position of the center of the screen.
+ </description>
+ </method>
<method name="get_variable_default_value" qualifiers="const">
<return type="Variant">
</return>
@@ -267,15 +257,13 @@
<method name="has_data_connection" qualifiers="const">
<return type="bool">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="from_node" type="int">
+ <argument index="0" name="from_node" type="int">
</argument>
- <argument index="2" name="from_port" type="int">
+ <argument index="1" name="from_port" type="int">
</argument>
- <argument index="3" name="to_node" type="int">
+ <argument index="2" name="to_node" type="int">
</argument>
- <argument index="4" name="to_port" type="int">
+ <argument index="3" name="to_port" type="int">
</argument>
<description>
Returns whether the specified data ports are connected.
@@ -293,9 +281,7 @@
<method name="has_node" qualifiers="const">
<return type="bool">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="id" type="int">
+ <argument index="0" name="id" type="int">
</argument>
<description>
Returns whether a node exists with the given id.
@@ -304,13 +290,11 @@
<method name="has_sequence_connection" qualifiers="const">
<return type="bool">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="from_node" type="int">
+ <argument index="0" name="from_node" type="int">
</argument>
- <argument index="2" name="from_output" type="int">
+ <argument index="1" name="from_output" type="int">
</argument>
- <argument index="3" name="to_node" type="int">
+ <argument index="2" name="to_node" type="int">
</argument>
<description>
Returns whether the specified sequence ports are connected.
@@ -346,12 +330,10 @@
<method name="remove_node">
<return type="void">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="id" type="int">
+ <argument index="0" name="id" type="int">
</argument>
<description>
- Remove a specific node.
+ Remove the node with the specified id.
</description>
</method>
<method name="remove_variable">
@@ -399,13 +381,11 @@
<method name="sequence_connect">
<return type="void">
</return>
- <argument index="0" name="func" type="StringName">
+ <argument index="0" name="from_node" type="int">
</argument>
- <argument index="1" name="from_node" type="int">
+ <argument index="1" name="from_output" type="int">
</argument>
- <argument index="2" name="from_output" type="int">
- </argument>
- <argument index="3" name="to_node" type="int">
+ <argument index="2" name="to_node" type="int">
</argument>
<description>
Connect two sequence ports. The execution will flow from of [code]from_node[/code]'s [code]from_output[/code] into [code]to_node[/code].
@@ -415,29 +395,16 @@
<method name="sequence_disconnect">
<return type="void">
</return>
- <argument index="0" name="func" type="StringName">
- </argument>
- <argument index="1" name="from_node" type="int">
+ <argument index="0" name="from_node" type="int">
</argument>
- <argument index="2" name="from_output" type="int">
+ <argument index="1" name="from_output" type="int">
</argument>
- <argument index="3" name="to_node" type="int">
+ <argument index="2" name="to_node" type="int">
</argument>
<description>
Disconnect two sequence ports previously connected with [method sequence_connect].
</description>
</method>
- <method name="set_function_scroll">
- <return type="void">
- </return>
- <argument index="0" name="name" type="StringName">
- </argument>
- <argument index="1" name="ofs" type="Vector2">
- </argument>
- <description>
- Position the center of the screen for a function.
- </description>
- </method>
<method name="set_instance_base_type">
<return type="void">
</return>
@@ -450,14 +417,21 @@
<method name="set_node_position">
<return type="void">
</return>
- <argument index="0" name="func" type="StringName">
+ <argument index="0" name="id" type="int">
</argument>
- <argument index="1" name="id" type="int">
+ <argument index="1" name="position" type="Vector2">
</argument>
- <argument index="2" name="position" type="Vector2">
+ <description>
+ Set the node position in the VisualScript graph.
+ </description>
+ </method>
+ <method name="set_scroll">
+ <return type="void">
+ </return>
+ <argument index="0" name="ofs" type="Vector2">
</argument>
<description>
- Position a node on the screen.
+ Set the screen center to the given position.
</description>
</method>
<method name="set_variable_default_value">
@@ -496,9 +470,7 @@
</methods>
<signals>
<signal name="node_ports_changed">
- <argument index="0" name="function" type="String">
- </argument>
- <argument index="1" name="id" type="int">
+ <argument index="0" name="id" type="int">
</argument>
<description>
Emitted when the ports of a node are changed.
diff --git a/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml b/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
index 000fbd0140..4004f1a04c 100644
--- a/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+++ b/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
@@ -92,7 +92,7 @@
<constant name="MATH_STEP_DECIMALS" value="24" enum="BuiltinFunc">
Return the number of digit places after the decimal that the first non-zero digit occurs.
</constant>
- <constant name="MATH_STEPIFY" value="25" enum="BuiltinFunc">
+ <constant name="MATH_SNAPPED" value="25" enum="BuiltinFunc">
Return the input snapped to a given step.
</constant>
<constant name="MATH_LERP" value="26" enum="BuiltinFunc">
diff --git a/modules/visual_script/register_types.cpp b/modules/visual_script/register_types.cpp
index 0172f29923..4c7b66e368 100644
--- a/modules/visual_script/register_types.cpp
+++ b/modules/visual_script/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/register_types.h b/modules/visual_script/register_types.h
index c18c2930b1..b02a93ebc1 100644
--- a/modules/visual_script/register_types.h
+++ b/modules/visual_script/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script.cpp b/modules/visual_script/visual_script.cpp
index 18a104ffb0..fe92f59179 100644
--- a/modules/visual_script/visual_script.cpp
+++ b/modules/visual_script/visual_script.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,7 +36,7 @@
#include "scene/main/node.h"
#include "visual_script_nodes.h"
-//used by editor, this is not really saved
+// Used by editor, this is not really saved.
void VisualScriptNode::set_breakpoint(bool p_breakpoint) {
breakpoint = p_breakpoint;
}
@@ -55,8 +55,8 @@ void VisualScriptNode::set_default_input_value(int p_port, const Variant &p_valu
default_input_values[p_port] = p_value;
#ifdef TOOLS_ENABLED
- for (Set<VisualScript *>::Element *E = scripts_used.front(); E; E = E->next()) {
- E->get()->set_edited(true);
+ if (script_used.is_valid()) {
+ script_used->set_edited(true);
}
#endif
}
@@ -73,14 +73,14 @@ void VisualScriptNode::_set_default_input_values(Array p_values) {
void VisualScriptNode::validate_input_default_values() {
default_input_values.resize(MAX(default_input_values.size(), get_input_value_port_count())); //let it grow as big as possible, we don't want to lose values on resize
- //actually validate on save
+ // Actually validate on save.
for (int i = 0; i < get_input_value_port_count(); i++) {
Variant::Type expected = get_input_value_port_info(i).type;
if (expected == Variant::NIL || expected == default_input_values[i].get_type()) {
continue;
} else {
- //not the same, reconvert
+ // Not the same, reconvert.
Callable::CallError ce;
Variant existing = default_input_values[i];
const Variant *existingp = &existing;
@@ -94,7 +94,7 @@ void VisualScriptNode::validate_input_default_values() {
}
Array VisualScriptNode::_get_default_input_values() const {
- //validate on save, since on load there is little info about this
+ // Validate on save, since on load there is little info about this.
Array values = default_input_values;
values.resize(get_input_value_port_count());
@@ -118,6 +118,8 @@ void VisualScriptNode::_bind_methods() {
}
VisualScriptNode::TypeGuess VisualScriptNode::guess_output_type(TypeGuess *p_inputs, int p_output) const {
+ ERR_FAIL_COND_V(get_output_value_port_count() <= p_output, TypeGuess());
+
PropertyInfo pinfo = get_output_value_port_info(p_output);
TypeGuess tg;
@@ -131,11 +133,7 @@ VisualScriptNode::TypeGuess VisualScriptNode::guess_output_type(TypeGuess *p_inp
}
Ref<VisualScript> VisualScriptNode::get_visual_script() const {
- if (scripts_used.size()) {
- return Ref<VisualScript>(scripts_used.front()->get());
- }
-
- return Ref<VisualScript>();
+ return script_used;
}
VisualScriptNode::VisualScriptNode() {
@@ -165,13 +163,15 @@ VisualScriptNodeInstance::~VisualScriptNodeInstance() {
}
}
-void VisualScript::add_function(const StringName &p_name) {
+void VisualScript::add_function(const StringName &p_name, int p_func_node_id) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!String(p_name).is_valid_identifier());
ERR_FAIL_COND(functions.has(p_name));
+ ERR_FAIL_COND(variables.has(p_name));
+ ERR_FAIL_COND(custom_signals.has(p_name));
functions[p_name] = Function();
- functions[p_name].scroll = Vector2(-50, -100);
+ functions[p_name].func_id = p_func_node_id;
}
bool VisualScript::has_function(const StringName &p_name) const {
@@ -182,11 +182,7 @@ void VisualScript::remove_function(const StringName &p_name) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!functions.has(p_name));
- for (Map<int, Function::NodeData>::Element *E = functions[p_name].nodes.front(); E; E = E->next()) {
- E->get().node->disconnect("ports_changed", callable_mp(this, &VisualScript::_node_ports_changed));
- E->get().node->scripts_used.erase(this);
- }
-
+ // Let the editor handle the node removal.
functions.erase(p_name);
}
@@ -207,53 +203,36 @@ void VisualScript::rename_function(const StringName &p_name, const StringName &p
functions.erase(p_name);
}
-void VisualScript::set_function_scroll(const StringName &p_name, const Vector2 &p_scroll) {
- ERR_FAIL_COND(!functions.has(p_name));
- functions[p_name].scroll = p_scroll;
+void VisualScript::set_scroll(const Vector2 &p_scroll) {
+ scroll = p_scroll;
}
-Vector2 VisualScript::get_function_scroll(const StringName &p_name) const {
- ERR_FAIL_COND_V(!functions.has(p_name), Vector2());
- return functions[p_name].scroll;
+Vector2 VisualScript::get_scroll() const {
+ return scroll;
}
void VisualScript::get_function_list(List<StringName> *r_functions) const {
- for (const Map<StringName, Function>::Element *E = functions.front(); E; E = E->next()) {
- r_functions->push_back(E->key());
- }
-
- r_functions->sort_custom<StringName::AlphCompare>();
+ functions.get_key_list(r_functions);
+ // r_functions->sort_custom<StringName::AlphCompare>(); // Don't force sorting.
}
int VisualScript::get_function_node_id(const StringName &p_name) const {
ERR_FAIL_COND_V(!functions.has(p_name), -1);
- return functions[p_name].function_id;
+ return functions[p_name].func_id;
}
void VisualScript::_node_ports_changed(int p_id) {
- StringName function;
-
- for (Map<StringName, Function>::Element *E = functions.front(); E; E = E->next()) {
- if (E->get().nodes.has(p_id)) {
- function = E->key();
- break;
- }
- }
-
- ERR_FAIL_COND(function == StringName());
-
- Function &func = functions[function];
- Ref<VisualScriptNode> vsn = func.nodes[p_id].node;
+ Ref<VisualScriptNode> vsn = nodes[p_id].node;
vsn->validate_input_default_values();
- //must revalidate all the functions
+ // Must revalidate all the functions.
{
List<SequenceConnection> to_remove;
- for (Set<SequenceConnection>::Element *E = func.sequence_connections.front(); E; E = E->next()) {
+ for (Set<SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id && E->get().from_output >= vsn->get_output_sequence_port_count()) {
to_remove.push_back(E->get());
}
@@ -263,7 +242,7 @@ void VisualScript::_node_ports_changed(int p_id) {
}
while (to_remove.size()) {
- func.sequence_connections.erase(to_remove.front()->get());
+ sequence_connections.erase(to_remove.front()->get());
to_remove.pop_front();
}
}
@@ -271,7 +250,7 @@ void VisualScript::_node_ports_changed(int p_id) {
{
List<DataConnection> to_remove;
- for (Set<DataConnection>::Element *E = func.data_connections.front(); E; E = E->next()) {
+ for (Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id && E->get().from_port >= vsn->get_output_value_port_count()) {
to_remove.push_back(E->get());
}
@@ -281,63 +260,47 @@ void VisualScript::_node_ports_changed(int p_id) {
}
while (to_remove.size()) {
- func.data_connections.erase(to_remove.front()->get());
+ data_connections.erase(to_remove.front()->get());
to_remove.pop_front();
}
}
#ifdef TOOLS_ENABLED
- set_edited(true); //something changed, let's set as edited
- emit_signal("node_ports_changed", function, p_id);
+ set_edited(true); // Something changed, let's set as edited.
+ emit_signal("node_ports_changed", p_id);
#endif
}
-void VisualScript::add_node(const StringName &p_func, int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos) {
+void VisualScript::add_node(int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos) {
ERR_FAIL_COND(instances.size());
- ERR_FAIL_COND(!functions.has(p_func));
-
- for (Map<StringName, Function>::Element *E = functions.front(); E; E = E->next()) {
- ERR_FAIL_COND(E->get().nodes.has(p_id)); //id can exist only one in script, even for different functions
- }
+ ERR_FAIL_COND(nodes.has(p_id)); // ID can exist only one in script.
- Function &func = functions[p_func];
-
- if (Object::cast_to<VisualScriptFunction>(*p_node)) {
- //the function indeed
- ERR_FAIL_COND_MSG(func.function_id >= 0, "A function node has already been set here.");
-
- func.function_id = p_id;
- }
-
- Function::NodeData nd;
+ NodeData nd;
nd.node = p_node;
nd.pos = p_pos;
Ref<VisualScriptNode> vsn = p_node;
vsn->connect("ports_changed", callable_mp(this, &VisualScript::_node_ports_changed), varray(p_id));
- vsn->scripts_used.insert(this);
- vsn->validate_input_default_values(); // Validate when fully loaded
+ vsn->script_used = Ref<VisualScript>(this);
+ vsn->validate_input_default_values(); // Validate when fully loaded.
- func.nodes[p_id] = nd;
+ nodes[p_id] = nd;
}
-void VisualScript::remove_node(const StringName &p_func, int p_id) {
+void VisualScript::remove_node(int p_id) {
ERR_FAIL_COND(instances.size());
- ERR_FAIL_COND(!functions.has(p_func));
- Function &func = functions[p_func];
-
- ERR_FAIL_COND(!func.nodes.has(p_id));
+ ERR_FAIL_COND(!nodes.has(p_id));
{
List<SequenceConnection> to_remove;
- for (Set<SequenceConnection>::Element *E = func.sequence_connections.front(); E; E = E->next()) {
+ for (Set<SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id || E->get().to_node == p_id) {
to_remove.push_back(E->get());
}
}
while (to_remove.size()) {
- func.sequence_connections.erase(to_remove.front()->get());
+ sequence_connections.erase(to_remove.front()->get());
to_remove.pop_front();
}
}
@@ -345,122 +308,88 @@ void VisualScript::remove_node(const StringName &p_func, int p_id) {
{
List<DataConnection> to_remove;
- for (Set<DataConnection>::Element *E = func.data_connections.front(); E; E = E->next()) {
+ for (Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id || E->get().to_node == p_id) {
to_remove.push_back(E->get());
}
}
while (to_remove.size()) {
- func.data_connections.erase(to_remove.front()->get());
+ data_connections.erase(to_remove.front()->get());
to_remove.pop_front();
}
}
- if (Object::cast_to<VisualScriptFunction>(func.nodes[p_id].node.ptr())) {
- func.function_id = -1; //revert to invalid
- }
+ nodes[p_id].node->disconnect("ports_changed", callable_mp(this, &VisualScript::_node_ports_changed));
+ nodes[p_id].node->script_used.unref();
- func.nodes[p_id].node->disconnect("ports_changed", callable_mp(this, &VisualScript::_node_ports_changed));
- func.nodes[p_id].node->scripts_used.erase(this);
-
- func.nodes.erase(p_id);
+ nodes.erase(p_id);
}
-bool VisualScript::has_node(const StringName &p_func, int p_id) const {
- ERR_FAIL_COND_V(!functions.has(p_func), false);
- const Function &func = functions[p_func];
-
- return func.nodes.has(p_id);
+bool VisualScript::has_node(int p_id) const {
+ return nodes.has(p_id);
}
-Ref<VisualScriptNode> VisualScript::get_node(const StringName &p_func, int p_id) const {
- ERR_FAIL_COND_V(!functions.has(p_func), Ref<VisualScriptNode>());
- const Function &func = functions[p_func];
-
- ERR_FAIL_COND_V(!func.nodes.has(p_id), Ref<VisualScriptNode>());
+Ref<VisualScriptNode> VisualScript::get_node(int p_id) const {
+ ERR_FAIL_COND_V(!nodes.has(p_id), Ref<VisualScriptNode>());
- return func.nodes[p_id].node;
+ return nodes[p_id].node;
}
-void VisualScript::set_node_position(const StringName &p_func, int p_id, const Point2 &p_pos) {
+void VisualScript::set_node_position(int p_id, const Point2 &p_pos) {
ERR_FAIL_COND(instances.size());
- ERR_FAIL_COND(!functions.has(p_func));
- Function &func = functions[p_func];
-
- ERR_FAIL_COND(!func.nodes.has(p_id));
- func.nodes[p_id].pos = p_pos;
+ ERR_FAIL_COND(!nodes.has(p_id));
+ nodes[p_id].pos = p_pos;
}
-Point2 VisualScript::get_node_position(const StringName &p_func, int p_id) const {
- ERR_FAIL_COND_V(!functions.has(p_func), Point2());
- const Function &func = functions[p_func];
-
- ERR_FAIL_COND_V(!func.nodes.has(p_id), Point2());
- return func.nodes[p_id].pos;
+Point2 VisualScript::get_node_position(int p_id) const {
+ ERR_FAIL_COND_V(!nodes.has(p_id), Point2());
+ return nodes[p_id].pos;
}
-void VisualScript::get_node_list(const StringName &p_func, List<int> *r_nodes) const {
- ERR_FAIL_COND(!functions.has(p_func));
- const Function &func = functions[p_func];
-
- for (const Map<int, Function::NodeData>::Element *E = func.nodes.front(); E; E = E->next()) {
- r_nodes->push_back(E->key());
- }
+void VisualScript::get_node_list(List<int> *r_nodes) const {
+ nodes.get_key_list(r_nodes);
}
-void VisualScript::sequence_connect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node) {
+void VisualScript::sequence_connect(int p_from_node, int p_from_output, int p_to_node) {
ERR_FAIL_COND(instances.size());
- ERR_FAIL_COND(!functions.has(p_func));
- Function &func = functions[p_func];
SequenceConnection sc;
sc.from_node = p_from_node;
sc.from_output = p_from_output;
sc.to_node = p_to_node;
- ERR_FAIL_COND(func.sequence_connections.has(sc));
+ ERR_FAIL_COND(sequence_connections.has(sc));
- func.sequence_connections.insert(sc);
+ sequence_connections.insert(sc);
}
-void VisualScript::sequence_disconnect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node) {
- ERR_FAIL_COND(!functions.has(p_func));
- Function &func = functions[p_func];
-
+void VisualScript::sequence_disconnect(int p_from_node, int p_from_output, int p_to_node) {
SequenceConnection sc;
sc.from_node = p_from_node;
sc.from_output = p_from_output;
sc.to_node = p_to_node;
- ERR_FAIL_COND(!func.sequence_connections.has(sc));
+ ERR_FAIL_COND(!sequence_connections.has(sc));
- func.sequence_connections.erase(sc);
+ sequence_connections.erase(sc);
}
-bool VisualScript::has_sequence_connection(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node) const {
- ERR_FAIL_COND_V(!functions.has(p_func), false);
- const Function &func = functions[p_func];
-
+bool VisualScript::has_sequence_connection(int p_from_node, int p_from_output, int p_to_node) const {
SequenceConnection sc;
sc.from_node = p_from_node;
sc.from_output = p_from_output;
sc.to_node = p_to_node;
- return func.sequence_connections.has(sc);
+ return sequence_connections.has(sc);
}
-void VisualScript::get_sequence_connection_list(const StringName &p_func, List<SequenceConnection> *r_connection) const {
- ERR_FAIL_COND(!functions.has(p_func));
- const Function &func = functions[p_func];
-
- for (const Set<SequenceConnection>::Element *E = func.sequence_connections.front(); E; E = E->next()) {
+void VisualScript::get_sequence_connection_list(List<SequenceConnection> *r_connection) const {
+ for (const Set<SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
r_connection->push_back(E->get());
}
}
-void VisualScript::data_connect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
+void VisualScript::data_connect(int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
ERR_FAIL_COND(instances.size());
- ERR_FAIL_COND(!functions.has(p_func));
- Function &func = functions[p_func];
DataConnection dc;
dc.from_node = p_from_node;
@@ -468,72 +397,55 @@ void VisualScript::data_connect(const StringName &p_func, int p_from_node, int p
dc.to_node = p_to_node;
dc.to_port = p_to_port;
- ERR_FAIL_COND(func.data_connections.has(dc));
+ ERR_FAIL_COND(data_connections.has(dc));
- func.data_connections.insert(dc);
+ data_connections.insert(dc);
}
-void VisualScript::data_disconnect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
- ERR_FAIL_COND(!functions.has(p_func));
- Function &func = functions[p_func];
-
+void VisualScript::data_disconnect(int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
DataConnection dc;
dc.from_node = p_from_node;
dc.from_port = p_from_port;
dc.to_node = p_to_node;
dc.to_port = p_to_port;
- ERR_FAIL_COND(!func.data_connections.has(dc));
+ ERR_FAIL_COND(!data_connections.has(dc));
- func.data_connections.erase(dc);
+ data_connections.erase(dc);
}
-bool VisualScript::has_data_connection(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
- ERR_FAIL_COND_V(!functions.has(p_func), false);
- const Function &func = functions[p_func];
-
+bool VisualScript::has_data_connection(int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
DataConnection dc;
dc.from_node = p_from_node;
dc.from_port = p_from_port;
dc.to_node = p_to_node;
dc.to_port = p_to_port;
- return func.data_connections.has(dc);
+ return data_connections.has(dc);
}
-bool VisualScript::is_input_value_port_connected(const StringName &p_func, int p_node, int p_port) const {
- ERR_FAIL_COND_V(!functions.has(p_func), false);
- const Function &func = functions[p_func];
-
- for (const Set<DataConnection>::Element *E = func.data_connections.front(); E; E = E->next()) {
+bool VisualScript::is_input_value_port_connected(int p_node, int p_port) const {
+ for (const Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().to_node == p_node && E->get().to_port == p_port) {
return true;
}
}
-
return false;
}
-bool VisualScript::get_input_value_port_connection_source(const StringName &p_func, int p_node, int p_port, int *r_node, int *r_port) const {
- ERR_FAIL_COND_V(!functions.has(p_func), false);
- const Function &func = functions[p_func];
-
- for (const Set<DataConnection>::Element *E = func.data_connections.front(); E; E = E->next()) {
+bool VisualScript::get_input_value_port_connection_source(int p_node, int p_port, int *r_node, int *r_port) const {
+ for (const Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().to_node == p_node && E->get().to_port == p_port) {
*r_node = E->get().from_node;
*r_port = E->get().from_port;
return true;
}
}
-
return false;
}
-void VisualScript::get_data_connection_list(const StringName &p_func, List<DataConnection> *r_connection) const {
- ERR_FAIL_COND(!functions.has(p_func));
- const Function &func = functions[p_func];
-
- for (const Set<DataConnection>::Element *E = func.data_connections.front(); E; E = E->next()) {
+void VisualScript::get_data_connection_list(List<DataConnection> *r_connection) const {
+ for (const Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
r_connection->push_back(E->get());
}
}
@@ -653,11 +565,8 @@ Dictionary VisualScript::_get_variable_info(const StringName &p_name) const {
}
void VisualScript::get_variable_list(List<StringName> *r_variables) const {
- for (Map<StringName, Variable>::Element *E = variables.front(); E; E = E->next()) {
- r_variables->push_back(E->key());
- }
-
- r_variables->sort_custom<StringName::AlphCompare>();
+ variables.get_key_list(r_variables);
+ // r_variables->sort_custom<StringName::AlphCompare>(); // Don't force it.
}
void VisualScript::set_instance_base_type(const StringName &p_type) {
@@ -680,24 +589,19 @@ void VisualScript::rename_variable(const StringName &p_name, const StringName &p
variables[p_new_name] = variables[p_name];
variables.erase(p_name);
-
- List<StringName> funcs;
- get_function_list(&funcs);
- for (List<StringName>::Element *F = funcs.front(); F; F = F->next()) { // loop through all the functions
- List<int> ids;
- get_node_list(F->get(), &ids);
- for (List<int>::Element *E = ids.front(); E; E = E->next()) {
- Ref<VisualScriptVariableGet> nodeget = get_node(F->get(), E->get());
- if (nodeget.is_valid()) {
- if (nodeget->get_variable() == p_name) {
- nodeget->set_variable(p_new_name);
- }
- } else {
- Ref<VisualScriptVariableSet> nodeset = get_node(F->get(), E->get());
- if (nodeset.is_valid()) {
- if (nodeset->get_variable() == p_name) {
- nodeset->set_variable(p_new_name);
- }
+ List<int> ids;
+ get_node_list(&ids);
+ for (List<int>::Element *E = ids.front(); E; E = E->next()) {
+ Ref<VisualScriptVariableGet> nodeget = get_node(E->get());
+ if (nodeget.is_valid()) {
+ if (nodeget->get_variable() == p_name) {
+ nodeget->set_variable(p_new_name);
+ }
+ } else {
+ Ref<VisualScriptVariableSet> nodeset = get_node(E->get());
+ if (nodeset.is_valid()) {
+ if (nodeset->get_variable() == p_name) {
+ nodeset->set_variable(p_new_name);
}
}
}
@@ -808,23 +712,24 @@ void VisualScript::get_custom_signal_list(List<StringName> *r_custom_signals) co
}
int VisualScript::get_available_id() const {
- int max_id = 0;
- for (Map<StringName, Function>::Element *E = functions.front(); E; E = E->next()) {
- if (E->get().nodes.is_empty()) {
- continue;
+ // This is infinitely increasing,
+ // so one might want to implement a better solution,
+ // if the there is a case for huge number of nodes to be added to visual script.
+ List<int> nds;
+ nodes.get_key_list(&nds);
+ int max = -1;
+ for (const List<int>::Element *E = nds.front(); E; E = E->next()) {
+ if (E->get() > max) {
+ max = E->get();
}
-
- int last_id = E->get().nodes.back()->key();
- max_id = MAX(max_id, last_id + 1);
}
-
- return max_id;
+ return (max + 1);
}
/////////////////////////////////
bool VisualScript::can_instance() const {
- return true; //ScriptServer::is_scripting_enabled();
+ return true; // ScriptServer::is_scripting_enabled();
}
StringName VisualScript::get_instance_base_type() const {
@@ -832,7 +737,7 @@ StringName VisualScript::get_instance_base_type() const {
}
Ref<Script> VisualScript::get_base_script() const {
- return Ref<Script>(); // no inheritance in visual script
+ return Ref<Script>(); // No inheritance in visual script.
}
#ifdef TOOLS_ENABLED
@@ -842,20 +747,23 @@ void VisualScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder)
void VisualScript::_update_placeholders() {
if (placeholders.size() == 0) {
- return; //no bother if no placeholders
+ return; // No bother if no placeholders.
}
List<PropertyInfo> pinfo;
Map<StringName, Variant> values;
- for (Map<StringName, Variable>::Element *E = variables.front(); E; E = E->next()) {
- if (!E->get()._export) {
+ List<StringName> keys;
+ variables.get_key_list(&keys);
+
+ for (List<StringName>::Element *E = keys.front(); E; E = E->next()) {
+ if (!variables[E->get()]._export) {
continue;
}
- PropertyInfo p = E->get().info;
- p.name = String(E->key());
+ PropertyInfo p = variables[E->get()].info;
+ p.name = String(E->get());
pinfo.push_back(p);
- values[p.name] = E->get().default_value;
+ values[p.name] = variables[E->get()].default_value;
}
for (Set<PlaceHolderScriptInstance *>::Element *E = placeholders.front(); E; E = E->next()) {
@@ -875,17 +783,18 @@ ScriptInstance *VisualScript::instance_create(Object *p_this) {
List<PropertyInfo> pinfo;
Map<StringName, Variant> values;
- for (Map<StringName, Variable>::Element *E = variables.front(); E; E = E->next()) {
- if (!E->get()._export) {
+ List<StringName> keys;
+ variables.get_key_list(&keys);
+
+ for (const List<StringName>::Element *E = keys.front(); E; E = E->next()) {
+ if (!variables[E->get()]._export)
continue;
- }
- PropertyInfo p = E->get().info;
- p.name = String(E->key());
+ PropertyInfo p = variables[E->get()].info;
+ p.name = String(E->get());
pinfo.push_back(p);
- values[p.name] = E->get().default_value;
+ values[p.name] = variables[E->get()].default_value;
}
-
sins->update(pinfo, values);
return sins;
@@ -928,7 +837,7 @@ bool VisualScript::is_tool() const {
}
bool VisualScript::is_valid() const {
- return true; //always valid
+ return true; // Always valid.
}
ScriptLanguage *VisualScript::get_language() const {
@@ -964,11 +873,14 @@ bool VisualScript::get_property_default_value(const StringName &p_property, Vari
}
void VisualScript::get_script_method_list(List<MethodInfo> *p_list) const {
- for (Map<StringName, Function>::Element *E = functions.front(); E; E = E->next()) {
+ List<StringName> funcs;
+ functions.get_key_list(&funcs);
+
+ for (List<StringName>::Element *E = funcs.front(); E; E = E->next()) {
MethodInfo mi;
- mi.name = E->key();
- if (E->get().function_id >= 0) {
- Ref<VisualScriptFunction> func = E->get().nodes[E->get().function_id].node;
+ mi.name = E->get();
+ if (functions[E->get()].func_id >= 0) {
+ Ref<VisualScriptFunction> func = nodes[functions[E->get()].func_id].node;
if (func.is_valid()) {
for (int i = 0; i < func->get_argument_count(); i++) {
PropertyInfo arg;
@@ -988,15 +900,15 @@ bool VisualScript::has_method(const StringName &p_method) const {
}
MethodInfo VisualScript::get_method_info(const StringName &p_method) const {
- const Map<StringName, Function>::Element *E = functions.find(p_method);
- if (!E) {
+ const Function funct = functions[p_method];
+ if (funct.func_id == -1) {
return MethodInfo();
}
MethodInfo mi;
- mi.name = E->key();
- if (E->get().function_id >= 0) {
- Ref<VisualScriptFunction> func = E->get().nodes[E->get().function_id].node;
+ mi.name = p_method;
+ if (funct.func_id >= 0) {
+ Ref<VisualScriptFunction> func = nodes[funct.func_id].node;
if (func.is_valid()) {
for (int i = 0; i < func->get_argument_count(); i++) {
PropertyInfo arg;
@@ -1028,28 +940,18 @@ void VisualScript::get_script_property_list(List<PropertyInfo> *p_list) const {
}
int VisualScript::get_member_line(const StringName &p_member) const {
-#ifdef TOOLS_ENABLED
- if (has_function(p_member)) {
- for (Map<int, Function::NodeData>::Element *E = functions[p_member].nodes.front(); E; E = E->next()) {
- if (Object::cast_to<VisualScriptFunction>(E->get().node.ptr())) {
- return E->key();
- }
- }
- }
-#endif
- return -1;
+ return functions[p_member].func_id; // will be -1 if not found
}
#ifdef TOOLS_ENABLED
bool VisualScript::are_subnodes_edited() const {
- for (const Map<StringName, Function>::Element *E = functions.front(); E; E = E->next()) {
- for (const Map<int, Function::NodeData>::Element *F = E->get().nodes.front(); F; F = F->next()) {
- if (F->get().node->is_edited()) {
- return true;
- }
+ List<int> keys;
+ nodes.get_key_list(&keys);
+ for (const List<int>::Element *F = keys.front(); F; F = F->next()) {
+ if (nodes[F->get()].node->is_edited()) {
+ return true;
}
}
-
return false;
}
#endif
@@ -1140,85 +1042,41 @@ void VisualScript::_set_data(const Dictionary &p_data) {
Array funcs = d["functions"];
functions.clear();
- Vector2 last_pos = Vector2(-100 * funcs.size(), -100 * funcs.size()); // this is the center of the last fn box
- Vector2 last_size = Vector2(0.0, 0.0);
-
for (int i = 0; i < funcs.size(); i++) {
Dictionary func = funcs[i];
-
- StringName name = func["name"];
- //int id=func["function_id"];
- add_function(name);
-
- set_function_scroll(name, func["scroll"]);
-
- Array nodes = func["nodes"];
-
- if (!d.has("vs_unify") && nodes.size() > 0) {
- Vector2 top_left = nodes[1];
- Vector2 bottom_right = nodes[1];
-
- for (int j = 0; j < nodes.size(); j += 3) {
- Point2 pos = nodes[j + 1];
- if (pos.y > top_left.y) {
- top_left.y = pos.y;
- }
- if (pos.y < bottom_right.y) {
- bottom_right.y = pos.y;
- }
- if (pos.x > bottom_right.x) {
- bottom_right.x = pos.x;
- }
- if (pos.x < top_left.x) {
- top_left.x = pos.x;
- }
- }
-
- Vector2 size = Vector2(bottom_right.x - top_left.x, top_left.y - bottom_right.y);
-
- Vector2 offset = last_pos + (last_size / 2.0) + (size / 2.0); // dunno I might just keep it in one axis but diagonal feels better....
-
- last_pos = offset;
- last_size = size;
-
- for (int j = 0; j < nodes.size(); j += 3) {
- add_node(name, nodes[j], nodes[j + 2], offset + nodes[j + 1]); // also add an additional buffer if you want to
- }
-
- } else {
- for (int j = 0; j < nodes.size(); j += 3) {
- add_node(name, nodes[j], nodes[j + 2], nodes[j + 1]);
- }
+ add_function(func["name"], func["function_id"]);
+ }
+ {
+ Array nodes = d["nodes"];
+ for (int i = 0; i < nodes.size(); i += 3) {
+ add_node(nodes[i], nodes[i + 2], nodes[i + 1]);
}
- Array sequence_connections = func["sequence_connections"];
+ Array sequence_connections = d["sequence_connections"];
for (int j = 0; j < sequence_connections.size(); j += 3) {
- sequence_connect(name, sequence_connections[j + 0], sequence_connections[j + 1], sequence_connections[j + 2]);
+ sequence_connect(sequence_connections[j + 0], sequence_connections[j + 1], sequence_connections[j + 2]);
}
- Array data_connections = func["data_connections"];
-
+ Array data_connections = d["data_connections"];
for (int j = 0; j < data_connections.size(); j += 4) {
- data_connect(name, data_connections[j + 0], data_connections[j + 1], data_connections[j + 2], data_connections[j + 3]);
+ data_connect(data_connections[j + 0], data_connections[j + 1], data_connections[j + 2], data_connections[j + 3]);
}
}
+ is_tool_script = d["is_tool_script"];
+ scroll = d["scroll"];
- if (d.has("is_tool_script")) {
- is_tool_script = d["is_tool_script"];
- } else {
- is_tool_script = false;
- }
-
- // Takes all the rpc methods
+ // Takes all the rpc methods.
rpc_functions.clear();
rpc_variables.clear();
- for (Map<StringName, Function>::Element *E = functions.front(); E; E = E->next()) {
- if (E->get().function_id >= 0 && E->get().nodes.find(E->get().function_id)) {
- Ref<VisualScriptFunction> vsf = E->get().nodes[E->get().function_id].node;
+ List<StringName> fns;
+ functions.get_key_list(&fns);
+ for (const List<StringName>::Element *E = fns.front(); E; E = E->next()) {
+ if (functions[E->get()].func_id >= 0 && nodes.has(functions[E->get()].func_id)) {
+ Ref<VisualScriptFunction> vsf = nodes[functions[E->get()].func_id].node;
if (vsf.is_valid()) {
if (vsf->get_rpc_mode() != MultiplayerAPI::RPC_MODE_DISABLED) {
ScriptNetData nd;
- nd.name = E->key();
+ nd.name = E->get();
nd.mode = vsf->get_rpc_mode();
if (rpc_functions.find(nd) == -1) {
rpc_functions.push_back(nd);
@@ -1228,8 +1086,6 @@ void VisualScript::_set_data(const Dictionary &p_data) {
}
}
- // Visual script doesn't have rset :(
-
// Sort so we are 100% that they are always the same.
rpc_functions.sort_custom<SortNetData>();
}
@@ -1237,12 +1093,15 @@ void VisualScript::_set_data(const Dictionary &p_data) {
Dictionary VisualScript::_get_data() const {
Dictionary d;
d["base_type"] = base_type;
+
Array vars;
- for (const Map<StringName, Variable>::Element *E = variables.front(); E; E = E->next()) {
- Dictionary var = _get_variable_info(E->key());
- var["name"] = E->key(); //make sure it's the right one
- var["default_value"] = E->get().default_value;
- var["export"] = E->get()._export;
+ List<StringName> var_names;
+ variables.get_key_list(&var_names);
+ for (const List<StringName>::Element *E = var_names.front(); E; E = E->next()) {
+ Dictionary var = _get_variable_info(E->get());
+ var["name"] = E->get(); // Make sure it's the right one.
+ var["default_value"] = variables[E->get()].default_value;
+ var["export"] = variables[E->get()]._export;
vars.push_back(var);
}
d["variables"] = vars;
@@ -1264,78 +1123,73 @@ Dictionary VisualScript::_get_data() const {
d["signals"] = sigs;
Array funcs;
-
- for (const Map<StringName, Function>::Element *E = functions.front(); E; E = E->next()) {
+ List<StringName> func_names;
+ functions.get_key_list(&func_names);
+ for (const List<StringName>::Element *E = func_names.front(); E; E = E->next()) {
Dictionary func;
- func["name"] = E->key();
- func["function_id"] = E->get().function_id;
- func["scroll"] = E->get().scroll;
-
- Array nodes;
-
- for (const Map<int, Function::NodeData>::Element *F = E->get().nodes.front(); F; F = F->next()) {
- nodes.push_back(F->key());
- nodes.push_back(F->get().pos);
- nodes.push_back(F->get().node);
- }
-
- func["nodes"] = nodes;
-
- Array sequence_connections;
-
- for (const Set<SequenceConnection>::Element *F = E->get().sequence_connections.front(); F; F = F->next()) {
- sequence_connections.push_back(F->get().from_node);
- sequence_connections.push_back(F->get().from_output);
- sequence_connections.push_back(F->get().to_node);
- }
-
- func["sequence_connections"] = sequence_connections;
-
- Array data_connections;
+ func["name"] = E->get();
+ func["function_id"] = functions[E->get()].func_id;
+ funcs.push_back(func);
+ }
+ d["functions"] = funcs;
- for (const Set<DataConnection>::Element *F = E->get().data_connections.front(); F; F = F->next()) {
- data_connections.push_back(F->get().from_node);
- data_connections.push_back(F->get().from_port);
- data_connections.push_back(F->get().to_node);
- data_connections.push_back(F->get().to_port);
- }
+ Array nds;
+ List<int> node_ids;
+ nodes.get_key_list(&node_ids);
+ for (const List<int>::Element *F = node_ids.front(); F; F = F->next()) {
+ nds.push_back(F->get());
+ nds.push_back(nodes[F->get()].pos);
+ nds.push_back(nodes[F->get()].node);
+ }
+ d["nodes"] = nds;
- func["data_connections"] = data_connections;
+ Array seqconns;
+ for (const Set<SequenceConnection>::Element *F = sequence_connections.front(); F; F = F->next()) {
+ seqconns.push_back(F->get().from_node);
+ seqconns.push_back(F->get().from_output);
+ seqconns.push_back(F->get().to_node);
+ }
+ d["sequence_connections"] = seqconns;
- funcs.push_back(func);
+ Array dataconns;
+ for (const Set<DataConnection>::Element *F = data_connections.front(); F; F = F->next()) {
+ dataconns.push_back(F->get().from_node);
+ dataconns.push_back(F->get().from_port);
+ dataconns.push_back(F->get().to_node);
+ dataconns.push_back(F->get().to_port);
}
+ d["data_connections"] = dataconns;
- d["functions"] = funcs;
d["is_tool_script"] = is_tool_script;
- d["vs_unify"] = true;
+ d["scroll"] = scroll;
return d;
}
void VisualScript::_bind_methods() {
- ClassDB::bind_method(D_METHOD("add_function", "name"), &VisualScript::add_function);
+ ClassDB::bind_method(D_METHOD("add_function", "name", "func_node_id"), &VisualScript::add_function);
ClassDB::bind_method(D_METHOD("has_function", "name"), &VisualScript::has_function);
ClassDB::bind_method(D_METHOD("remove_function", "name"), &VisualScript::remove_function);
ClassDB::bind_method(D_METHOD("rename_function", "name", "new_name"), &VisualScript::rename_function);
- ClassDB::bind_method(D_METHOD("set_function_scroll", "name", "ofs"), &VisualScript::set_function_scroll);
- ClassDB::bind_method(D_METHOD("get_function_scroll", "name"), &VisualScript::get_function_scroll);
+ ClassDB::bind_method(D_METHOD("set_scroll", "ofs"), &VisualScript::set_scroll);
+ ClassDB::bind_method(D_METHOD("get_scroll"), &VisualScript::get_scroll);
- ClassDB::bind_method(D_METHOD("add_node", "func", "id", "node", "position"), &VisualScript::add_node, DEFVAL(Point2()));
- ClassDB::bind_method(D_METHOD("remove_node", "func", "id"), &VisualScript::remove_node);
+ ClassDB::bind_method(D_METHOD("add_node", "id", "node", "position"), &VisualScript::add_node, DEFVAL(Point2()));
+ ClassDB::bind_method(D_METHOD("remove_node", "id"), &VisualScript::remove_node);
ClassDB::bind_method(D_METHOD("get_function_node_id", "name"), &VisualScript::get_function_node_id);
- ClassDB::bind_method(D_METHOD("get_node", "func", "id"), &VisualScript::get_node);
- ClassDB::bind_method(D_METHOD("has_node", "func", "id"), &VisualScript::has_node);
- ClassDB::bind_method(D_METHOD("set_node_position", "func", "id", "position"), &VisualScript::set_node_position);
- ClassDB::bind_method(D_METHOD("get_node_position", "func", "id"), &VisualScript::get_node_position);
+ ClassDB::bind_method(D_METHOD("get_node", "id"), &VisualScript::get_node);
+ ClassDB::bind_method(D_METHOD("has_node", "id"), &VisualScript::has_node);
+ ClassDB::bind_method(D_METHOD("set_node_position", "id", "position"), &VisualScript::set_node_position);
+ ClassDB::bind_method(D_METHOD("get_node_position", "id"), &VisualScript::get_node_position);
- ClassDB::bind_method(D_METHOD("sequence_connect", "func", "from_node", "from_output", "to_node"), &VisualScript::sequence_connect);
- ClassDB::bind_method(D_METHOD("sequence_disconnect", "func", "from_node", "from_output", "to_node"), &VisualScript::sequence_disconnect);
- ClassDB::bind_method(D_METHOD("has_sequence_connection", "func", "from_node", "from_output", "to_node"), &VisualScript::has_sequence_connection);
+ ClassDB::bind_method(D_METHOD("sequence_connect", "from_node", "from_output", "to_node"), &VisualScript::sequence_connect);
+ ClassDB::bind_method(D_METHOD("sequence_disconnect", "from_node", "from_output", "to_node"), &VisualScript::sequence_disconnect);
+ ClassDB::bind_method(D_METHOD("has_sequence_connection", "from_node", "from_output", "to_node"), &VisualScript::has_sequence_connection);
- ClassDB::bind_method(D_METHOD("data_connect", "func", "from_node", "from_port", "to_node", "to_port"), &VisualScript::data_connect);
- ClassDB::bind_method(D_METHOD("data_disconnect", "func", "from_node", "from_port", "to_node", "to_port"), &VisualScript::data_disconnect);
- ClassDB::bind_method(D_METHOD("has_data_connection", "func", "from_node", "from_port", "to_node", "to_port"), &VisualScript::has_data_connection);
+ ClassDB::bind_method(D_METHOD("data_connect", "from_node", "from_port", "to_node", "to_port"), &VisualScript::data_connect);
+ ClassDB::bind_method(D_METHOD("data_disconnect", "from_node", "from_port", "to_node", "to_port"), &VisualScript::data_disconnect);
+ ClassDB::bind_method(D_METHOD("has_data_connection", "from_node", "from_port", "to_node", "to_port"), &VisualScript::has_data_connection);
ClassDB::bind_method(D_METHOD("add_variable", "name", "default_value", "export"), &VisualScript::add_variable, DEFVAL(Variant()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("has_variable", "name"), &VisualScript::has_variable);
@@ -1371,7 +1225,7 @@ void VisualScript::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_data", "_get_data");
- ADD_SIGNAL(MethodInfo("node_ports_changed", PropertyInfo(Variant::STRING, "function"), PropertyInfo(Variant::INT, "id")));
+ ADD_SIGNAL(MethodInfo("node_ports_changed", PropertyInfo(Variant::INT, "id")));
}
VisualScript::VisualScript() {
@@ -1380,16 +1234,12 @@ VisualScript::VisualScript() {
}
bool VisualScript::inherits_script(const Ref<Script> &p_script) const {
- return this == p_script.ptr(); //there is no inheritance in visual scripts, so this is enough
-}
-
-StringName VisualScript::get_default_func() const {
- return StringName("f_312843592");
+ return this == p_script.ptr(); // There is no inheritance in visual scripts, so this is enough.
}
-Set<int> VisualScript::get_output_sequence_ports_connected(const String &edited_func, int from_node) {
+Set<int> VisualScript::get_output_sequence_ports_connected(int from_node) {
List<VisualScript::SequenceConnection> *sc = memnew(List<VisualScript::SequenceConnection>);
- get_sequence_connection_list(edited_func, sc);
+ get_sequence_connection_list(sc);
Set<int> connected;
for (List<VisualScript::SequenceConnection>::Element *E = sc->front(); E; E = E->next()) {
if (E->get().from_node == from_node) {
@@ -1401,8 +1251,11 @@ Set<int> VisualScript::get_output_sequence_ports_connected(const String &edited_
}
VisualScript::~VisualScript() {
- while (!functions.is_empty()) {
- remove_function(functions.front()->key());
+ // Remove all nodes and stuff that hold data refs.
+ List<int> nds;
+ nodes.get_key_list(&nds);
+ for (const List<int>::Element *E = nds.front(); E; E = E->next()) {
+ remove_node(E->get());
}
}
@@ -1430,20 +1283,21 @@ bool VisualScriptInstance::get(const StringName &p_name, Variant &r_ret) const {
}
void VisualScriptInstance::get_property_list(List<PropertyInfo> *p_properties) const {
- for (const Map<StringName, VisualScript::Variable>::Element *E = script->variables.front(); E; E = E->next()) {
- if (!E->get()._export) {
+ List<StringName> vars;
+ script->variables.get_key_list(&vars);
+ for (const List<StringName>::Element *E = vars.front(); E; E = E->next()) {
+ if (!script->variables[E->get()]._export) {
continue;
}
- PropertyInfo p = E->get().info;
- p.name = String(E->key());
+ PropertyInfo p = script->variables[E->get()].info;
+ p.name = String(E->get());
p.usage |= PROPERTY_USAGE_SCRIPT_VARIABLE;
p_properties->push_back(p);
}
}
Variant::Type VisualScriptInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const {
- const Map<StringName, VisualScript::Variable>::Element *E = script->variables.find(p_name);
- if (!E) {
+ if (!script->variables.has(p_name)) {
if (r_is_valid) {
*r_is_valid = false;
}
@@ -1454,19 +1308,17 @@ Variant::Type VisualScriptInstance::get_property_type(const StringName &p_name,
*r_is_valid = true;
}
- return E->get().info.type;
+ return script->variables[p_name].info.type;
}
void VisualScriptInstance::get_method_list(List<MethodInfo> *p_list) const {
- for (const Map<StringName, VisualScript::Function>::Element *E = script->functions.front(); E; E = E->next()) {
- if (E->key() == script->get_default_func()) {
- continue;
- }
-
+ List<StringName> fns;
+ script->functions.get_key_list(&fns);
+ for (const List<StringName>::Element *E = fns.front(); E; E = E->next()) {
MethodInfo mi;
- mi.name = E->key();
- if (E->get().function_id >= 0 && E->get().nodes.has(E->get().function_id)) {
- Ref<VisualScriptFunction> vsf = E->get().nodes[E->get().function_id].node;
+ mi.name = E->get();
+ if (script->functions[E->get()].func_id >= 0 && script->nodes.has(script->functions[E->get()].func_id)) {
+ Ref<VisualScriptFunction> vsf = script->nodes[script->functions[E->get()].func_id].node;
if (vsf.is_valid()) {
for (int i = 0; i < vsf->get_argument_count(); i++) {
PropertyInfo arg;
@@ -1476,21 +1328,16 @@ void VisualScriptInstance::get_method_list(List<MethodInfo> *p_list) const {
mi.arguments.push_back(arg);
}
- if (!vsf->is_sequenced()) { //assumed constant if not sequenced
+ if (!vsf->is_sequenced()) { // Assumed constant if not sequenced.
mi.flags |= METHOD_FLAG_CONST;
}
}
}
-
p_list->push_back(mi);
}
}
bool VisualScriptInstance::has_method(const StringName &p_method) const {
- if (p_method == script->get_default_func()) {
- return false;
- }
-
return script->functions.has(p_method);
}
@@ -1522,10 +1369,10 @@ void VisualScriptInstance::_dependency_step(VisualScriptNodeInstance *node, int
int index = node->input_ports[i] & VisualScriptNodeInstance::INPUT_MASK;
if (node->input_ports[i] & VisualScriptNodeInstance::INPUT_DEFAULT_VALUE_BIT) {
- //is a default value (unassigned input port)
+ // Is a default value (unassigned input port).
input_args[i] = &default_values[index];
} else {
- //regular temporary in stack
+ // Rregular temporary in stack.
input_args[i] = &variant_stack[index];
}
}
@@ -1536,7 +1383,7 @@ void VisualScriptInstance::_dependency_step(VisualScriptNodeInstance *node, int
Variant *working_mem = node->working_mem_idx >= 0 ? &variant_stack[node->working_mem_idx] : (Variant *)nullptr;
node->step(input_args, output_args, VisualScriptNodeInstance::START_MODE_BEGIN_SEQUENCE, working_mem, r_error, error_str);
- //ignore return
+ // Ignore return.
if (r_error.error != Callable::CallError::CALL_OK) {
*r_error_node = node;
}
@@ -1547,7 +1394,7 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
ERR_FAIL_COND_V(!F, Variant());
Function *f = &F->get();
- //this call goes separate, so it can e yielded and suspended
+ // This call goes separate, so it can e yielded and suspended.
Variant *variant_stack = (Variant *)p_stack;
bool *sequence_bits = (bool *)(variant_stack + f->max_stack);
const Variant **input_args = (const Variant **)(sequence_bits + f->node_count);
@@ -1573,25 +1420,25 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
#endif
while (true) {
- p_pass++; //increment pass
+ p_pass++; // Increment pass.
current_node_id = node->get_id();
VSDEBUG("==========AT NODE: " + itos(current_node_id) + " base: " + node->get_base_node()->get_class_name());
VSDEBUG("AT STACK POS: " + itos(flow_stack_pos));
- //setup working mem
+ // Setup working mem.
working_mem = node->working_mem_idx >= 0 ? &variant_stack[node->working_mem_idx] : (Variant *)nullptr;
VSDEBUG("WORKING MEM: " + itos(node->working_mem_idx));
if (current_node_id == f->node) {
- //if function node, set up function arguments from beginning of stack
+ // If function node, set up function arguments from beginning of stack.
for (int i = 0; i < f->argument_count; i++) {
input_args[i] = &variant_stack[i];
}
} else {
- //run dependencies first
+ // Run dependencies first.
if (!node->dependencies.is_empty()) {
int dc = node->dependencies.size();
@@ -1608,18 +1455,18 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
}
if (!error) {
- //setup input pointers normally
+ // Setup input pointers normally.
VSDEBUG("INPUT PORTS: " + itos(node->input_port_count));
for (int i = 0; i < node->input_port_count; i++) {
int index = node->input_ports[i] & VisualScriptNodeInstance::INPUT_MASK;
if (node->input_ports[i] & VisualScriptNodeInstance::INPUT_DEFAULT_VALUE_BIT) {
- //is a default value (unassigned input port)
+ // Is a default value (unassigned input port).
input_args[i] = &default_values[index];
VSDEBUG("\tPORT " + itos(i) + " DEFAULT VAL");
} else {
- //regular temporary in stack
+ // Regular temporary in stack.
input_args[i] = &variant_stack[index];
VSDEBUG("PORT " + itos(i) + " AT STACK " + itos(index));
}
@@ -1631,7 +1478,7 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
break;
}
- //setup output pointers
+ // Setup output pointers.
VSDEBUG("OUTPUT PORTS: " + itos(node->output_port_count));
for (int i = 0; i < node->output_port_count; i++) {
@@ -1639,15 +1486,15 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
VSDEBUG("PORT " + itos(i) + " AT STACK " + itos(node->output_ports[i]));
}
- //do step
+ // Do step.
VisualScriptNodeInstance::StartMode start_mode;
{
if (p_resuming_yield) {
start_mode = VisualScriptNodeInstance::START_MODE_RESUME_YIELD;
- p_resuming_yield = false; // should resume only the first time
+ p_resuming_yield = false; // Should resume only the first time.
} else if (flow_stack && (flow_stack[flow_stack_pos] & VisualScriptNodeInstance::FLOW_STACK_PUSHED_BIT)) {
- //if there is a push bit, it means we are continuing a sequence
+ // If there is a push bit, it means we are continuing a sequence.
start_mode = VisualScriptNodeInstance::START_MODE_CONTINUE_SEQUENCE;
} else {
start_mode = VisualScriptNodeInstance::START_MODE_BEGIN_SEQUENCE;
@@ -1659,13 +1506,13 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
int ret = node->step(input_args, output_args, start_mode, working_mem, r_error, error_str);
if (r_error.error != Callable::CallError::CALL_OK) {
- //use error from step
+ // Use error from step.
error = true;
break;
}
if (ret & VisualScriptNodeInstance::STEP_YIELD_BIT) {
- //yielded!
+ // Yielded!
if (node->get_working_memory_size() == 0) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("A node yielded without working memory, please read the docs on how to yield properly!");
@@ -1681,7 +1528,7 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
break;
}
- //step 1, capture all state
+ // Step 1, capture all state.
state->instance_id = get_owner_ptr()->get_instance_id();
state->script_id = get_script()->get_instance_id();
state->instance = this;
@@ -1693,11 +1540,11 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
state->stack.resize(p_stack_size);
state->pass = p_pass;
copymem(state->stack.ptrw(), p_stack, p_stack_size);
- //step 2, run away, return directly
+ // Step 2, run away, return directly.
r_error.error = Callable::CallError::CALL_OK;
#ifdef DEBUG_ENABLED
- //will re-enter later, so exiting
+ // Will re-enter later, so exiting.
if (EngineDebugger::is_active()) {
VisualScriptLanguage::singleton->exit_function();
}
@@ -1742,18 +1589,18 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
error_str = RTR("Return value must be assigned to first element of node working memory! Fix your node please.");
error = true;
} else {
- //assign from working memory, first element
+ // Assign from working memory, first element.
return_value = *working_mem;
}
VSDEBUG("EXITING FUNCTION - VALUE " + String(return_value));
- break; //exit function requested, bye
+ break; // Exit function requested, bye
}
- VisualScriptNodeInstance *next = nullptr; //next node
+ VisualScriptNodeInstance *next = nullptr; // Next node.
if ((ret == output || ret & VisualScriptNodeInstance::STEP_FLAG_PUSH_STACK_BIT) && node->sequence_output_count) {
- //if no exit bit was set, and has sequence outputs, guess next node
+ // If no exit bit was set, and has sequence outputs, guess next node.
if (output >= node->sequence_output_count) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("Node returned an invalid sequence output: ") + itos(output);
@@ -1766,21 +1613,21 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
}
if (flow_stack) {
- //update flow stack pos (may have changed)
+ // Update flow stack pos (may have changed).
flow_stack[flow_stack_pos] = current_node_id;
- //add stack push bit if requested
+ // Add stack push bit if requested.
if (ret & VisualScriptNodeInstance::STEP_FLAG_PUSH_STACK_BIT) {
flow_stack[flow_stack_pos] |= VisualScriptNodeInstance::FLOW_STACK_PUSHED_BIT;
- sequence_bits[node->sequence_index] = true; //remember sequence bit
+ sequence_bits[node->sequence_index] = true; // Remember sequence bit.
VSDEBUG("NEXT SEQ - FLAG BIT");
} else {
- sequence_bits[node->sequence_index] = false; //forget sequence bit
+ sequence_bits[node->sequence_index] = false; // Forget sequence bit.
VSDEBUG("NEXT SEQ - NORMAL");
}
if (ret & VisualScriptNodeInstance::STEP_FLAG_GO_BACK_BIT) {
- //go back request
+ // Go back request.
if (flow_stack_pos > 0) {
flow_stack_pos--;
@@ -1788,20 +1635,20 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
VSDEBUG("NEXT IS GO BACK");
} else {
VSDEBUG("NEXT IS GO BACK, BUT NO NEXT SO EXIT");
- break; //simply exit without value or error
+ break; // Simply exit without value or error.
}
} else if (next) {
if (sequence_bits[next->sequence_index]) {
- // what happened here is that we are entering a node that is in the middle of doing a sequence (pushed stack) from the front
+ // What happened here is that we are entering a node that is in the middle of doing a sequence (pushed stack) from the front
// because each node has a working memory, we can't really do a sub-sequence
// as a result, the sequence will be restarted and the stack will roll back to find where this node
- // started the sequence
+ // started the sequence.
bool found = false;
for (int i = flow_stack_pos; i >= 0; i--) {
if ((flow_stack[i] & VisualScriptNodeInstance::FLOW_STACK_MASK) == next->get_id()) {
- flow_stack_pos = i; //roll back and remove bit
+ flow_stack_pos = i; // Roll back and remove bit.
flow_stack[i] = next->get_id();
sequence_bits[next->sequence_index] = false;
found = true;
@@ -1819,7 +1666,7 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
VSDEBUG("RE-ENTERED A LOOP, RETURNED STACK POS TO - " + itos(flow_stack_pos));
} else {
- // check for stack overflow
+ // Check for stack overflow.
if (flow_stack_pos + 1 >= flow_max) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("Stack overflow with stack depth: ") + itos(output);
@@ -1836,7 +1683,7 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
}
} else {
- //no next node, try to go back in stack to pushed bit
+ // No next node, try to go back in stack to pushed bit.
bool found = false;
@@ -1852,22 +1699,22 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
if (!found) {
VSDEBUG("NO NEXT NODE, NO GO BACK, EXITING");
- break; //done, couldn't find a push stack bit
+ break; // Done, couldn't find a push stack bit.
}
VSDEBUG("NO NEXT NODE, GO BACK TO: " + itos(flow_stack_pos));
}
} else {
- node = next; //stackless mode, simply assign next node
+ node = next; // Stackless mode, simply assign next node.
}
}
if (error) {
- //error
- // function, file, line, error, explanation
+ // Error
+ // Function, file, line, error, explanation.
String err_file = script->get_path();
String err_func = p_method;
- int err_line = current_node_id; //not a line but it works as one
+ int err_line = current_node_id; // Not a line but it works as one.
if (node && (r_error.error != Callable::CallError::CALL_ERROR_INVALID_METHOD || error_str == String())) {
if (error_str != String()) {
@@ -1906,7 +1753,7 @@ Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p
}
#endif
- //clean up variant stack
+ // Clean up variant stack.
for (int i = 0; i < f->max_stack; i++) {
variant_stack[i].~Variant();
}
@@ -1954,7 +1801,7 @@ Variant VisualScriptInstance::call(const StringName &p_method, const Variant **p
int *pass_stack = flow_stack ? (int *)(flow_stack + flow_max) : (int *)nullptr;
for (int i = 0; i < f->node_count; i++) {
- sequence_bits[i] = false; //all starts as false
+ sequence_bits[i] = false; // All starts as false.
}
zeromem(pass_stack, f->pass_stack_size * sizeof(int));
@@ -1988,12 +1835,12 @@ Variant VisualScriptInstance::call(const StringName &p_method, const Variant **p
return Variant();
}
- //allocate variant stack
+ // Allocate variant stack.
for (int i = 0; i < f->max_stack; i++) {
memnew_placement(&variant_stack[i], Variant);
}
- //allocate function arguments (must be copied for yield to work properly)
+ // Allocate function arguments (must be copied for yield to work properly).
for (int i = 0; i < p_argcount; i++) {
variant_stack[i] = *p_args[i];
}
@@ -2002,12 +1849,12 @@ Variant VisualScriptInstance::call(const StringName &p_method, const Variant **p
}
void VisualScriptInstance::notification(int p_notification) {
- //do nothing as this is called using virtual
+ // Do nothing as this is called using virtual.
Variant what = p_notification;
const Variant *whatp = &what;
Callable::CallError ce;
- call(VisualScriptLanguage::singleton->notification, &whatp, 1, ce); //do as call
+ call(VisualScriptLanguage::singleton->notification, &whatp, 1, ce); // Do as call.
}
String VisualScriptInstance::to_string(bool *r_valid) {
@@ -2086,7 +1933,7 @@ void VisualScriptInstance::create(const Ref<VisualScript> &p_script, Object *p_o
max_output_args = 0;
if (Object::cast_to<Node>(p_owner)) {
- //turn on these if they exist and base is a node
+ // Turn on these if they exist and base is a node.
Node *node = Object::cast_to<Node>(p_owner);
if (p_script->functions.has("_process")) {
node->set_process(true);
@@ -2105,190 +1952,236 @@ void VisualScriptInstance::create(const Ref<VisualScript> &p_script, Object *p_o
}
}
- for (const Map<StringName, VisualScript::Variable>::Element *E = script->variables.front(); E; E = E->next()) {
- variables[E->key()] = E->get().default_value;
- }
-
- for (const Map<StringName, VisualScript::Function>::Element *E = script->functions.front(); E; E = E->next()) {
- if (E->key() == script->get_default_func()) {
- continue;
- }
-
- Function function;
- function.node = E->get().function_id;
- function.max_stack = 0;
- function.flow_stack_size = 0;
- function.pass_stack_size = 0;
- function.node_count = 0;
-
- Map<StringName, int> local_var_indices;
-
- if (function.node < 0) {
- VisualScriptLanguage::singleton->debug_break_parse(get_script()->get_path(), 0, "No start node in function: " + String(E->key()));
-
- ERR_CONTINUE(function.node < 0);
+ // Setup variables.
+ {
+ List<StringName> keys;
+ script->variables.get_key_list(&keys);
+ for (const List<StringName>::Element *E = keys.front(); E; E = E->next()) {
+ variables[E->get()] = script->variables[E->get()].default_value;
}
+ }
- {
- Ref<VisualScriptFunction> func_node = script->get_node(E->key(), E->get().function_id);
-
- if (func_node.is_null()) {
- VisualScriptLanguage::singleton->debug_break_parse(get_script()->get_path(), 0, "No VisualScriptFunction typed start node in function: " + String(E->key()));
+ // Setup functions from sequence trees.
+ {
+ List<StringName> keys;
+ script->functions.get_key_list(&keys);
+ for (const List<StringName>::Element *E = keys.front(); E; E = E->next()) {
+ const VisualScript::Function vsfn = p_script->functions[E->get()];
+ Function function;
+ function.node = vsfn.func_id;
+ function.max_stack = 0;
+ function.flow_stack_size = 0;
+ function.pass_stack_size = 0;
+ function.node_count = 0;
+
+ Map<StringName, int> local_var_indices;
+
+ if (function.node < 0) {
+ VisualScriptLanguage::singleton->debug_break_parse(get_script()->get_path(), 0, "No start node in function: " + String(E->get()));
+ ERR_CONTINUE(function.node < 0);
}
- ERR_CONTINUE(!func_node.is_valid());
-
- function.argument_count = func_node->get_argument_count();
- function.max_stack += function.argument_count;
- function.flow_stack_size = func_node->is_stack_less() ? 0 : func_node->get_stack_size();
- max_input_args = MAX(max_input_args, function.argument_count);
- }
-
- //multiple passes are required to set up this complex thing..
-
- //first create the nodes
- for (const Map<int, VisualScript::Function::NodeData>::Element *F = E->get().nodes.front(); F; F = F->next()) {
- Ref<VisualScriptNode> node = F->get().node;
-
- VisualScriptNodeInstance *instance = node->instance(this); //create instance
- ERR_FAIL_COND(!instance);
+ {
+ Ref<VisualScriptFunction> func_node = script->get_node(vsfn.func_id);
- instance->base = node.ptr();
+ if (func_node.is_null()) {
+ VisualScriptLanguage::singleton->debug_break_parse(get_script()->get_path(), 0, "No VisualScriptFunction typed start node in function: " + String(E->get()));
+ }
- instance->id = F->key();
- instance->input_port_count = node->get_input_value_port_count();
- instance->input_ports = nullptr;
- instance->output_port_count = node->get_output_value_port_count();
- instance->output_ports = nullptr;
- instance->sequence_output_count = node->get_output_sequence_port_count();
- instance->sequence_index = function.node_count++;
- instance->sequence_outputs = nullptr;
- instance->pass_idx = -1;
+ ERR_CONTINUE(!func_node.is_valid());
- if (instance->input_port_count) {
- instance->input_ports = memnew_arr(int, instance->input_port_count);
- for (int i = 0; i < instance->input_port_count; i++) {
- instance->input_ports[i] = -1; //if not assigned, will become default value
- }
+ function.argument_count = func_node->get_argument_count();
+ function.max_stack += function.argument_count;
+ function.flow_stack_size = func_node->is_stack_less() ? 0 : func_node->get_stack_size();
+ max_input_args = MAX(max_input_args, function.argument_count);
}
-
- if (instance->output_port_count) {
- instance->output_ports = memnew_arr(int, instance->output_port_count);
- for (int i = 0; i < instance->output_port_count; i++) {
- instance->output_ports[i] = -1; //if not assigned, will output to trash
+ // Function nodes graphs.
+ Set<VisualScript::SequenceConnection> seqconns;
+ Set<VisualScript::DataConnection> dataconns;
+ Set<int> node_ids;
+ node_ids.insert(function.node);
+ {
+ List<int> nd_queue;
+ nd_queue.push_back(function.node);
+ while (!nd_queue.is_empty()) {
+ for (const Set<VisualScript::SequenceConnection>::Element *F = script->sequence_connections.front(); F; F = F->next()) {
+ if (nd_queue.front()->get() == F->get().from_node && !node_ids.has(F->get().to_node)) {
+ nd_queue.push_back(F->get().to_node);
+ node_ids.insert(F->get().to_node);
+ }
+ if (nd_queue.front()->get() == F->get().from_node && !seqconns.has(F->get())) {
+ seqconns.insert(F->get());
+ }
+ }
+ nd_queue.pop_front();
}
- }
-
- if (instance->sequence_output_count) {
- instance->sequence_outputs = memnew_arr(VisualScriptNodeInstance *, instance->sequence_output_count);
- for (int i = 0; i < instance->sequence_output_count; i++) {
- instance->sequence_outputs[i] = nullptr; //if it remains null, flow ends here
+ HashMap<int, HashMap<int, Pair<int, int>>> dc_lut; // :: to -> to_port -> (from, from_port)
+ for (const Set<VisualScript::DataConnection>::Element *F = script->data_connections.front(); F; F = F->next()) {
+ dc_lut[F->get().to_node][F->get().to_port] = Pair<int, int>(F->get().from_node, F->get().from_port);
+ }
+ for (const Set<int>::Element *F = node_ids.front(); F; F = F->next()) {
+ nd_queue.push_back(F->get());
+ }
+ List<int> dc_keys;
+ while (!nd_queue.is_empty()) {
+ int ky = nd_queue.front()->get();
+ dc_lut[ky].get_key_list(&dc_keys);
+ for (const List<int>::Element *F = dc_keys.front(); F; F = F->next()) {
+ VisualScript::DataConnection dc;
+ dc.from_node = dc_lut[ky][F->get()].first;
+ dc.from_port = dc_lut[ky][F->get()].second;
+ dc.to_node = ky;
+ dc.to_port = F->get();
+ dataconns.insert(dc);
+ nd_queue.push_back(dc.from_node);
+ node_ids.insert(dc.from_node);
+ }
+ dc_keys.clear(); // Necessary as get_key_list does a push_back not a set.
+ nd_queue.pop_front();
}
}
- if (Object::cast_to<VisualScriptLocalVar>(node.ptr()) || Object::cast_to<VisualScriptLocalVarSet>(*node)) {
- //working memory is shared only for this node, for the same variables
- Ref<VisualScriptLocalVar> vslv = node;
-
- StringName var_name;
+ //Multiple passes are required to set up this complex thing..
+ //First create the nodes.
+ for (const Set<int>::Element *F = node_ids.front(); F; F = F->next()) {
+ Ref<VisualScriptNode> node = script->nodes[F->get()].node;
+
+ VisualScriptNodeInstance *instance = node->instance(this); // Create instance.
+ ERR_FAIL_COND(!instance);
+
+ instance->base = node.ptr();
+
+ instance->id = F->get();
+ instance->input_port_count = node->get_input_value_port_count();
+ instance->input_ports = NULL;
+ instance->output_port_count = node->get_output_value_port_count();
+ instance->output_ports = NULL;
+ instance->sequence_output_count = node->get_output_sequence_port_count();
+ instance->sequence_index = function.node_count++;
+ instance->sequence_outputs = NULL;
+ instance->pass_idx = -1;
+
+ if (instance->input_port_count) {
+ instance->input_ports = memnew_arr(int, instance->input_port_count);
+ for (int i = 0; i < instance->input_port_count; i++) {
+ instance->input_ports[i] = -1; // If not assigned, will become default value.
+ }
+ }
- if (Object::cast_to<VisualScriptLocalVar>(*node)) {
- var_name = String(Object::cast_to<VisualScriptLocalVar>(*node)->get_var_name()).strip_edges();
- } else {
- var_name = String(Object::cast_to<VisualScriptLocalVarSet>(*node)->get_var_name()).strip_edges();
+ if (instance->output_port_count) {
+ instance->output_ports = memnew_arr(int, instance->output_port_count);
+ for (int i = 0; i < instance->output_port_count; i++) {
+ instance->output_ports[i] = -1; // If not assigned, will output to trash.
+ }
}
- if (!local_var_indices.has(var_name)) {
- local_var_indices[var_name] = function.max_stack;
- function.max_stack++;
+ if (instance->sequence_output_count) {
+ instance->sequence_outputs = memnew_arr(VisualScriptNodeInstance *, instance->sequence_output_count);
+ for (int i = 0; i < instance->sequence_output_count; i++) {
+ instance->sequence_outputs[i] = NULL; // If it remains null, flow ends here.
+ }
}
- instance->working_mem_idx = local_var_indices[var_name];
+ if (Object::cast_to<VisualScriptLocalVar>(node.ptr()) || Object::cast_to<VisualScriptLocalVarSet>(*node)) {
+ // Working memory is shared only for this node, for the same variables.
+ Ref<VisualScriptLocalVar> vslv = node;
- } else if (instance->get_working_memory_size()) {
- instance->working_mem_idx = function.max_stack;
- function.max_stack += instance->get_working_memory_size();
- } else {
- instance->working_mem_idx = -1; //no working mem
- }
+ StringName var_name;
- max_input_args = MAX(max_input_args, instance->input_port_count);
- max_output_args = MAX(max_output_args, instance->output_port_count);
+ if (Object::cast_to<VisualScriptLocalVar>(*node))
+ var_name = String(Object::cast_to<VisualScriptLocalVar>(*node)->get_var_name()).strip_edges();
+ else
+ var_name = String(Object::cast_to<VisualScriptLocalVarSet>(*node)->get_var_name()).strip_edges();
- instances[F->key()] = instance;
- }
+ if (!local_var_indices.has(var_name)) {
+ local_var_indices[var_name] = function.max_stack;
+ function.max_stack++;
+ }
- function.trash_pos = function.max_stack++; //create pos for trash
+ instance->working_mem_idx = local_var_indices[var_name];
- //second pass, do data connections
+ } else if (instance->get_working_memory_size()) {
+ instance->working_mem_idx = function.max_stack;
+ function.max_stack += instance->get_working_memory_size();
+ } else {
+ instance->working_mem_idx = -1; //no working mem
+ }
- for (const Set<VisualScript::DataConnection>::Element *F = E->get().data_connections.front(); F; F = F->next()) {
- VisualScript::DataConnection dc = F->get();
- ERR_CONTINUE(!instances.has(dc.from_node));
- VisualScriptNodeInstance *from = instances[dc.from_node];
- ERR_CONTINUE(!instances.has(dc.to_node));
- VisualScriptNodeInstance *to = instances[dc.to_node];
- ERR_CONTINUE(dc.from_port >= from->output_port_count);
- ERR_CONTINUE(dc.to_port >= to->input_port_count);
+ max_input_args = MAX(max_input_args, instance->input_port_count);
+ max_output_args = MAX(max_output_args, instance->output_port_count);
- if (from->output_ports[dc.from_port] == -1) {
- int stack_pos = function.max_stack++;
- from->output_ports[dc.from_port] = stack_pos;
+ instances[F->get()] = instance;
}
- if (from->get_sequence_output_count() == 0 && to->dependencies.find(from) == -1) {
- //if the node we are reading from has no output sequence, we must call step() before reading from it.
- if (from->pass_idx == -1) {
- from->pass_idx = function.pass_stack_size;
- function.pass_stack_size++;
+ function.trash_pos = function.max_stack++; // create pos for trash
+
+ // Second pass, do data connections.
+ for (const Set<VisualScript::DataConnection>::Element *F = dataconns.front(); F; F = F->next()) {
+ VisualScript::DataConnection dc = F->get();
+ ERR_CONTINUE(!instances.has(dc.from_node));
+ VisualScriptNodeInstance *from = instances[dc.from_node];
+ ERR_CONTINUE(!instances.has(dc.to_node));
+ VisualScriptNodeInstance *to = instances[dc.to_node];
+ ERR_CONTINUE(dc.from_port >= from->output_port_count);
+ ERR_CONTINUE(dc.to_port >= to->input_port_count);
+
+ if (from->output_ports[dc.from_port] == -1) {
+ int stack_pos = function.max_stack++;
+ from->output_ports[dc.from_port] = stack_pos;
}
- to->dependencies.push_back(from);
- }
- to->input_ports[dc.to_port] = from->output_ports[dc.from_port]; //read from wherever the stack is
- }
-
- //third pass, do sequence connections
+ if (from->get_sequence_output_count() == 0 && to->dependencies.find(from) == -1) {
+ // If the node we are reading from has no output sequence, we must call step() before reading from it.
+ if (from->pass_idx == -1) {
+ from->pass_idx = function.pass_stack_size;
+ function.pass_stack_size++;
+ }
+ to->dependencies.push_back(from);
+ }
- for (const Set<VisualScript::SequenceConnection>::Element *F = E->get().sequence_connections.front(); F; F = F->next()) {
- VisualScript::SequenceConnection sc = F->get();
- ERR_CONTINUE(!instances.has(sc.from_node));
- VisualScriptNodeInstance *from = instances[sc.from_node];
- ERR_CONTINUE(!instances.has(sc.to_node));
- VisualScriptNodeInstance *to = instances[sc.to_node];
- ERR_CONTINUE(sc.from_output >= from->sequence_output_count);
+ to->input_ports[dc.to_port] = from->output_ports[dc.from_port]; // Read from wherever the stack is.
+ }
- from->sequence_outputs[sc.from_output] = to;
- }
+ // Third pass, do sequence connections.
+ for (const Set<VisualScript::SequenceConnection>::Element *F = seqconns.front(); F; F = F->next()) {
+ VisualScript::SequenceConnection sc = F->get();
+ ERR_CONTINUE(!instances.has(sc.from_node));
+ VisualScriptNodeInstance *from = instances[sc.from_node];
+ ERR_CONTINUE(!instances.has(sc.to_node));
+ VisualScriptNodeInstance *to = instances[sc.to_node];
+ ERR_CONTINUE(sc.from_output >= from->sequence_output_count);
- //fourth pass:
- // 1) unassigned input ports to default values
- // 2) connect unassigned output ports to trash
+ from->sequence_outputs[sc.from_output] = to;
+ }
- for (const Map<int, VisualScript::Function::NodeData>::Element *F = E->get().nodes.front(); F; F = F->next()) {
- ERR_CONTINUE(!instances.has(F->key()));
+ //fourth pass:
+ // 1) unassigned input ports to default values
+ // 2) connect unassigned output ports to trash
+ for (const Set<int>::Element *F = node_ids.front(); F; F = F->next()) {
+ ERR_CONTINUE(!instances.has(F->get()));
- Ref<VisualScriptNode> node = F->get().node;
- VisualScriptNodeInstance *instance = instances[F->key()];
+ Ref<VisualScriptNode> node = script->nodes[F->get()].node;
+ VisualScriptNodeInstance *instance = instances[F->get()];
- // connect to default values
- for (int i = 0; i < instance->input_port_count; i++) {
- if (instance->input_ports[i] == -1) {
- //unassigned, connect to default val
- instance->input_ports[i] = default_values.size() | VisualScriptNodeInstance::INPUT_DEFAULT_VALUE_BIT;
- default_values.push_back(node->get_default_input_value(i));
+ // Connect to default values.
+ for (int i = 0; i < instance->input_port_count; i++) {
+ if (instance->input_ports[i] == -1) {
+ // Unassigned, connect to default val.
+ instance->input_ports[i] = default_values.size() | VisualScriptNodeInstance::INPUT_DEFAULT_VALUE_BIT;
+ default_values.push_back(node->get_default_input_value(i));
+ }
}
- }
- // connect to trash
- for (int i = 0; i < instance->output_port_count; i++) {
- if (instance->output_ports[i] == -1) {
- instance->output_ports[i] = function.trash_pos; //trash is same for all
+ // Connect to trash.
+ for (int i = 0; i < instance->output_port_count; i++) {
+ if (instance->output_ports[i] == -1) {
+ instance->output_ports[i] = function.trash_pos; //trash is same for all
+ }
}
}
- }
- functions[E->key()] = function;
+ functions[E->get()] = function;
+ }
}
}
@@ -2354,7 +2247,7 @@ Variant VisualScriptFunctionState::_signal_callback(const Variant **p_args, int
Variant *working_mem = ((Variant *)stack.ptr()) + working_mem_index;
- *working_mem = args; //arguments go to working mem.
+ *working_mem = args; // Arguments go to working mem.
Variant ret = instance->_call_internal(function, stack.ptrw(), stack.size(), node, flow_stack_pos, pass, true, r_error);
function = StringName(); //invalidate
@@ -2388,7 +2281,7 @@ Variant VisualScriptFunctionState::resume(Array p_args) {
Variant *working_mem = ((Variant *)stack.ptr()) + working_mem_index;
- *working_mem = p_args; //arguments go to working mem.
+ *working_mem = p_args; // Arguments go to working mem.
Variant ret = instance->_call_internal(function, stack.ptrw(), stack.size(), node, flow_stack_pos, pass, true, r_error);
function = StringName(); //invalidate
@@ -2498,7 +2391,7 @@ void VisualScriptLanguage::add_global_constant(const StringName &p_variable, con
/* DEBUGGER FUNCTIONS */
bool VisualScriptLanguage::debug_break_parse(const String &p_file, int p_node, const String &p_error) {
- //break because of parse error
+ // Break because of parse error.
if (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_node = p_node;
@@ -2666,7 +2559,7 @@ void VisualScriptLanguage::debug_get_stack_level_members(int p_level, List<Strin
}
void VisualScriptLanguage::debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
- //no globals are really reachable in gdscript
+ // No globals are really reachable in gdscript.
}
String VisualScriptLanguage::debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) {
@@ -2742,7 +2635,7 @@ VisualScriptLanguage::VisualScriptLanguage() {
ProjectSettings::get_singleton()->set_custom_property_info("debug/settings/visual_script/max_call_stack", PropertyInfo(Variant::INT, "debug/settings/visual_script/max_call_stack", PROPERTY_HINT_RANGE, "1024,4096,1,or_greater")); //minimum is 1024
if (EngineDebugger::is_active()) {
- //debugging enabled!
+ // Debugging enabled!
_debug_max_call_stack = dmcs;
_call_stack = memnew_arr(CallLevel, _debug_max_call_stack + 1);
diff --git a/modules/visual_script/visual_script.h b/modules/visual_script/visual_script.h
index 59bdfb2fc3..bdb3c3a16b 100644
--- a/modules/visual_script/visual_script.h
+++ b/modules/visual_script/visual_script.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -46,7 +46,7 @@ class VisualScriptNode : public Resource {
friend class VisualScript;
- Set<VisualScript *> scripts_used;
+ Ref<VisualScript> script_used;
Array default_input_values;
bool breakpoint;
@@ -83,7 +83,7 @@ public:
virtual String get_text() const;
virtual String get_category() const = 0;
- //used by editor, this is not really saved
+ // Used by editor, this is not really saved.
void set_breakpoint(bool p_breakpoint);
bool is_breakpoint() const;
@@ -106,9 +106,9 @@ public:
class VisualScriptNodeInstance {
friend class VisualScriptInstance;
- friend class VisualScriptLanguage; //for debugger
+ friend class VisualScriptLanguage; // For debugger.
- enum { //input argument addressing
+ enum { // Input argument addressing.
INPUT_SHIFT = 1 << 24,
INPUT_MASK = INPUT_SHIFT - 1,
INPUT_DEFAULT_VALUE_BIT = INPUT_SHIFT, // from unassigned input port, using default value (edited by user)
@@ -138,13 +138,13 @@ public:
enum {
STEP_SHIFT = 1 << 24,
STEP_MASK = STEP_SHIFT - 1,
- STEP_FLAG_PUSH_STACK_BIT = STEP_SHIFT, //push bit to stack
- STEP_FLAG_GO_BACK_BIT = STEP_SHIFT << 1, //go back to previous node
- STEP_NO_ADVANCE_BIT = STEP_SHIFT << 2, //do not advance past this node
- STEP_EXIT_FUNCTION_BIT = STEP_SHIFT << 3, //return from function
- STEP_YIELD_BIT = STEP_SHIFT << 4, //yield (will find VisualScriptFunctionState state in first working memory)
+ STEP_FLAG_PUSH_STACK_BIT = STEP_SHIFT, // push bit to stack
+ STEP_FLAG_GO_BACK_BIT = STEP_SHIFT << 1, // go back to previous node
+ STEP_NO_ADVANCE_BIT = STEP_SHIFT << 2, // do not advance past this node
+ STEP_EXIT_FUNCTION_BIT = STEP_SHIFT << 3, // return from function
+ STEP_YIELD_BIT = STEP_SHIFT << 4, // yield (will find VisualScriptFunctionState state in first working memory)
- FLOW_STACK_PUSHED_BIT = 1 << 30, //in flow stack, means bit was pushed (must go back here if end of sequence)
+ FLOW_STACK_PUSHED_BIT = 1 << 30, // in flow stack, means bit was pushed (must go back here if end of sequence)
FLOW_STACK_MASK = FLOW_STACK_PUSHED_BIT - 1
};
@@ -157,7 +157,7 @@ public:
virtual int get_working_memory_size() const { return 0; }
- virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::CallError &r_error, String &r_error_str) = 0; //do a step, return which sequence port to go out
+ virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::CallError &r_error, String &r_error_str) = 0; // Do a step, return which sequence port to go out.
Ref<VisualScriptNode> get_base_node() { return Ref<VisualScriptNode>(base); }
@@ -211,34 +211,32 @@ private:
Variant::Type type;
};
- struct Function {
- struct NodeData {
- Point2 pos;
- Ref<VisualScriptNode> node;
- };
-
- Map<int, NodeData> nodes;
-
- Set<SequenceConnection> sequence_connections;
+ struct NodeData {
+ Point2 pos;
+ Ref<VisualScriptNode> node;
+ };
- Set<DataConnection> data_connections;
+ HashMap<int, NodeData> nodes; // Can be a sparse map.
- int function_id;
+ Set<SequenceConnection> sequence_connections;
+ Set<DataConnection> data_connections;
- Vector2 scroll;
+ Vector2 scroll;
- Function() { function_id = -1; }
+ struct Function {
+ int func_id;
+ Function() { func_id = -1; }
};
struct Variable {
PropertyInfo info;
Variant default_value;
bool _export;
- // add getter & setter options here
+ // Add getter & setter options here.
};
- Map<StringName, Function> functions;
- Map<StringName, Variable> variables;
+ HashMap<StringName, Function> functions;
+ HashMap<StringName, Variable> variables;
Map<StringName, Vector<Argument>> custom_signals;
Vector<ScriptNetData> rpc_functions;
Vector<ScriptNetData> rpc_variables;
@@ -249,7 +247,7 @@ private:
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
- //void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
+ // void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override;
void _update_placeholders();
#endif
@@ -267,37 +265,38 @@ protected:
public:
bool inherits_script(const Ref<Script> &p_script) const override;
- // TODO: Remove it in future when breaking changes are acceptable
- StringName get_default_func() const;
- void add_function(const StringName &p_name);
+ void set_scroll(const Vector2 &p_scroll);
+ Vector2 get_scroll() const;
+
+ void add_function(const StringName &p_name, int p_func_node_id);
bool has_function(const StringName &p_name) const;
void remove_function(const StringName &p_name);
void rename_function(const StringName &p_name, const StringName &p_new_name);
- void set_function_scroll(const StringName &p_name, const Vector2 &p_scroll);
- Vector2 get_function_scroll(const StringName &p_name) const;
void get_function_list(List<StringName> *r_functions) const;
int get_function_node_id(const StringName &p_name) const;
void set_tool_enabled(bool p_enabled);
- void add_node(const StringName &p_func, int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2());
- void remove_node(const StringName &p_func, int p_id);
- bool has_node(const StringName &p_func, int p_id) const;
- Ref<VisualScriptNode> get_node(const StringName &p_func, int p_id) const;
- void set_node_position(const StringName &p_func, int p_id, const Point2 &p_pos);
- Point2 get_node_position(const StringName &p_func, int p_id) const;
- void get_node_list(const StringName &p_func, List<int> *r_nodes) const;
-
- void sequence_connect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node);
- void sequence_disconnect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node);
- bool has_sequence_connection(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node) const;
- void get_sequence_connection_list(const StringName &p_func, List<SequenceConnection> *r_connection) const;
-
- void data_connect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
- void data_disconnect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
- bool has_data_connection(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
- void get_data_connection_list(const StringName &p_func, List<DataConnection> *r_connection) const;
- bool is_input_value_port_connected(const StringName &p_func, int p_node, int p_port) const;
- bool get_input_value_port_connection_source(const StringName &p_func, int p_node, int p_port, int *r_node, int *r_port) const;
+ void add_node(int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2());
+ void remove_node(int p_id);
+ bool has_node(int p_id) const;
+ Ref<VisualScriptNode> get_node(int p_id) const;
+ void set_node_position(int p_id, const Point2 &p_pos);
+ Point2 get_node_position(int p_id) const;
+ void get_node_list(List<int> *r_nodes) const;
+
+ void sequence_connect(int p_from_node, int p_from_output, int p_to_node);
+ void sequence_disconnect(int p_from_node, int p_from_output, int p_to_node);
+ bool has_sequence_connection(int p_from_node, int p_from_output, int p_to_node) const;
+ void get_sequence_connection_list(List<SequenceConnection> *r_connection) const;
+ Set<int> get_output_sequence_ports_connected(int from_node);
+
+ void data_connect(int p_from_node, int p_from_port, int p_to_node, int p_to_port);
+ void data_disconnect(int p_from_node, int p_from_port, int p_to_node, int p_to_port);
+ bool has_data_connection(int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
+ void get_data_connection_list(List<DataConnection> *r_connection) const;
+
+ bool is_input_value_port_connected(int p_node, int p_port) const;
+ bool get_input_value_port_connection_source(int p_node, int p_port, int *r_node, int *r_port) const;
void add_variable(const StringName &p_name, const Variant &p_default_value = Variant(), bool p_export = false);
bool has_variable(const StringName &p_name) const;
@@ -392,7 +391,7 @@ class VisualScriptInstance : public ScriptInstance {
Object *owner;
Ref<VisualScript> script;
- Map<StringName, Variant> variables; //using variable path, not script
+ Map<StringName, Variant> variables; // Using variable path, not script.
Map<int, VisualScriptNodeInstance *> instances;
struct Function {
@@ -415,9 +414,8 @@ class VisualScriptInstance : public ScriptInstance {
void _dependency_step(VisualScriptNodeInstance *node, int p_pass, int *pass_stack, const Variant **input_args, Variant **output_args, Variant *variant_stack, Callable::CallError &r_error, String &error_str, VisualScriptNodeInstance **r_error_node);
Variant _call_internal(const StringName &p_method, void *p_stack, int p_stack_size, VisualScriptNodeInstance *p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Callable::CallError &r_error);
- //Map<StringName,Function> functions;
- friend class VisualScriptFunctionState; //for yield
- friend class VisualScriptLanguage; //for debugger
+ friend class VisualScriptFunctionState; // For yield.
+ friend class VisualScriptLanguage; // For debugger.
public:
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
@@ -538,7 +536,7 @@ public:
_FORCE_INLINE_ void enter_function(VisualScriptInstance *p_instance, const StringName *p_function, Variant *p_stack, Variant **p_work_mem, int *current_id) {
if (Thread::get_main_id() != Thread::get_caller_id()) {
- return; //no support for other threads than main for now
+ return; // No support for other threads than main for now.
}
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) {
@@ -546,7 +544,7 @@ public:
}
if (_debug_call_stack_pos >= _debug_max_call_stack) {
- //stack overflow
+ // Stack overflow.
_debug_error = "Stack Overflow (Stack Size: " + itos(_debug_max_call_stack) + ")";
EngineDebugger::get_script_debugger()->debug(this);
return;
@@ -562,7 +560,7 @@ public:
_FORCE_INLINE_ void exit_function() {
if (Thread::get_main_id() != Thread::get_caller_id()) {
- return; //no support for other threads than main for now
+ return; // No support for other threads than main for now.
}
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) {
@@ -640,7 +638,7 @@ public:
~VisualScriptLanguage();
};
-//aid for registering
+// Aid for registering.
template <class T>
static Ref<VisualScriptNode> create_node_generic(const String &p_name) {
Ref<T> node;
diff --git a/modules/visual_script/visual_script_builtin_funcs.cpp b/modules/visual_script/visual_script_builtin_funcs.cpp
index 9426d727f6..2558c1d7ec 100644
--- a/modules/visual_script/visual_script_builtin_funcs.cpp
+++ b/modules/visual_script/visual_script_builtin_funcs.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_builtin_funcs.h b/modules/visual_script/visual_script_builtin_funcs.h
index 7b1fd19877..eaa2ef41e2 100644
--- a/modules/visual_script/visual_script_builtin_funcs.h
+++ b/modules/visual_script/visual_script_builtin_funcs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_editor.cpp b/modules/visual_script/visual_script_editor.cpp
index 91a258d412..3fbf19a48d 100644
--- a/modules/visual_script/visual_script_editor.cpp
+++ b/modules/visual_script/visual_script_editor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -199,7 +199,7 @@ protected:
emit_signal("changed");
}
void _var_value_changed() {
- _change_notify("value"); //so the whole tree is not redrawn, makes editing smoother in general
+ _change_notify("value"); // So the whole tree is not redrawn, makes editing smoother in general.
emit_signal("changed");
}
@@ -309,7 +309,7 @@ protected:
}
p_list->push_back(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, argt));
p_list->push_back(PropertyInfo(script->get_variable_info(var).type, "value", script->get_variable_info(var).hint, script->get_variable_info(var).hint_string, PROPERTY_USAGE_DEFAULT));
- // Update this when PropertyHint changes
+ // Update this when PropertyHint changes.
p_list->push_back(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,ExpRange,Enum,ExpEasing,Length,SpriteFrame,KeyAccel,Flags,Layers2dRender,Layers2dPhysics,Layer3dRender,Layer3dPhysics,File,Dir,GlobalFile,GlobalDir,ResourceType,MultilineText,PlaceholderText,ColorNoAlpha,ImageCompressLossy,ImageCompressLossLess,ObjectId,String,NodePathToEditedNode,MethodOfVariantType,MethodOfBaseType,MethodOfInstance,MethodOfScript,PropertyOfVariantType,PropertyOfBaseType,PropertyOfInstance,PropertyOfScript,ObjectTooBig,NodePathValidTypes"));
p_list->push_back(PropertyInfo(Variant::STRING, "hint_string"));
p_list->push_back(PropertyInfo(Variant::BOOL, "export"));
@@ -546,39 +546,29 @@ static Color _color_from_type(Variant::Type p_type, bool dark_theme = true) {
void VisualScriptEditor::_update_graph_connections() {
graph->clear_connections();
- List<StringName> funcs;
- script->get_function_list(&funcs);
+ List<VisualScript::SequenceConnection> sequence_conns;
+ script->get_sequence_connection_list(&sequence_conns);
- if (funcs.size() <= 0) {
- updating_graph = false;
- return;
+ for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
+ graph->connect_node(itos(E->get().from_node), E->get().from_output, itos(E->get().to_node), 0);
}
- for (List<StringName>::Element *F = funcs.front(); F; F = F->next()) {
- List<VisualScript::SequenceConnection> sequence_conns;
- script->get_sequence_connection_list(F->get(), &sequence_conns);
-
- for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
- graph->connect_node(itos(E->get().from_node), E->get().from_output, itos(E->get().to_node), 0);
- }
-
- List<VisualScript::DataConnection> data_conns;
- script->get_data_connection_list(F->get(), &data_conns);
+ List<VisualScript::DataConnection> data_conns;
+ script->get_data_connection_list(&data_conns);
- for (List<VisualScript::DataConnection>::Element *E = data_conns.front(); E; E = E->next()) {
- VisualScript::DataConnection dc = E->get();
+ for (List<VisualScript::DataConnection>::Element *E = data_conns.front(); E; E = E->next()) {
+ VisualScript::DataConnection dc = E->get();
- Ref<VisualScriptNode> from_node = script->get_node(F->get(), E->get().from_node);
- Ref<VisualScriptNode> to_node = script->get_node(F->get(), E->get().to_node);
+ Ref<VisualScriptNode> from_node = script->get_node(E->get().from_node);
+ Ref<VisualScriptNode> to_node = script->get_node(E->get().to_node);
- if (to_node->has_input_sequence_port()) {
- dc.to_port++;
- }
+ if (to_node->has_input_sequence_port()) {
+ dc.to_port++;
+ }
- dc.from_port += from_node->get_output_sequence_port_count();
+ dc.from_port += from_node->get_output_sequence_port_count();
- graph->connect_node(itos(E->get().from_node), dc.from_port, itos(E->get().to_node), dc.to_port);
- }
+ graph->connect_node(itos(E->get().from_node), dc.from_port, itos(E->get().to_node), dc.to_port);
}
}
@@ -605,17 +595,6 @@ void VisualScriptEditor::_update_graph(int p_only_id) {
}
}
}
-
- List<StringName> funcs;
- script->get_function_list(&funcs);
-
- if (funcs.size() <= 0) {
- graph->hide();
- select_func_text->show();
- updating_graph = false;
- return;
- }
-
graph->show();
select_func_text->hide();
@@ -655,348 +634,347 @@ void VisualScriptEditor::_update_graph(int p_only_id) {
};
Ref<Texture2D> seq_port = Control::get_theme_icon("VisualShaderPort", "EditorIcons");
+ List<int> node_ids;
+ script->get_node_list(&node_ids);
- for (List<StringName>::Element *F = funcs.front(); F; F = F->next()) { // loop through all the functions
-
- List<int> ids;
- script->get_node_list(F->get(), &ids);
- StringName editor_icons = "EditorIcons";
+ List<int> ids;
+ script->get_node_list(&ids);
+ StringName editor_icons = "EditorIcons";
- for (List<int>::Element *E = ids.front(); E; E = E->next()) {
- if (p_only_id >= 0 && p_only_id != E->get()) {
- continue;
- }
+ for (List<int>::Element *E = ids.front(); E; E = E->next()) {
+ if (p_only_id >= 0 && p_only_id != E->get()) {
+ continue;
+ }
- Ref<VisualScriptNode> node = script->get_node(F->get(), E->get());
- Vector2 pos = script->get_node_position(F->get(), E->get());
+ Ref<VisualScriptNode> node = script->get_node(E->get());
+ Vector2 pos = script->get_node_position(E->get());
- GraphNode *gnode = memnew(GraphNode);
- gnode->set_title(node->get_caption());
- gnode->set_position_offset(pos * EDSCALE);
- if (error_line == E->get()) {
- gnode->set_overlay(GraphNode::OVERLAY_POSITION);
- } else if (node->is_breakpoint()) {
- gnode->set_overlay(GraphNode::OVERLAY_BREAKPOINT);
- }
+ GraphNode *gnode = memnew(GraphNode);
+ gnode->set_title(node->get_caption());
+ gnode->set_position_offset(pos * EDSCALE);
+ if (error_line == E->get()) {
+ gnode->set_overlay(GraphNode::OVERLAY_POSITION);
+ } else if (node->is_breakpoint()) {
+ gnode->set_overlay(GraphNode::OVERLAY_BREAKPOINT);
+ }
- gnode->set_meta("__vnode", node);
- gnode->set_name(itos(E->get()));
- gnode->connect("dragged", callable_mp(this, &VisualScriptEditor::_node_moved), varray(E->get()));
- gnode->connect("close_request", callable_mp(this, &VisualScriptEditor::_remove_node), varray(E->get()), CONNECT_DEFERRED);
+ gnode->set_meta("__vnode", node);
+ gnode->set_name(itos(E->get()));
+ gnode->connect("dragged", callable_mp(this, &VisualScriptEditor::_node_moved), varray(E->get()));
+ gnode->connect("close_request", callable_mp(this, &VisualScriptEditor::_remove_node), varray(E->get()), CONNECT_DEFERRED);
- if (E->get() != script->get_function_node_id(F->get())) {
- //function can't be erased
+ {
+ Ref<VisualScriptFunction> v = node;
+ if (!v.is_valid()) {
gnode->set_show_close_button(true);
}
+ }
- bool has_gnode_text = false;
+ bool has_gnode_text = false;
- Ref<VisualScriptLists> nd_list = node;
- bool is_vslist = nd_list.is_valid();
- if (is_vslist) {
- HBoxContainer *hbnc = memnew(HBoxContainer);
+ Ref<VisualScriptLists> nd_list = node;
+ bool is_vslist = nd_list.is_valid();
+ if (is_vslist) {
+ HBoxContainer *hbnc = memnew(HBoxContainer);
+ if (nd_list->is_input_port_editable()) {
+ has_gnode_text = true;
+ Button *btn = memnew(Button);
+ btn->set_text(TTR("Add Input Port"));
+ hbnc->add_child(btn);
+ btn->connect("pressed", callable_mp(this, &VisualScriptEditor::_add_input_port), varray(E->get()), CONNECT_DEFERRED);
+ }
+ if (nd_list->is_output_port_editable()) {
if (nd_list->is_input_port_editable()) {
- has_gnode_text = true;
- Button *btn = memnew(Button);
- btn->set_text(TTR("Add Input Port"));
- hbnc->add_child(btn);
- btn->connect("pressed", callable_mp(this, &VisualScriptEditor::_add_input_port), varray(E->get()), CONNECT_DEFERRED);
- }
- if (nd_list->is_output_port_editable()) {
- if (nd_list->is_input_port_editable()) {
- hbnc->add_spacer();
- }
- has_gnode_text = true;
- Button *btn = memnew(Button);
- btn->set_text(TTR("Add Output Port"));
- hbnc->add_child(btn);
- btn->connect("pressed", callable_mp(this, &VisualScriptEditor::_add_output_port), varray(E->get()), CONNECT_DEFERRED);
+ hbnc->add_spacer();
}
- gnode->add_child(hbnc);
- } else if (Object::cast_to<VisualScriptExpression>(node.ptr())) {
has_gnode_text = true;
- LineEdit *line_edit = memnew(LineEdit);
- line_edit->set_text(node->get_text());
- line_edit->set_expand_to_text_length(true);
- line_edit->add_theme_font_override("font", get_theme_font("source", "EditorFonts"));
- line_edit->add_theme_font_size_override("font_size", get_theme_font_size("source_size", "EditorFonts"));
- gnode->add_child(line_edit);
- line_edit->connect("text_changed", callable_mp(this, &VisualScriptEditor::_expression_text_changed), varray(E->get()));
- } else {
- String text = node->get_text();
- if (!text.is_empty()) {
- has_gnode_text = true;
- Label *label = memnew(Label);
- label->set_text(text);
- gnode->add_child(label);
- }
+ Button *btn = memnew(Button);
+ btn->set_text(TTR("Add Output Port"));
+ hbnc->add_child(btn);
+ btn->connect("pressed", callable_mp(this, &VisualScriptEditor::_add_output_port), varray(E->get()), CONNECT_DEFERRED);
}
-
- if (Object::cast_to<VisualScriptComment>(node.ptr())) {
- Ref<VisualScriptComment> vsc = node;
- gnode->set_comment(true);
- gnode->set_resizable(true);
- gnode->set_custom_minimum_size(vsc->get_size() * EDSCALE);
- gnode->connect("resize_request", callable_mp(this, &VisualScriptEditor::_comment_node_resized), varray(E->get()));
+ gnode->add_child(hbnc);
+ } else if (Object::cast_to<VisualScriptExpression>(node.ptr())) {
+ has_gnode_text = true;
+ LineEdit *line_edit = memnew(LineEdit);
+ line_edit->set_text(node->get_text());
+ line_edit->set_expand_to_text_length(true);
+ line_edit->add_theme_font_override("font", get_theme_font("source", "EditorFonts"));
+ gnode->add_child(line_edit);
+ line_edit->connect("text_changed", callable_mp(this, &VisualScriptEditor::_expression_text_changed), varray(E->get()));
+ } else {
+ String text = node->get_text();
+ if (!text.is_empty()) {
+ has_gnode_text = true;
+ Label *label = memnew(Label);
+ label->set_text(text);
+ gnode->add_child(label);
}
+ }
- if (node_styles.has(node->get_category())) {
- Ref<StyleBoxFlat> sbf = node_styles[node->get_category()];
- if (gnode->is_comment()) {
- sbf = EditorNode::get_singleton()->get_theme_base()->get_theme()->get_stylebox("comment", "GraphNode");
- }
+ if (Object::cast_to<VisualScriptComment>(node.ptr())) {
+ Ref<VisualScriptComment> vsc = node;
+ gnode->set_comment(true);
+ gnode->set_resizable(true);
+ gnode->set_custom_minimum_size(vsc->get_size() * EDSCALE);
+ gnode->connect("resize_request", callable_mp(this, &VisualScriptEditor::_comment_node_resized), varray(E->get()));
+ }
- Color c = sbf->get_border_color();
- Color ic = c;
- c.a = 1;
- if (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) {
- Color mono_color;
- if (((c.r + c.g + c.b) / 3) < 0.7) {
- mono_color = Color(1.0, 1.0, 1.0);
- ic = Color(0.0, 0.0, 0.0, 0.7);
- } else {
- mono_color = Color(0.0, 0.0, 0.0);
- ic = Color(1.0, 1.0, 1.0, 0.7);
- }
- mono_color.a = 0.85;
- c = mono_color;
+ if (node_styles.has(node->get_category())) {
+ Ref<StyleBoxFlat> sbf = node_styles[node->get_category()];
+ if (gnode->is_comment()) {
+ sbf = EditorNode::get_singleton()->get_theme_base()->get_theme()->get_stylebox("comment", "GraphNode");
+ }
+
+ Color c = sbf->get_border_color();
+ Color ic = c;
+ c.a = 1;
+ if (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) {
+ Color mono_color;
+ if (((c.r + c.g + c.b) / 3) < 0.7) {
+ mono_color = Color(1.0, 1.0, 1.0);
+ ic = Color(0.0, 0.0, 0.0, 0.7);
+ } else {
+ mono_color = Color(0.0, 0.0, 0.0);
+ ic = Color(1.0, 1.0, 1.0, 0.7);
}
- gnode->add_theme_color_override("title_color", c);
- c.a = 0.7;
- gnode->add_theme_color_override("close_color", c);
- gnode->add_theme_color_override("resizer_color", ic);
- gnode->add_theme_style_override("frame", sbf);
+ mono_color.a = 0.85;
+ c = mono_color;
}
+ gnode->add_theme_color_override("title_color", c);
+ c.a = 0.7;
+ gnode->add_theme_color_override("close_color", c);
+ gnode->add_theme_color_override("resizer_color", ic);
+ gnode->add_theme_style_override("frame", sbf);
+ }
- const Color mono_color = get_theme_color("mono_color", "Editor");
+ const Color mono_color = get_theme_color("mono_color", "Editor");
- int slot_idx = 0;
+ int slot_idx = 0;
- bool single_seq_output = node->get_output_sequence_port_count() == 1 && node->get_output_sequence_port_text(0) == String();
- if ((node->has_input_sequence_port() || single_seq_output) || has_gnode_text) {
- // IF has_gnode_text is true BUT we have no sequence ports to draw (in here),
- // we still draw the disabled default ones to shift up the slots by one,
- // so the slots DON'T start with the content text.
+ bool single_seq_output = node->get_output_sequence_port_count() == 1 && node->get_output_sequence_port_text(0) == String();
+ if ((node->has_input_sequence_port() || single_seq_output) || has_gnode_text) {
+ // IF has_gnode_text is true BUT we have no sequence ports to draw (in here),
+ // we still draw the disabled default ones to shift up the slots by one,
+ // so the slots DON'T start with the content text.
- // IF has_gnode_text is false, but we DO want to draw default sequence ports,
- // we draw a dummy text to take up the position of the sequence nodes, so all the other ports are still aligned correctly.
- if (!has_gnode_text) {
- Label *dummy = memnew(Label);
- dummy->set_text(" ");
- gnode->add_child(dummy);
- }
- gnode->set_slot(0, node->has_input_sequence_port(), TYPE_SEQUENCE, mono_color, single_seq_output, TYPE_SEQUENCE, mono_color, seq_port, seq_port);
- slot_idx++;
+ // IF has_gnode_text is false, but we DO want to draw default sequence ports,
+ // we draw a dummy text to take up the position of the sequence nodes, so all the other ports are still aligned correctly.
+ if (!has_gnode_text) {
+ Label *dummy = memnew(Label);
+ dummy->set_text(" ");
+ gnode->add_child(dummy);
}
+ gnode->set_slot(0, node->has_input_sequence_port(), TYPE_SEQUENCE, mono_color, single_seq_output, TYPE_SEQUENCE, mono_color, seq_port, seq_port);
+ slot_idx++;
+ }
- int mixed_seq_ports = 0;
+ int mixed_seq_ports = 0;
- if (!single_seq_output) {
- if (node->has_mixed_input_and_sequence_ports()) {
- mixed_seq_ports = node->get_output_sequence_port_count();
- } else {
- for (int i = 0; i < node->get_output_sequence_port_count(); i++) {
- Label *text2 = memnew(Label);
- text2->set_text(node->get_output_sequence_port_text(i));
- text2->set_align(Label::ALIGN_RIGHT);
- gnode->add_child(text2);
- gnode->set_slot(slot_idx, false, 0, Color(), true, TYPE_SEQUENCE, mono_color, seq_port, seq_port);
- slot_idx++;
- }
+ if (!single_seq_output) {
+ if (node->has_mixed_input_and_sequence_ports()) {
+ mixed_seq_ports = node->get_output_sequence_port_count();
+ } else {
+ for (int i = 0; i < node->get_output_sequence_port_count(); i++) {
+ Label *text2 = memnew(Label);
+ text2->set_text(node->get_output_sequence_port_text(i));
+ text2->set_align(Label::ALIGN_RIGHT);
+ gnode->add_child(text2);
+ gnode->set_slot(slot_idx, false, 0, Color(), true, TYPE_SEQUENCE, mono_color, seq_port, seq_port);
+ slot_idx++;
}
}
+ }
- for (int i = 0; i < MAX(node->get_output_value_port_count(), MAX(mixed_seq_ports, node->get_input_value_port_count())); i++) {
- bool left_ok = false;
- Variant::Type left_type = Variant::NIL;
- String left_name;
+ for (int i = 0; i < MAX(node->get_output_value_port_count(), MAX(mixed_seq_ports, node->get_input_value_port_count())); i++) {
+ bool left_ok = false;
+ Variant::Type left_type = Variant::NIL;
+ String left_name;
- if (i < node->get_input_value_port_count()) {
- PropertyInfo pi = node->get_input_value_port_info(i);
- left_ok = true;
- left_type = pi.type;
- left_name = pi.name;
- }
+ if (i < node->get_input_value_port_count()) {
+ PropertyInfo pi = node->get_input_value_port_info(i);
+ left_ok = true;
+ left_type = pi.type;
+ left_name = pi.name;
+ }
- bool right_ok = false;
- Variant::Type right_type = Variant::NIL;
- String right_name;
+ bool right_ok = false;
+ Variant::Type right_type = Variant::NIL;
+ String right_name;
- if (i >= mixed_seq_ports && i < node->get_output_value_port_count() + mixed_seq_ports) {
- PropertyInfo pi = node->get_output_value_port_info(i - mixed_seq_ports);
- right_ok = true;
- right_type = pi.type;
- right_name = pi.name;
+ if (i >= mixed_seq_ports && i < node->get_output_value_port_count() + mixed_seq_ports) {
+ PropertyInfo pi = node->get_output_value_port_info(i - mixed_seq_ports);
+ right_ok = true;
+ right_type = pi.type;
+ right_name = pi.name;
+ }
+ VBoxContainer *vbc = memnew(VBoxContainer);
+ HBoxContainer *hbc = memnew(HBoxContainer);
+ HBoxContainer *hbc2 = memnew(HBoxContainer);
+ vbc->add_child(hbc);
+ vbc->add_child(hbc2);
+ if (left_ok) {
+ Ref<Texture2D> t;
+ if (left_type >= 0 && left_type < Variant::VARIANT_MAX) {
+ t = type_icons[left_type];
+ }
+ if (t.is_valid()) {
+ TextureRect *tf = memnew(TextureRect);
+ tf->set_texture(t);
+ tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
+ hbc->add_child(tf);
}
- VBoxContainer *vbc = memnew(VBoxContainer);
- HBoxContainer *hbc = memnew(HBoxContainer);
- HBoxContainer *hbc2 = memnew(HBoxContainer);
- vbc->add_child(hbc);
- vbc->add_child(hbc2);
- if (left_ok) {
- Ref<Texture2D> t;
- if (left_type >= 0 && left_type < Variant::VARIANT_MAX) {
- t = type_icons[left_type];
- }
- if (t.is_valid()) {
- TextureRect *tf = memnew(TextureRect);
- tf->set_texture(t);
- tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
- hbc->add_child(tf);
- }
-
- if (is_vslist) {
- if (nd_list->is_input_port_name_editable()) {
- LineEdit *name_box = memnew(LineEdit);
- hbc->add_child(name_box);
- name_box->set_custom_minimum_size(Size2(60 * EDSCALE, 0));
- name_box->set_text(left_name);
- name_box->set_expand_to_text_length(true);
- name_box->connect("resized", callable_mp(this, &VisualScriptEditor::_update_node_size), varray(E->get()));
- name_box->connect("focus_exited", callable_mp(this, &VisualScriptEditor::_port_name_focus_out), varray(name_box, E->get(), i, true));
- } else {
- hbc->add_child(memnew(Label(left_name)));
- }
-
- if (nd_list->is_input_port_type_editable()) {
- OptionButton *opbtn = memnew(OptionButton);
- for (int j = Variant::NIL; j < Variant::VARIANT_MAX; j++) {
- opbtn->add_item(Variant::get_type_name(Variant::Type(j)));
- }
- opbtn->select(left_type);
- opbtn->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
- hbc->add_child(opbtn);
- opbtn->connect("item_selected", callable_mp(this, &VisualScriptEditor::_change_port_type), varray(E->get(), i, true), CONNECT_DEFERRED);
- }
- Button *rmbtn = memnew(Button);
- rmbtn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons"));
- hbc->add_child(rmbtn);
- rmbtn->connect("pressed", callable_mp(this, &VisualScriptEditor::_remove_input_port), varray(E->get(), i), CONNECT_DEFERRED);
+ if (is_vslist) {
+ if (nd_list->is_input_port_name_editable()) {
+ LineEdit *name_box = memnew(LineEdit);
+ hbc->add_child(name_box);
+ name_box->set_custom_minimum_size(Size2(60 * EDSCALE, 0));
+ name_box->set_text(left_name);
+ name_box->set_expand_to_text_length(true);
+ name_box->connect("resized", callable_mp(this, &VisualScriptEditor::_update_node_size), varray(E->get()));
+ name_box->connect("focus_exited", callable_mp(this, &VisualScriptEditor::_port_name_focus_out), varray(name_box, E->get(), i, true));
} else {
hbc->add_child(memnew(Label(left_name)));
}
- if (left_type != Variant::NIL && !script->is_input_value_port_connected(F->get(), E->get(), i)) {
- PropertyInfo pi = node->get_input_value_port_info(i);
- Button *button = memnew(Button);
- Variant value = node->get_default_input_value(i);
- if (value.get_type() != left_type) {
- //different type? for now convert
- //not the same, reconvert
- Callable::CallError ce;
- const Variant *existingp = &value;
- Variant::construct(left_type, value, &existingp, 1, ce);
+ if (nd_list->is_input_port_type_editable()) {
+ OptionButton *opbtn = memnew(OptionButton);
+ for (int j = Variant::NIL; j < Variant::VARIANT_MAX; j++) {
+ opbtn->add_item(Variant::get_type_name(Variant::Type(j)));
}
-
- if (left_type == Variant::COLOR) {
- button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
- button->connect("draw", callable_mp(this, &VisualScriptEditor::_draw_color_over_button), varray(button, value));
- } else if (left_type == Variant::OBJECT && Ref<Resource>(value).is_valid()) {
- Ref<Resource> res = value;
- Array arr;
- arr.push_back(button->get_instance_id());
- arr.push_back(String(value));
- EditorResourcePreview::get_singleton()->queue_edited_resource_preview(res, this, "_button_resource_previewed", arr);
-
- } else if (pi.type == Variant::INT && pi.hint == PROPERTY_HINT_ENUM) {
- button->set_text(pi.hint_string.get_slice(",", value));
- } else {
- button->set_text(value);
- }
- button->connect("pressed", callable_mp(this, &VisualScriptEditor::_default_value_edited), varray(button, E->get(), i));
- hbc2->add_child(button);
+ opbtn->select(left_type);
+ opbtn->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
+ hbc->add_child(opbtn);
+ opbtn->connect("item_selected", callable_mp(this, &VisualScriptEditor::_change_port_type), varray(E->get(), i, true), CONNECT_DEFERRED);
}
+
+ Button *rmbtn = memnew(Button);
+ rmbtn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons"));
+ hbc->add_child(rmbtn);
+ rmbtn->connect("pressed", callable_mp(this, &VisualScriptEditor::_remove_input_port), varray(E->get(), i), CONNECT_DEFERRED);
} else {
- Control *c = memnew(Control);
- c->set_custom_minimum_size(Size2(10, 0) * EDSCALE);
- hbc->add_child(c);
+ hbc->add_child(memnew(Label(left_name)));
}
- hbc->add_spacer();
- hbc2->add_spacer();
+ if (left_type != Variant::NIL && !script->is_input_value_port_connected(E->get(), i)) {
+ PropertyInfo pi = node->get_input_value_port_info(i);
+ Button *button = memnew(Button);
+ Variant value = node->get_default_input_value(i);
+ if (value.get_type() != left_type) {
+ //different type? for now convert
+ //not the same, reconvert
+ Callable::CallError ce;
+ const Variant *existingp = &value;
+ Variant::construct(left_type, value, &existingp, 1, ce);
+ }
- if (i < mixed_seq_ports) {
- Label *text2 = memnew(Label);
- text2->set_text(node->get_output_sequence_port_text(i));
- text2->set_align(Label::ALIGN_RIGHT);
- hbc->add_child(text2);
+ if (left_type == Variant::COLOR) {
+ button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
+ button->connect("draw", callable_mp(this, &VisualScriptEditor::_draw_color_over_button), varray(button, value));
+ } else if (left_type == Variant::OBJECT && Ref<Resource>(value).is_valid()) {
+ Ref<Resource> res = value;
+ Array arr;
+ arr.push_back(button->get_instance_id());
+ arr.push_back(String(value));
+ EditorResourcePreview::get_singleton()->queue_edited_resource_preview(res, this, "_button_resource_previewed", arr);
+
+ } else if (pi.type == Variant::INT && pi.hint == PROPERTY_HINT_ENUM) {
+ button->set_text(pi.hint_string.get_slice(",", value));
+ } else {
+ button->set_text(value);
+ }
+ button->connect("pressed", callable_mp(this, &VisualScriptEditor::_default_value_edited), varray(button, E->get(), i));
+ hbc2->add_child(button);
}
+ } else {
+ Control *c = memnew(Control);
+ c->set_custom_minimum_size(Size2(10, 0) * EDSCALE);
+ hbc->add_child(c);
+ }
- if (right_ok) {
- if (is_vslist) {
- Button *rmbtn = memnew(Button);
- rmbtn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons"));
- hbc->add_child(rmbtn);
- rmbtn->connect("pressed", callable_mp(this, &VisualScriptEditor::_remove_output_port), varray(E->get(), i), CONNECT_DEFERRED);
-
- if (nd_list->is_output_port_type_editable()) {
- OptionButton *opbtn = memnew(OptionButton);
- for (int j = Variant::NIL; j < Variant::VARIANT_MAX; j++) {
- opbtn->add_item(Variant::get_type_name(Variant::Type(j)));
- }
- opbtn->select(right_type);
- opbtn->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
- hbc->add_child(opbtn);
- opbtn->connect("item_selected", callable_mp(this, &VisualScriptEditor::_change_port_type), varray(E->get(), i, false), CONNECT_DEFERRED);
- }
+ hbc->add_spacer();
+ hbc2->add_spacer();
+
+ if (i < mixed_seq_ports) {
+ Label *text2 = memnew(Label);
+ text2->set_text(node->get_output_sequence_port_text(i));
+ text2->set_align(Label::ALIGN_RIGHT);
+ hbc->add_child(text2);
+ }
- if (nd_list->is_output_port_name_editable()) {
- LineEdit *name_box = memnew(LineEdit);
- hbc->add_child(name_box);
- name_box->set_custom_minimum_size(Size2(60 * EDSCALE, 0));
- name_box->set_text(right_name);
- name_box->set_expand_to_text_length(true);
- name_box->connect("resized", callable_mp(this, &VisualScriptEditor::_update_node_size), varray(E->get()));
- name_box->connect("focus_exited", callable_mp(this, &VisualScriptEditor::_port_name_focus_out), varray(name_box, E->get(), i, false));
- } else {
- hbc->add_child(memnew(Label(right_name)));
+ if (right_ok) {
+ if (is_vslist) {
+ Button *rmbtn = memnew(Button);
+ rmbtn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Remove", "EditorIcons"));
+ hbc->add_child(rmbtn);
+ rmbtn->connect("pressed", callable_mp(this, &VisualScriptEditor::_remove_output_port), varray(E->get(), i), CONNECT_DEFERRED);
+
+ if (nd_list->is_output_port_type_editable()) {
+ OptionButton *opbtn = memnew(OptionButton);
+ for (int j = Variant::NIL; j < Variant::VARIANT_MAX; j++) {
+ opbtn->add_item(Variant::get_type_name(Variant::Type(j)));
}
- } else {
- hbc->add_child(memnew(Label(right_name)));
+ opbtn->select(right_type);
+ opbtn->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
+ hbc->add_child(opbtn);
+ opbtn->connect("item_selected", callable_mp(this, &VisualScriptEditor::_change_port_type), varray(E->get(), i, false), CONNECT_DEFERRED);
}
- Ref<Texture2D> t;
- if (right_type >= 0 && right_type < Variant::VARIANT_MAX) {
- t = type_icons[right_type];
- }
- if (t.is_valid()) {
- TextureRect *tf = memnew(TextureRect);
- tf->set_texture(t);
- tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
- hbc->add_child(tf);
+ if (nd_list->is_output_port_name_editable()) {
+ LineEdit *name_box = memnew(LineEdit);
+ hbc->add_child(name_box);
+ name_box->set_custom_minimum_size(Size2(60 * EDSCALE, 0));
+ name_box->set_text(right_name);
+ name_box->set_expand_to_text_length(true);
+ name_box->connect("resized", callable_mp(this, &VisualScriptEditor::_update_node_size), varray(E->get()));
+ name_box->connect("focus_exited", callable_mp(this, &VisualScriptEditor::_port_name_focus_out), varray(name_box, E->get(), i, false));
+ } else {
+ hbc->add_child(memnew(Label(right_name)));
}
- }
-
- gnode->add_child(vbc);
-
- bool dark_theme = get_theme_constant("dark_theme", "Editor");
- if (i < mixed_seq_ports) {
- gnode->set_slot(slot_idx, left_ok, left_type, _color_from_type(left_type, dark_theme), true, TYPE_SEQUENCE, mono_color, Ref<Texture2D>(), seq_port);
} else {
- gnode->set_slot(slot_idx, left_ok, left_type, _color_from_type(left_type, dark_theme), right_ok, right_type, _color_from_type(right_type, dark_theme));
+ hbc->add_child(memnew(Label(right_name)));
}
- slot_idx++;
+ Ref<Texture2D> t;
+ if (right_type >= 0 && right_type < Variant::VARIANT_MAX) {
+ t = type_icons[right_type];
+ }
+ if (t.is_valid()) {
+ TextureRect *tf = memnew(TextureRect);
+ tf->set_texture(t);
+ tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
+ hbc->add_child(tf);
+ }
}
- graph->add_child(gnode);
+ gnode->add_child(vbc);
- if (gnode->is_comment()) {
- graph->move_child(gnode, 0);
+ bool dark_theme = get_theme_constant("dark_theme", "Editor");
+ if (i < mixed_seq_ports) {
+ gnode->set_slot(slot_idx, left_ok, left_type, _color_from_type(left_type, dark_theme), true, TYPE_SEQUENCE, mono_color, Ref<Texture2D>(), seq_port);
+ } else {
+ gnode->set_slot(slot_idx, left_ok, left_type, _color_from_type(left_type, dark_theme), right_ok, right_type, _color_from_type(right_type, dark_theme));
}
+
+ slot_idx++;
+ }
+
+ graph->add_child(gnode);
+
+ if (gnode->is_comment()) {
+ graph->move_child(gnode, 0);
}
}
+
_update_graph_connections();
- // use default_func instead of default_func for now I think that should be good stop gap solution to ensure not breaking anything
- graph->call_deferred("set_scroll_ofs", script->get_function_scroll(default_func) * EDSCALE);
+ // Use default_func instead of default_func for now I think that should be good stop gap solution to ensure not breaking anything.
+ graph->call_deferred("set_scroll_ofs", script->get_scroll() * EDSCALE);
updating_graph = false;
}
void VisualScriptEditor::_change_port_type(int p_select, int p_id, int p_port, bool is_input) {
- StringName func = _get_function_of_node(p_id);
-
- Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
+ Ref<VisualScriptLists> vsn = script->get_node(p_id);
if (!vsn.is_valid()) {
return;
}
@@ -1015,14 +993,12 @@ void VisualScriptEditor::_change_port_type(int p_select, int p_id, int p_port, b
void VisualScriptEditor::_update_node_size(int p_id) {
Node *node = graph->get_node(itos(p_id));
if (Object::cast_to<Control>(node)) {
- Object::cast_to<Control>(node)->set_size(Vector2(1, 1)); //shrink if text is smaller
+ Object::cast_to<Control>(node)->set_size(Vector2(1, 1)); // Shrink if text is smaller.
}
}
void VisualScriptEditor::_port_name_focus_out(const Node *p_name_box, int p_id, int p_port, bool is_input) {
- StringName func = _get_function_of_node(p_id);
-
- Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
+ Ref<VisualScriptLists> vsn = script->get_node(p_id);
if (!vsn.is_valid()) {
return;
}
@@ -1063,11 +1039,8 @@ void VisualScriptEditor::_update_members() {
List<StringName> func_names;
script->get_function_list(&func_names);
+ func_names.sort_custom<StringName::AlphCompare>();
for (List<StringName>::Element *E = func_names.front(); E; E = E->next()) {
- if (E->get() == default_func) {
- continue;
- }
-
TreeItem *ti = members->create_item(functions);
ti->set_text(0, E->get());
ti->set_selectable(0, true);
@@ -1200,7 +1173,7 @@ void VisualScriptEditor::_member_selected() {
#endif
if (held_ctrl) {
ERR_FAIL_COND(!script->has_function(selected));
- _center_on_node(selected, script->get_function_node_id(selected));
+ _center_on_node(script->get_function_node_id(selected));
}
}
}
@@ -1243,8 +1216,8 @@ void VisualScriptEditor::_member_edited() {
int node_id = script->get_function_node_id(name);
Ref<VisualScriptFunction> func;
- if (script->has_node(name, node_id)) {
- func = script->get_node(name, node_id);
+ if (script->has_node(node_id)) {
+ func = script->get_node(node_id);
}
undo_redo->create_action(TTR("Rename Function"));
undo_redo->add_do_method(script.ptr(), "rename_function", name, new_name);
@@ -1254,21 +1227,17 @@ void VisualScriptEditor::_member_edited() {
undo_redo->add_undo_method(func.ptr(), "set_name", name);
}
- // also fix all function calls
- List<StringName> flst;
- script->get_function_list(&flst);
- for (List<StringName>::Element *E = flst.front(); E; E = E->next()) {
- List<int> lst;
- script->get_node_list(E->get(), &lst);
- for (List<int>::Element *F = lst.front(); F; F = F->next()) {
- Ref<VisualScriptFunctionCall> fncall = script->get_node(E->get(), F->get());
- if (!fncall.is_valid()) {
- continue;
- }
- if (fncall->get_function() == name) {
- undo_redo->add_do_method(fncall.ptr(), "set_function", new_name);
- undo_redo->add_undo_method(fncall.ptr(), "set_function", name);
- }
+ // Also fix all function calls.
+ List<int> lst;
+ script->get_node_list(&lst);
+ for (List<int>::Element *F = lst.front(); F; F = F->next()) {
+ Ref<VisualScriptFunctionCall> fncall = script->get_node(F->get());
+ if (!fncall.is_valid()) {
+ continue;
+ }
+ if (fncall->get_function() == name) {
+ undo_redo->add_do_method(fncall.ptr(), "set_function", new_name);
+ undo_redo->add_undo_method(fncall.ptr(), "set_function", name);
}
}
@@ -1280,7 +1249,7 @@ void VisualScriptEditor::_member_edited() {
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
- return; //or crash because it will become invalid
+ return; // Or crash because it will become invalid.
}
if (ti->get_parent() == root->get_children()->get_next()) {
@@ -1296,7 +1265,7 @@ void VisualScriptEditor::_member_edited() {
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
- return; //or crash because it will become invalid
+ return; // Or crash because it will become invalid.
}
if (ti->get_parent() == root->get_children()->get_next()->get_next()) {
@@ -1310,7 +1279,7 @@ void VisualScriptEditor::_member_edited() {
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
- return; //or crash because it will become invalid
+ return; // Or crash because it will become invalid.
}
}
@@ -1344,10 +1313,13 @@ void VisualScriptEditor::_create_function() {
func_node->add_argument(arg_type, arg_name);
}
+ int func_node_id = script->get_available_id();
+
undo_redo->create_action(TTR("Add Function"));
- undo_redo->add_do_method(script.ptr(), "add_function", name);
- undo_redo->add_do_method(script.ptr(), "add_node", name, script->get_available_id(), func_node, ofs);
+ undo_redo->add_do_method(script.ptr(), "add_function", name, func_node_id);
undo_redo->add_undo_method(script.ptr(), "remove_function", name);
+ undo_redo->add_do_method(script.ptr(), "add_node", func_node_id, func_node, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", func_node_id);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
@@ -1431,11 +1403,12 @@ void VisualScriptEditor::_member_button(Object *p_item, int p_column, int p_butt
if (ti->get_parent() == root) {
//main buttons
if (ti == root->get_children()) {
- //add function, this one uses menu
+ // Add function, this one uses menu.
if (p_button == 1) {
+ // Ensure script base exists otherwise use custom base type.
+ ERR_FAIL_COND(script.is_null());
new_virtual_method_select->select_method_from_base_type(script->get_instance_base_type(), String(), true);
-
return;
} else if (p_button == 0) {
String name = _validate_name("new_function");
@@ -1445,11 +1418,13 @@ void VisualScriptEditor::_member_button(Object *p_item, int p_column, int p_butt
Ref<VisualScriptFunction> func_node;
func_node.instance();
func_node->set_name(name);
+ int fn_id = script->get_available_id();
undo_redo->create_action(TTR("Add Function"));
- undo_redo->add_do_method(script.ptr(), "add_function", name);
- undo_redo->add_do_method(script.ptr(), "add_node", name, script->get_available_id(), func_node, ofs);
+ undo_redo->add_do_method(script.ptr(), "add_function", name, fn_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", fn_id, func_node, ofs);
undo_redo->add_undo_method(script.ptr(), "remove_function", name);
+ undo_redo->add_do_method(script.ptr(), "remove_node", fn_id);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
@@ -1461,11 +1436,11 @@ void VisualScriptEditor::_member_button(Object *p_item, int p_column, int p_butt
_update_graph();
}
- return; //or crash because it will become invalid
+ return; // Or crash because it will become invalid.
}
if (ti == root->get_children()->get_next()) {
- //add variable
+ // Add variable.
String name = _validate_name("new_variable");
selected = name;
@@ -1477,11 +1452,11 @@ void VisualScriptEditor::_member_button(Object *p_item, int p_column, int p_butt
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
- return; //or crash because it will become invalid
+ return; // Or crash because it will become invalid.
}
if (ti == root->get_children()->get_next()->get_next()) {
- //add variable
+ // Add variable.
String name = _validate_name("new_signal");
selected = name;
@@ -1493,7 +1468,7 @@ void VisualScriptEditor::_member_button(Object *p_item, int p_column, int p_butt
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
- return; //or crash because it will become invalid
+ return; // Or crash because it will become invalid.
}
} else if (ti->get_parent() == root->get_children()) {
selected = ti->get_text(0);
@@ -1505,9 +1480,7 @@ void VisualScriptEditor::_member_button(Object *p_item, int p_column, int p_butt
}
void VisualScriptEditor::_add_input_port(int p_id) {
- StringName func = _get_function_of_node(p_id);
-
- Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
+ Ref<VisualScriptLists> vsn = script->get_node(p_id);
if (!vsn.is_valid()) {
return;
}
@@ -1527,9 +1500,7 @@ void VisualScriptEditor::_add_input_port(int p_id) {
}
void VisualScriptEditor::_add_output_port(int p_id) {
- StringName func = _get_function_of_node(p_id);
-
- Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
+ Ref<VisualScriptLists> vsn = script->get_node(p_id);
if (!vsn.is_valid()) {
return;
}
@@ -1549,9 +1520,7 @@ void VisualScriptEditor::_add_output_port(int p_id) {
}
void VisualScriptEditor::_remove_input_port(int p_id, int p_port) {
- StringName func = _get_function_of_node(p_id);
-
- Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
+ Ref<VisualScriptLists> vsn = script->get_node(p_id);
if (!vsn.is_valid()) {
return;
}
@@ -1561,17 +1530,17 @@ void VisualScriptEditor::_remove_input_port(int p_id, int p_port) {
undo_redo->create_action(TTR("Remove Input Port"), UndoRedo::MERGE_ENDS);
int conn_from = -1, conn_port = -1;
- script->get_input_value_port_connection_source(func, p_id, p_port, &conn_from, &conn_port);
+ script->get_input_value_port_connection_source(p_id, p_port, &conn_from, &conn_port);
if (conn_from != -1) {
- undo_redo->add_do_method(script.ptr(), "data_disconnect", func, conn_from, conn_port, p_id, p_port);
+ undo_redo->add_do_method(script.ptr(), "data_disconnect", conn_from, conn_port, p_id, p_port);
}
undo_redo->add_do_method(vsn.ptr(), "remove_input_data_port", p_port);
undo_redo->add_do_method(this, "_update_graph", p_id);
if (conn_from != -1) {
- undo_redo->add_undo_method(script.ptr(), "data_connect", func, conn_from, conn_port, p_id, p_port);
+ undo_redo->add_undo_method(script.ptr(), "data_connect", conn_from, conn_port, p_id, p_port);
}
undo_redo->add_undo_method(vsn.ptr(), "add_input_data_port", vsn->get_input_value_port_info(p_port).type, vsn->get_input_value_port_info(p_port).name, p_port);
@@ -1583,9 +1552,7 @@ void VisualScriptEditor::_remove_input_port(int p_id, int p_port) {
}
void VisualScriptEditor::_remove_output_port(int p_id, int p_port) {
- StringName func = _get_function_of_node(p_id);
-
- Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
+ Ref<VisualScriptLists> vsn = script->get_node(p_id);
if (!vsn.is_valid()) {
return;
}
@@ -1595,12 +1562,12 @@ void VisualScriptEditor::_remove_output_port(int p_id, int p_port) {
undo_redo->create_action(TTR("Remove Output Port"), UndoRedo::MERGE_ENDS);
List<VisualScript::DataConnection> data_connections;
- script->get_data_connection_list(func, &data_connections);
+ script->get_data_connection_list(&data_connections);
HashMap<int, Set<int>> conn_map;
for (const List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id && E->get().from_port == p_port) {
- // push into the connections map
+ // Push into the connections map.
if (!conn_map.has(E->get().to_node)) {
conn_map.set(E->get().to_node, Set<int>());
}
@@ -1615,7 +1582,7 @@ void VisualScriptEditor::_remove_output_port(int p_id, int p_port) {
conn_map.get_key_list(&keys);
for (const List<int>::Element *E = keys.front(); E; E = E->next()) {
for (const Set<int>::Element *F = conn_map[E->get()].front(); F; F = F->next()) {
- undo_redo->add_undo_method(script.ptr(), "data_connect", func, p_id, p_port, E->get(), F->get());
+ undo_redo->add_undo_method(script.ptr(), "data_connect", p_id, p_port, E->get(), F->get());
}
}
@@ -1628,9 +1595,7 @@ void VisualScriptEditor::_remove_output_port(int p_id, int p_port) {
}
void VisualScriptEditor::_expression_text_changed(const String &p_text, int p_id) {
- StringName func = _get_function_of_node(p_id);
-
- Ref<VisualScriptExpression> vse = script->get_node(func, p_id);
+ Ref<VisualScriptExpression> vse = script->get_node(p_id);
if (!vse.is_valid()) {
return;
}
@@ -1646,7 +1611,7 @@ void VisualScriptEditor::_expression_text_changed(const String &p_text, int p_id
Node *node = graph->get_node(itos(p_id));
if (Object::cast_to<Control>(node)) {
- Object::cast_to<Control>(node)->set_size(Vector2(1, 1)); //shrink if text is smaller
+ Object::cast_to<Control>(node)->set_size(Vector2(1, 1)); // Shrink if text is smaller.
}
updating_graph = false;
@@ -1666,19 +1631,14 @@ Vector2 VisualScriptEditor::_get_available_pos(bool centered, Vector2 ofs) const
while (true) {
bool exists = false;
- List<StringName> all_fn;
- script->get_function_list(&all_fn);
- for (List<StringName>::Element *F = all_fn.front(); F; F = F->next()) {
- StringName curr_fn = F->get();
- List<int> existing;
- script->get_node_list(curr_fn, &existing);
- for (List<int>::Element *E = existing.front(); E; E = E->next()) {
- Point2 pos = script->get_node_position(curr_fn, E->get());
- if (pos.distance_to(ofs) < 50) {
- ofs += Vector2(graph->get_snap(), graph->get_snap());
- exists = true;
- break;
- }
+ List<int> existing;
+ script->get_node_list(&existing);
+ for (List<int>::Element *E = existing.front(); E; E = E->next()) {
+ Point2 pos = script->get_node_position(E->get());
+ if (pos.distance_to(ofs) < 50) {
+ ofs += Vector2(graph->get_snap(), graph->get_snap());
+ exists = true;
+ break;
}
}
if (exists) {
@@ -1710,7 +1670,7 @@ String VisualScriptEditor::_validate_name(const String &p_name) const {
}
void VisualScriptEditor::_on_nodes_delete() {
- // delete all the selected nodes
+ // Delete all the selected nodes.
List<int> to_erase;
@@ -1732,26 +1692,24 @@ void VisualScriptEditor::_on_nodes_delete() {
for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
int cr_node = F->get();
- StringName func = _get_function_of_node(cr_node);
-
- undo_redo->add_do_method(script.ptr(), "remove_node", func, cr_node);
- undo_redo->add_undo_method(script.ptr(), "add_node", func, cr_node, script->get_node(func, cr_node), script->get_node_position(func, cr_node));
+ undo_redo->add_do_method(script.ptr(), "remove_node", cr_node);
+ undo_redo->add_undo_method(script.ptr(), "add_node", cr_node, script->get_node(cr_node), script->get_node_position(cr_node));
List<VisualScript::SequenceConnection> sequence_conns;
- script->get_sequence_connection_list(func, &sequence_conns);
+ script->get_sequence_connection_list(&sequence_conns);
for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
if (E->get().from_node == cr_node || E->get().to_node == cr_node) {
- undo_redo->add_undo_method(script.ptr(), "sequence_connect", func, E->get().from_node, E->get().from_output, E->get().to_node);
+ undo_redo->add_undo_method(script.ptr(), "sequence_connect", E->get().from_node, E->get().from_output, E->get().to_node);
}
}
List<VisualScript::DataConnection> data_conns;
- script->get_data_connection_list(func, &data_conns);
+ script->get_data_connection_list(&data_conns);
for (List<VisualScript::DataConnection>::Element *E = data_conns.front(); E; E = E->next()) {
if (E->get().from_node == F->get() || E->get().to_node == F->get()) {
- undo_redo->add_undo_method(script.ptr(), "data_connect", func, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
+ undo_redo->add_undo_method(script.ptr(), "data_connect", E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
}
@@ -1763,7 +1721,6 @@ void VisualScriptEditor::_on_nodes_delete() {
void VisualScriptEditor::_on_nodes_duplicate() {
Set<int> to_duplicate;
- List<StringName> funcs;
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
@@ -1771,7 +1728,6 @@ void VisualScriptEditor::_on_nodes_duplicate() {
if (gn->is_selected() && gn->is_close_button_visible()) {
int id = gn->get_name().operator String().to_int();
to_duplicate.insert(id);
- funcs.push_back(_get_function_of_node(id));
}
}
}
@@ -1787,9 +1743,8 @@ void VisualScriptEditor::_on_nodes_duplicate() {
HashMap<int, int> remap;
for (Set<int>::Element *F = to_duplicate.front(); F; F = F->next()) {
- // duplicate from the specific function but place it into the default func as it would lack the connections
- StringName func = _get_function_of_node(F->get());
- Ref<VisualScriptNode> node = script->get_node(func, F->get());
+ // Duplicate from the specific function but place it into the default func as it would lack the connections.
+ Ref<VisualScriptNode> node = script->get_node(F->get());
Ref<VisualScriptNode> dupe = node->duplicate(true);
@@ -1797,25 +1752,23 @@ void VisualScriptEditor::_on_nodes_duplicate() {
remap.set(F->get(), new_id);
to_select.insert(new_id);
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, dupe, script->get_node_position(func, F->get()) + Vector2(20, 20));
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, dupe, script->get_node_position(F->get()) + Vector2(20, 20));
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
}
- for (List<StringName>::Element *F = funcs.front(); F; F = F->next()) {
- List<VisualScript::SequenceConnection> seqs;
- script->get_sequence_connection_list(F->get(), &seqs);
- for (List<VisualScript::SequenceConnection>::Element *E = seqs.front(); E; E = E->next()) {
- if (to_duplicate.has(E->get().from_node) && to_duplicate.has(E->get().to_node)) {
- undo_redo->add_do_method(script.ptr(), "sequence_connect", default_func, remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
- }
+ List<VisualScript::SequenceConnection> seqs;
+ script->get_sequence_connection_list(&seqs);
+ for (List<VisualScript::SequenceConnection>::Element *E = seqs.front(); E; E = E->next()) {
+ if (to_duplicate.has(E->get().from_node) && to_duplicate.has(E->get().to_node)) {
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
}
+ }
- List<VisualScript::DataConnection> data;
- script->get_data_connection_list(F->get(), &data);
- for (List<VisualScript::DataConnection>::Element *E = data.front(); E; E = E->next()) {
- if (to_duplicate.has(E->get().from_node) && to_duplicate.has(E->get().to_node)) {
- undo_redo->add_do_method(script.ptr(), "data_connect", default_func, remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
- }
+ List<VisualScript::DataConnection> data;
+ script->get_data_connection_list(&data);
+ for (List<VisualScript::DataConnection>::Element *E = data.front(); E; E = E->next()) {
+ if (to_duplicate.has(E->get().from_node) && to_duplicate.has(E->get().to_node)) {
+ undo_redo->add_do_method(script.ptr(), "data_connect", remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
}
}
@@ -1833,7 +1786,7 @@ void VisualScriptEditor::_on_nodes_duplicate() {
}
if (to_select.size()) {
- EditorNode::get_singleton()->push_item(script->get_node(default_func, to_select.front()->get()).ptr());
+ EditorNode::get_singleton()->push_item(script->get_node(to_select.front()->get()).ptr());
}
}
@@ -1846,7 +1799,7 @@ void VisualScriptEditor::_generic_search(String p_base_type, Vector2 pos, bool n
new_connect_node_select->select_from_visual_script(p_base_type, false, false); // neither connecting nor reset text
- // ensure that the dialog fits inside the graph
+ // Ensure that the dialog fits inside the graph.
Size2 bounds = graph->get_global_position() + graph->get_size() - new_connect_node_select->get_size();
pos.x = pos.x > bounds.x ? bounds.x : pos.x;
pos.y = pos.y > bounds.y ? bounds.y : pos.y;
@@ -1907,7 +1860,7 @@ void VisualScriptEditor::_members_gui_input(const Ref<InputEvent> &p_event) {
if (btn.is_valid() && btn->is_doubleclick()) {
TreeItem *ti = members->get_selected();
if (ti && ti->get_parent() == members->get_root()->get_children()) { // to check if it's a function
- _center_on_node(ti->get_metadata(0), script->get_function_node_id(ti->get_metadata(0)));
+ _center_on_node(script->get_function_node_id(ti->get_metadata(0)));
}
}
}
@@ -1925,8 +1878,8 @@ void VisualScriptEditor::_rename_function(const String &name, const String &new_
int node_id = script->get_function_node_id(name);
Ref<VisualScriptFunction> func;
- if (script->has_node(name, node_id)) {
- func = script->get_node(name, node_id);
+ if (script->has_node(node_id)) {
+ func = script->get_node(node_id);
}
undo_redo->create_action(TTR("Rename Function"));
undo_redo->add_do_method(script.ptr(), "rename_function", name, new_name);
@@ -1936,21 +1889,17 @@ void VisualScriptEditor::_rename_function(const String &name, const String &new_
undo_redo->add_undo_method(func.ptr(), "set_name", name);
}
- // also fix all function calls
- List<StringName> flst;
- script->get_function_list(&flst);
- for (List<StringName>::Element *E = flst.front(); E; E = E->next()) {
- List<int> lst;
- script->get_node_list(E->get(), &lst);
- for (List<int>::Element *F = lst.front(); F; F = F->next()) {
- Ref<VisualScriptFunctionCall> fncall = script->get_node(E->get(), F->get());
- if (!fncall.is_valid()) {
- continue;
- }
- if (fncall->get_function() == name) {
- undo_redo->add_do_method(fncall.ptr(), "set_function", new_name);
- undo_redo->add_undo_method(fncall.ptr(), "set_function", name);
- }
+ // Also fix all function calls.
+ List<int> lst;
+ script->get_node_list(&lst);
+ for (List<int>::Element *F = lst.front(); F; F = F->next()) {
+ Ref<VisualScriptFunctionCall> fncall = script->get_node(F->get());
+ if (!fncall.is_valid()) {
+ continue;
+ }
+ if (fncall->get_function() == name) {
+ undo_redo->add_do_method(fncall.ptr(), "set_function", new_name);
+ undo_redo->add_undo_method(fncall.ptr(), "set_function", name);
}
}
@@ -2103,7 +2052,7 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
ofs /= EDSCALE;
- int new_id = _create_new_node_from_name(d["node_type"], ofs, default_func);
+ int new_id = _create_new_node_from_name(d["node_type"], ofs);
Node *node = graph->get_node(itos(new_id));
if (node) {
@@ -2142,8 +2091,8 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, vnode, ofs);
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, vnode, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
@@ -2171,11 +2120,11 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, vnode, ofs);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, vnode, ofs);
undo_redo->add_do_method(vnode.ptr(), "set_base_type", script->get_instance_base_type());
undo_redo->add_do_method(vnode.ptr(), "set_function", d["function"]);
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
@@ -2203,8 +2152,8 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, vnode, ofs);
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, vnode, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
@@ -2232,8 +2181,8 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Preload Node"));
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, prnode, ofs);
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, prnode, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
@@ -2272,8 +2221,8 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
prnode.instance();
prnode->set_preload(res);
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, prnode, ofs);
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, prnode, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
new_ids.push_back(new_id);
new_id++;
ofs += Vector2(20, 20) * EDSCALE;
@@ -2339,7 +2288,7 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
scene_node->set_node_path(sn->get_path_to(node));
n = scene_node;
} else {
- // ! Doesn't work properly
+ // ! Doesn't work properly.
Ref<VisualScriptFunctionCall> call;
call.instance();
call->set_call_mode(VisualScriptFunctionCall::CALL_MODE_NODE_PATH);
@@ -2350,8 +2299,8 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
selecting_method_id = base_id;
}
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, base_id, n, ofs);
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, base_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", base_id, n, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", base_id);
base_id++;
ofs += Vector2(25, 25);
@@ -2420,13 +2369,13 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
vnode = pget;
}
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, base_id, vnode, ofs);
+ undo_redo->add_do_method(script.ptr(), "add_node", base_id, vnode, ofs);
undo_redo->add_do_method(vnode.ptr(), "set_property", d["property"]);
if (!use_get) {
undo_redo->add_do_method(vnode.ptr(), "set_default_input_value", 0, d["value"]);
}
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, base_id);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", base_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
@@ -2465,12 +2414,12 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
}
vnode = pget;
}
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, base_id, vnode, ofs);
+ undo_redo->add_do_method(script.ptr(), "add_node", base_id, vnode, ofs);
undo_redo->add_do_method(vnode.ptr(), "set_property", d["property"]);
if (!use_get) {
undo_redo->add_do_method(vnode.ptr(), "set_default_input_value", 0, d["value"]);
}
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, base_id);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", base_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
@@ -2480,7 +2429,7 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
}
void VisualScriptEditor::_selected_method(const String &p_method, const String &p_type, const bool p_connecting) {
- Ref<VisualScriptFunctionCall> vsfc = script->get_node(default_func, selecting_method_id);
+ Ref<VisualScriptFunctionCall> vsfc = script->get_node(selecting_method_id);
if (!vsfc.is_valid()) {
return;
}
@@ -2538,14 +2487,6 @@ void VisualScriptEditor::set_edited_resource(const RES &p_res) {
script->connect("node_ports_changed", callable_mp(this, &VisualScriptEditor::_node_ports_changed));
- default_func = script->get_default_func();
-
- if (!script->has_function(default_func)) // this is the supposed default function
- {
- script->add_function(default_func);
- script->set_edited(true); //so that if a function was added it's saved
- }
-
_update_graph();
call_deferred("_update_members");
}
@@ -2594,7 +2535,6 @@ bool VisualScriptEditor::is_unsaved() {
Variant VisualScriptEditor::get_edit_state() {
Dictionary d;
- d["function"] = default_func;
d["scroll"] = graph->get_scroll_ofs();
d["zoom"] = graph->get_zoom();
d["using_snap"] = graph->is_using_snap();
@@ -2604,9 +2544,6 @@ Variant VisualScriptEditor::get_edit_state() {
void VisualScriptEditor::set_edit_state(const Variant &p_state) {
Dictionary d = p_state;
- if (d.has("function")) {
- selected = default_func;
- }
_update_graph();
_update_members();
@@ -2625,11 +2562,11 @@ void VisualScriptEditor::set_edit_state(const Variant &p_state) {
}
}
-void VisualScriptEditor::_center_on_node(const StringName &p_func, int p_id) {
+void VisualScriptEditor::_center_on_node(int p_id) {
Node *n = graph->get_node(itos(p_id));
GraphNode *gn = Object::cast_to<GraphNode>(n);
- // clear selection
+ // Clear selection.
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gnd = Object::cast_to<GraphNode>(graph->get_child(i));
if (gnd) {
@@ -2641,13 +2578,13 @@ void VisualScriptEditor::_center_on_node(const StringName &p_func, int p_id) {
gn->set_selected(true);
Vector2 new_scroll = gn->get_position_offset() - graph->get_size() * 0.5 + gn->get_size() * 0.5;
graph->set_scroll_ofs(new_scroll);
- script->set_function_scroll(p_func, new_scroll / EDSCALE);
+ script->set_scroll(new_scroll / EDSCALE);
script->set_edited(true);
}
}
void VisualScriptEditor::goto_line(int p_line, bool p_with_error) {
- p_line += 1; //add one because script lines begin from 0.
+ p_line += 1; // Add one because script lines begin from 0.
if (p_with_error) {
error_line = p_line;
@@ -2656,7 +2593,7 @@ void VisualScriptEditor::goto_line(int p_line, bool p_with_error) {
List<StringName> functions;
script->get_function_list(&functions);
for (List<StringName>::Element *E = functions.front(); E; E = E->next()) {
- if (script->has_node(E->get(), p_line)) {
+ if (script->has_node(p_line)) {
_update_graph();
_update_members();
@@ -2703,11 +2640,11 @@ Array VisualScriptEditor::get_breakpoints() {
script->get_function_list(&functions);
for (List<StringName>::Element *E = functions.front(); E; E = E->next()) {
List<int> nodes;
- script->get_node_list(E->get(), &nodes);
+ script->get_node_list(&nodes);
for (List<int>::Element *F = nodes.front(); F; F = F->next()) {
- Ref<VisualScriptNode> vsn = script->get_node(E->get(), F->get());
+ Ref<VisualScriptNode> vsn = script->get_node(F->get());
if (vsn->is_breakpoint()) {
- breakpoints.push_back(F->get() - 1); //subtract 1 because breakpoints in text start from zero
+ breakpoints.push_back(F->get() - 1); // Subtract 1 because breakpoints in text start from zero.
}
}
}
@@ -2718,7 +2655,7 @@ void VisualScriptEditor::add_callback(const String &p_function, PackedStringArra
if (script->has_function(p_function)) {
_update_members();
_update_graph();
- _center_on_node(p_function, script->get_function_node_id(p_function));
+ _center_on_node(script->get_function_node_id(p_function));
return;
}
@@ -2742,15 +2679,15 @@ void VisualScriptEditor::add_callback(const String &p_function, PackedStringArra
func->add_argument(type, name);
}
-
+ int fn_id = script->get_available_id();
func->set_name(p_function);
- script->add_function(p_function);
- script->add_node(p_function, script->get_available_id(), func);
+ script->add_function(p_function, fn_id);
+ script->add_node(fn_id, func);
_update_members();
_update_graph();
- _center_on_node(p_function, script->get_function_node_id(p_function));
+ _center_on_node(script->get_function_node_id(p_function));
}
bool VisualScriptEditor::show_members_overview() {
@@ -2844,8 +2781,8 @@ void VisualScriptEditor::_end_node_move() {
undo_redo->commit_action();
}
-void VisualScriptEditor::_move_node(const StringName &p_func, int p_id, const Vector2 &p_to) {
- if (!script->has_function(p_func)) {
+void VisualScriptEditor::_move_node(int p_id, const Vector2 &p_to) {
+ if (!script->has_node(p_id)) {
return;
}
@@ -2855,51 +2792,35 @@ void VisualScriptEditor::_move_node(const StringName &p_func, int p_id, const Ve
Object::cast_to<GraphNode>(node)->set_position_offset(p_to);
}
- script->set_node_position(p_func, p_id, p_to / EDSCALE);
-}
-
-StringName VisualScriptEditor::_get_function_of_node(int p_id) const {
- List<StringName> funcs;
- script->get_function_list(&funcs);
- for (List<StringName>::Element *E = funcs.front(); E; E = E->next()) {
- if (script->has_node(E->get(), p_id)) {
- return E->get();
- }
- }
-
- return ""; // this is passed to avoid crash and is tested against later
+ script->set_node_position(p_id, p_to / EDSCALE);
}
void VisualScriptEditor::_node_moved(Vector2 p_from, Vector2 p_to, int p_id) {
- StringName func = _get_function_of_node(p_id);
-
- undo_redo->add_do_method(this, "_move_node", func, p_id, p_to);
- undo_redo->add_undo_method(this, "_move_node", func, p_id, p_from);
+ undo_redo->add_do_method(this, "_move_node", p_id, p_to);
+ undo_redo->add_undo_method(this, "_move_node", p_id, p_from);
}
void VisualScriptEditor::_remove_node(int p_id) {
undo_redo->create_action(TTR("Remove VisualScript Node"));
- StringName func = _get_function_of_node(p_id);
-
- undo_redo->add_do_method(script.ptr(), "remove_node", func, p_id);
- undo_redo->add_undo_method(script.ptr(), "add_node", func, p_id, script->get_node(func, p_id), script->get_node_position(func, p_id));
+ undo_redo->add_do_method(script.ptr(), "remove_node", p_id);
+ undo_redo->add_undo_method(script.ptr(), "add_node", p_id, script->get_node(p_id), script->get_node_position(p_id));
List<VisualScript::SequenceConnection> sequence_conns;
- script->get_sequence_connection_list(func, &sequence_conns);
+ script->get_sequence_connection_list(&sequence_conns);
for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
if (E->get().from_node == p_id || E->get().to_node == p_id) {
- undo_redo->add_undo_method(script.ptr(), "sequence_connect", func, E->get().from_node, E->get().from_output, E->get().to_node);
+ undo_redo->add_undo_method(script.ptr(), "sequence_connect", E->get().from_node, E->get().from_output, E->get().to_node);
}
}
List<VisualScript::DataConnection> data_conns;
- script->get_data_connection_list(func, &data_conns);
+ script->get_data_connection_list(&data_conns);
for (List<VisualScript::DataConnection>::Element *E = data_conns.front(); E; E = E->next()) {
if (E->get().from_node == p_id || E->get().to_node == p_id) {
- undo_redo->add_undo_method(script.ptr(), "data_connect", func, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
+ undo_redo->add_undo_method(script.ptr(), "data_connect", E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
@@ -2909,13 +2830,13 @@ void VisualScriptEditor::_remove_node(int p_id) {
undo_redo->commit_action();
}
-void VisualScriptEditor::_node_ports_changed(const String &p_func, int p_id) {
+void VisualScriptEditor::_node_ports_changed(int p_id) {
_update_graph(p_id);
}
-bool VisualScriptEditor::node_has_sequence_connections(const StringName &p_func, int p_id) {
+bool VisualScriptEditor::node_has_sequence_connections(int p_id) {
List<VisualScript::SequenceConnection> sequence_conns;
- script->get_sequence_connection_list(p_func, &sequence_conns);
+ script->get_sequence_connection_list(&sequence_conns);
for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
int from = E->get().from_node;
@@ -2930,9 +2851,7 @@ bool VisualScriptEditor::node_has_sequence_connections(const StringName &p_func,
}
void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot) {
- StringName from_func = _get_function_of_node(p_from.to_int());
-
- Ref<VisualScriptNode> from_node = script->get_node(from_func, p_from.to_int());
+ Ref<VisualScriptNode> from_node = script->get_node(p_from.to_int());
ERR_FAIL_COND(!from_node.is_valid());
bool from_seq;
@@ -2942,9 +2861,7 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
return; //can't connect this, it's invalid
}
- StringName to_func = _get_function_of_node(p_to.to_int());
-
- Ref<VisualScriptNode> to_node = script->get_node(to_func, p_to.to_int());
+ Ref<VisualScriptNode> to_node = script->get_node(p_to.to_int());
ERR_FAIL_COND(!to_node.is_valid());
bool to_seq;
@@ -2956,56 +2873,23 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
ERR_FAIL_COND(from_seq != to_seq);
- // Do all the checks here
- StringName func; // this the func where we store the one the nodes at the end of the resolution on having multiple nodes
+ // Do all the checks here.
+ StringName func; // This the func where we store the one the nodes at the end of the resolution on having multiple nodes.
undo_redo->create_action(TTR("Connect Nodes"));
- if (from_func == to_func) {
- func = to_func;
- } else if (from_seq) {
- // this is a sequence connection
- _move_nodes_with_rescan(to_func, from_func, p_to.to_int()); // this function moves the nodes from func1 to func2
- func = from_func;
- } else {
- if (node_has_sequence_connections(to_func, p_to.to_int())) {
- if (node_has_sequence_connections(from_func, p_from.to_int())) {
- ERR_PRINT("Trying to connect between different sequence node trees");
- return;
- } else {
- _move_nodes_with_rescan(from_func, to_func, p_from.to_int());
- func = to_func;
- }
- } else if (node_has_sequence_connections(from_func, p_from.to_int())) {
- if (from_func == default_func) {
- _move_nodes_with_rescan(from_func, to_func, p_from.to_int());
- func = to_func;
- } else {
- _move_nodes_with_rescan(to_func, from_func, p_to.to_int());
- func = from_func;
- }
- } else {
- if (to_func == default_func) {
- _move_nodes_with_rescan(to_func, from_func, p_to.to_int());
- func = from_func;
- } else {
- _move_nodes_with_rescan(from_func, to_func, p_from.to_int());
- func = to_func;
- }
- }
- }
-
if (from_seq) {
- undo_redo->add_do_method(script.ptr(), "sequence_connect", func, p_from.to_int(), from_port, p_to.to_int());
- // this undo error on undo after move can't be removed without painful gymnastics
- undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, p_from.to_int(), from_port, p_to.to_int());
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", p_from.to_int(), from_port, p_to.to_int());
+ // This undo error on undo after move can't be removed without painful gymnastics
+ undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", p_from.to_int(), from_port, p_to.to_int());
+ undo_redo->add_do_method(this, "_update_graph");
+ undo_redo->add_undo_method(this, "_update_graph");
} else {
bool converted = false;
- int conv_node = -1;
Ref<VisualScriptOperator> oper = to_node;
if (oper.is_valid() && oper->get_typed() == Variant::NIL) {
- // it's an operator Node and if the type is already nil
+ // It's an operator Node and if the type is already nil
if (from_node->get_output_value_port_info(from_port).type != Variant::NIL) {
oper->set_typed(from_node->get_output_value_port_info(from_port).type);
}
@@ -3013,106 +2897,36 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
Ref<VisualScriptOperator> operf = from_node;
if (operf.is_valid() && operf->get_typed() == Variant::NIL) {
- // it's an operator Node and if the type is already nil
+ // It's an operator Node and if the type is already nil
if (to_node->get_input_value_port_info(to_port).type != Variant::NIL) {
operf->set_typed(to_node->get_input_value_port_info(to_port).type);
}
}
- Variant::Type to_type = to_node->get_input_value_port_info(to_port).type;
- Variant::Type from_type = from_node->get_output_value_port_info(from_port).type;
-
- if (to_type != Variant::NIL && from_type != Variant::NIL && to_type != from_type) {
- // add a constructor node between the ports
- bool exceptions = false; // true if there are any exceptions
- exceptions = exceptions || (to_type == Variant::INT && from_type == Variant::FLOAT);
- exceptions = exceptions || (to_type == Variant::FLOAT && from_type == Variant::INT);
- if (Variant::can_convert(from_type, to_type) && !exceptions) {
- MethodInfo mi;
- mi.name = Variant::get_type_name(to_type);
- PropertyInfo pi;
- pi.name = "from";
- pi.type = from_type;
- mi.arguments.push_back(pi);
- mi.return_val.type = to_type;
- // we know that this is allowed so create a new constructor node
- Ref<VisualScriptConstructor> constructor;
- constructor.instance();
- constructor->set_constructor_type(to_type);
- constructor->set_constructor(mi);
- // add the new constructor node
-
- GraphNode *gn = Object::cast_to<GraphNode>(graph->get_node(p_from));
- GraphNode *gn2 = Object::cast_to<GraphNode>(graph->get_node(p_to));
- if (gn && gn2) {
- Vector2 from_node_size = gn->get_rect().get_size();
- Vector2 to_node_size = gn2->get_rect().get_size();
- Vector2 to_node_pos = script->get_node_position(func, p_to.to_int());
- Vector2 from_node_pos = script->get_node_position(func, p_from.to_int());
- Vector2 new_to_node_pos = from_node_pos;
- Vector2 constructor_pos;
- if ((to_node_pos.x - from_node_pos.x) < 0) {
- // to is behind from node
- if (to_node_pos.x > (from_node_pos.x - to_node_size.x - 240)) {
- new_to_node_pos.x = from_node_pos.x - to_node_size.x - 240; // approx size of constructor node + padding
- } else {
- new_to_node_pos.x = to_node_pos.x;
- }
- new_to_node_pos.y = to_node_pos.y;
- constructor_pos.x = from_node_pos.x - 210;
- constructor_pos.y = to_node_pos.y;
- } else {
- // to is ahead of from node
- if (to_node_pos.x < (from_node_size.x + from_node_pos.x + 240)) {
- new_to_node_pos.x = from_node_size.x + from_node_pos.x + 240; // approx size of constructor node + padding
- } else {
- new_to_node_pos.x = to_node_pos.x;
- }
- new_to_node_pos.y = to_node_pos.y;
- constructor_pos.x = from_node_size.x + from_node_pos.x + 10;
- constructor_pos.y = to_node_pos.y;
- }
- undo_redo->add_do_method(this, "_move_node", func, p_to.to_int(), new_to_node_pos);
- undo_redo->add_undo_method(this, "_move_node", func, p_to.to_int(), to_node_pos);
- conv_node = script->get_available_id();
- undo_redo->add_do_method(script.ptr(), "add_node", func, conv_node, constructor, _get_available_pos(false, constructor_pos));
- undo_redo->add_undo_method(script.ptr(), "remove_node", func, conv_node);
- converted = true;
- }
- }
- }
-
- // disconnect current, and connect the new one
- if (script->is_input_value_port_connected(func, p_to.to_int(), to_port)) {
+ // Disconnect current, and connect the new one
+ if (script->is_input_value_port_connected(p_to.to_int(), to_port)) {
if (can_swap && data_disconnect_node == p_to.to_int()) {
int conn_from;
int conn_port;
- script->get_input_value_port_connection_source(func, p_to.to_int(), to_port, &conn_from, &conn_port);
- undo_redo->add_do_method(script.ptr(), "data_disconnect", func, conn_from, conn_port, p_to.to_int(), to_port);
- undo_redo->add_do_method(script.ptr(), "data_connect", func, conn_from, conn_port, data_disconnect_node, data_disconnect_port);
- undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, conn_from, conn_port, data_disconnect_node, data_disconnect_port);
- undo_redo->add_undo_method(script.ptr(), "data_connect", func, conn_from, conn_port, p_to.to_int(), to_port);
+ script->get_input_value_port_connection_source(p_to.to_int(), to_port, &conn_from, &conn_port);
+ undo_redo->add_do_method(script.ptr(), "data_disconnect", conn_from, conn_port, p_to.to_int(), to_port);
+ undo_redo->add_do_method(script.ptr(), "data_connect", conn_from, conn_port, data_disconnect_node, data_disconnect_port);
+ undo_redo->add_undo_method(script.ptr(), "data_disconnect", conn_from, conn_port, data_disconnect_node, data_disconnect_port);
+ undo_redo->add_undo_method(script.ptr(), "data_connect", conn_from, conn_port, p_to.to_int(), to_port);
can_swap = false; // swapped
} else {
int conn_from;
int conn_port;
- script->get_input_value_port_connection_source(func, p_to.to_int(), to_port, &conn_from, &conn_port);
- undo_redo->add_do_method(script.ptr(), "data_disconnect", func, conn_from, conn_port, p_to.to_int(), to_port);
- undo_redo->add_undo_method(script.ptr(), "data_connect", func, conn_from, conn_port, p_to.to_int(), to_port);
+ script->get_input_value_port_connection_source(p_to.to_int(), to_port, &conn_from, &conn_port);
+ undo_redo->add_do_method(script.ptr(), "data_disconnect", conn_from, conn_port, p_to.to_int(), to_port);
+ undo_redo->add_undo_method(script.ptr(), "data_connect", conn_from, conn_port, p_to.to_int(), to_port);
}
}
if (!converted) {
- undo_redo->add_do_method(script.ptr(), "data_connect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
- undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
- } else {
- // this is noice
- undo_redo->add_do_method(script.ptr(), "data_connect", func, p_from.to_int(), from_port, conv_node, 0);
- undo_redo->add_do_method(script.ptr(), "data_connect", func, conv_node, 0, p_to.to_int(), to_port);
- // I don't think this is needed but gonna leave it here for now... until I need to finalise it all
- undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, p_from.to_int(), from_port, conv_node, 0);
- undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, conv_node, 0, p_to.to_int(), to_port);
+ undo_redo->add_do_method(script.ptr(), "data_connect", p_from.to_int(), from_port, p_to.to_int(), to_port);
+ undo_redo->add_undo_method(script.ptr(), "data_disconnect", p_from.to_int(), from_port, p_to.to_int(), to_port);
}
- //update nodes in graph
+ // Update nodes in graph
if (!converted) {
undo_redo->add_do_method(this, "_update_graph", p_from.to_int());
undo_redo->add_do_method(this, "_update_graph", p_to.to_int());
@@ -3124,34 +2938,28 @@ void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot,
}
}
- undo_redo->add_do_method(this, "_update_graph_connections");
- undo_redo->add_undo_method(this, "_update_graph_connections");
-
undo_redo->commit_action();
}
void VisualScriptEditor::_graph_disconnected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot) {
- StringName func = _get_function_of_node(p_from.to_int());
- ERR_FAIL_COND(func != _get_function_of_node(p_to.to_int()));
-
- Ref<VisualScriptNode> from_node = script->get_node(func, p_from.to_int());
+ Ref<VisualScriptNode> from_node = script->get_node(p_from.to_int());
ERR_FAIL_COND(!from_node.is_valid());
bool from_seq;
int from_port;
if (!_get_out_slot(from_node, p_from_slot, from_port, from_seq)) {
- return; //can't connect this, it's invalid
+ return; // Can't connect this, it's invalid.
}
- Ref<VisualScriptNode> to_node = script->get_node(func, p_to.to_int());
+ Ref<VisualScriptNode> to_node = script->get_node(p_to.to_int());
ERR_FAIL_COND(!to_node.is_valid());
bool to_seq;
int to_port;
if (!_get_in_slot(to_node, p_to_slot, to_port, to_seq)) {
- return; //can't connect this, it's invalid
+ return; // Can't connect this, it's invalid.
}
ERR_FAIL_COND(from_seq != to_seq);
@@ -3159,248 +2967,27 @@ void VisualScriptEditor::_graph_disconnected(const String &p_from, int p_from_sl
undo_redo->create_action(TTR("Disconnect Nodes"));
if (from_seq) {
- undo_redo->add_do_method(script.ptr(), "sequence_disconnect", func, p_from.to_int(), from_port, p_to.to_int());
- undo_redo->add_undo_method(script.ptr(), "sequence_connect", func, p_from.to_int(), from_port, p_to.to_int());
+ undo_redo->add_do_method(script.ptr(), "sequence_disconnect", p_from.to_int(), from_port, p_to.to_int());
+ undo_redo->add_undo_method(script.ptr(), "sequence_connect", p_from.to_int(), from_port, p_to.to_int());
+ undo_redo->add_do_method(this, "_update_graph");
+ undo_redo->add_undo_method(this, "_update_graph");
} else {
can_swap = true;
data_disconnect_node = p_to.to_int();
data_disconnect_port = to_port;
- undo_redo->add_do_method(script.ptr(), "data_disconnect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
- undo_redo->add_undo_method(script.ptr(), "data_connect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
- //update relevant nodes in the graph
+ undo_redo->add_do_method(script.ptr(), "data_disconnect", p_from.to_int(), from_port, p_to.to_int(), to_port);
+ undo_redo->add_undo_method(script.ptr(), "data_connect", p_from.to_int(), from_port, p_to.to_int(), to_port);
+ // Update relevant nodes in the graph.
undo_redo->add_do_method(this, "_update_graph", p_from.to_int());
undo_redo->add_do_method(this, "_update_graph", p_to.to_int());
undo_redo->add_undo_method(this, "_update_graph", p_from.to_int());
undo_redo->add_undo_method(this, "_update_graph", p_to.to_int());
}
- undo_redo->add_do_method(this, "_update_graph_connections");
- undo_redo->add_undo_method(this, "_update_graph_connections");
undo_redo->commit_action();
}
-void VisualScriptEditor::_move_nodes_with_rescan(const StringName &p_func_from, const StringName &p_func_to, int p_id) {
- Set<int> nodes_to_move;
- HashMap<int, Map<int, int>> seqconns_to_move; // from => List(outp, to)
- HashMap<int, Map<int, Pair<int, int>>> dataconns_to_move; // to => List(inp_p => from, outp)
-
- nodes_to_move.insert(p_id);
- Set<int> sequence_connections;
- {
- List<VisualScript::SequenceConnection> sequence_conns;
- script->get_sequence_connection_list(p_func_from, &sequence_conns);
-
- HashMap<int, Map<int, int>> seqcons; // from => List(out_p => to)
-
- for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
- int from = E->get().from_node;
- int to = E->get().to_node;
- int out_p = E->get().from_output;
- if (!seqcons.has(from)) {
- seqcons.set(from, Map<int, int>());
- }
- seqcons[from].insert(out_p, to);
- sequence_connections.insert(to);
- sequence_connections.insert(from);
- }
-
- int conn = p_id;
- List<int> stack;
- HashMap<int, Set<int>> seen; // from, outp
- while (seqcons.has(conn)) {
- for (auto E = seqcons[conn].front(); E; E = E->next()) {
- if (seen.has(conn) && seen[conn].has(E->key())) {
- if (!E->next()) {
- if (stack.size() > 0) {
- conn = stack.back()->get();
- stack.pop_back();
- break;
- }
- conn = -101;
- break;
- }
- continue;
- }
- if (!seen.has(conn)) {
- seen.set(conn, Set<int>());
- }
- seen[conn].insert(E->key());
- stack.push_back(conn);
- if (!seqconns_to_move.has(conn)) {
- seqconns_to_move.set(conn, Map<int, int>());
- }
- seqconns_to_move[conn].insert(E->key(), E->get());
- conn = E->get();
- nodes_to_move.insert(conn);
- break;
- }
- if (!seqcons.has(conn) && stack.size() > 0) {
- conn = stack.back()->get();
- stack.pop_back();
- }
- }
- }
-
- {
- List<VisualScript::DataConnection> data_connections;
- script->get_data_connection_list(p_func_from, &data_connections);
- int func_from_node_id = script->get_function_node_id(p_func_from);
-
- HashMap<int, Map<int, Pair<int, int>>> connections;
-
- for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
- int from = E->get().from_node;
- int to = E->get().to_node;
- int out_p = E->get().from_port;
- int in_p = E->get().to_port;
-
- // skip if the from_node is a function node
- if (from == func_from_node_id) {
- continue;
- }
-
- if (!connections.has(to)) {
- connections.set(to, Map<int, Pair<int, int>>());
- }
- connections[to].insert(in_p, Pair<int, int>(from, out_p));
- }
-
- // go through the HashMap and do all sorts of crazy ass stuff now...
- Set<int> nodes_to_be_added;
- for (Set<int>::Element *F = nodes_to_move.front(); F; F = F->next()) {
- HashMap<int, Set<int>> seen;
- List<int> stack;
- int id = F->get();
- while (connections.has(id)) {
- for (auto E = connections[id].front(); E; E = E->next()) {
- if (seen.has(id) && seen[id].has(E->key())) {
- if (!E->next()) {
- if (stack.size() > 0) {
- id = stack.back()->get();
- stack.pop_back();
- break;
- }
- id = -11; // I assume ids can't be negative should confirm it...
- break;
- }
- continue;
- }
-
- if (sequence_connections.has(E->get().first)) {
- if (!nodes_to_move.has(E->get().first)) {
- if (stack.size() > 0) {
- id = stack.back()->get();
- stack.pop_back();
- break;
- }
- id = -11; // I assume ids can't be negative should confirm it...
- break;
- }
- }
-
- if (!seen.has(id)) {
- seen.set(id, Set<int>());
- }
- seen[id].insert(E->key());
- stack.push_back(id);
- if (!dataconns_to_move.has(id)) {
- dataconns_to_move.set(id, Map<int, Pair<int, int>>());
- }
- dataconns_to_move[id].insert(E->key(), Pair<int, int>(E->get().first, E->get().second));
- id = E->get().first;
- nodes_to_be_added.insert(id);
- break;
- }
- if (!connections.has(id) && stack.size() > 0) {
- id = stack.back()->get();
- stack.pop_back();
- }
- }
- }
- for (Set<int>::Element *E = nodes_to_be_added.front(); E; E = E->next()) {
- nodes_to_move.insert(E->get());
- }
- }
-
- // * this is primarily for the sake of the having proper undo
- List<VisualScript::SequenceConnection> seqext;
- List<VisualScript::DataConnection> dataext;
-
- List<VisualScript::SequenceConnection> seq_connections;
- script->get_sequence_connection_list(p_func_from, &seq_connections);
-
- for (List<VisualScript::SequenceConnection>::Element *E = seq_connections.front(); E; E = E->next()) {
- if (!nodes_to_move.has(E->get().from_node) && nodes_to_move.has(E->get().to_node)) {
- seqext.push_back(E->get());
- } else if (nodes_to_move.has(E->get().from_node) && !nodes_to_move.has(E->get().to_node)) {
- seqext.push_back(E->get());
- }
- }
-
- List<VisualScript::DataConnection> data_connections;
- script->get_data_connection_list(p_func_from, &data_connections);
-
- for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
- if (!nodes_to_move.has(E->get().from_node) && nodes_to_move.has(E->get().to_node)) {
- dataext.push_back(E->get());
- } else if (nodes_to_move.has(E->get().from_node) && !nodes_to_move.has(E->get().to_node)) {
- dataext.push_back(E->get());
- }
- }
-
- // undo_redo->create_action("Rescan Functions");
-
- for (Set<int>::Element *E = nodes_to_move.front(); E; E = E->next()) {
- int id = E->get();
-
- undo_redo->add_do_method(script.ptr(), "remove_node", p_func_from, id);
- undo_redo->add_do_method(script.ptr(), "add_node", p_func_to, id, script->get_node(p_func_from, id), script->get_node_position(p_func_from, id));
-
- undo_redo->add_undo_method(script.ptr(), "remove_node", p_func_to, id);
- undo_redo->add_undo_method(script.ptr(), "add_node", p_func_from, id, script->get_node(p_func_from, id), script->get_node_position(p_func_from, id));
- }
-
- List<int> skeys;
- seqconns_to_move.get_key_list(&skeys);
- for (List<int>::Element *E = skeys.front(); E; E = E->next()) {
- int from_node = E->get();
- for (Map<int, int>::Element *F = seqconns_to_move[from_node].front(); F; F = F->next()) {
- int from_port = F->key();
- int to_node = F->get();
- undo_redo->add_do_method(script.ptr(), "sequence_connect", p_func_to, from_node, from_port, to_node);
- undo_redo->add_undo_method(script.ptr(), "sequence_connect", p_func_from, from_node, from_port, to_node);
- }
- }
-
- List<int> keys;
- dataconns_to_move.get_key_list(&keys);
- for (List<int>::Element *E = keys.front(); E; E = E->next()) {
- int to_node = E->get(); // to_node
- for (Map<int, Pair<int, int>>::Element *F = dataconns_to_move[E->get()].front(); F; F = F->next()) {
- int inp_p = F->key();
- Pair<int, int> fro = F->get();
-
- undo_redo->add_do_method(script.ptr(), "data_connect", p_func_to, fro.first, fro.second, to_node, inp_p);
- undo_redo->add_undo_method(script.ptr(), "data_connect", p_func_from, fro.first, fro.second, to_node, inp_p);
- }
- }
-
- // this to have proper undo operations
- for (List<VisualScript::SequenceConnection>::Element *E = seqext.front(); E; E = E->next()) {
- undo_redo->add_undo_method(script.ptr(), "sequence_connect", p_func_from, E->get().from_node, E->get().from_output, E->get().to_node);
- }
- for (List<VisualScript::DataConnection>::Element *E = dataext.front(); E; E = E->next()) {
- undo_redo->add_undo_method(script.ptr(), "data_connect", p_func_from, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
- }
- // this doesn't need do methods as they are handled by the subsequent do calls implicitly
-
- undo_redo->add_do_method(this, "_update_graph");
- undo_redo->add_undo_method(this, "_update_graph");
-
- // undo_redo->commit_action();
-}
-
void VisualScriptEditor::_graph_connect_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_pos) {
Node *node = graph->get_node(p_from);
GraphNode *gn = Object::cast_to<GraphNode>(node);
@@ -3408,23 +2995,22 @@ void VisualScriptEditor::_graph_connect_to_empty(const String &p_from, int p_fro
return;
}
- StringName func = _get_function_of_node(p_from.to_int());
-
- Ref<VisualScriptNode> vsn = script->get_node(func, p_from.to_int());
+ Ref<VisualScriptNode> vsn = script->get_node(p_from.to_int());
if (!vsn.is_valid()) {
return;
}
+ if (vsn->get_output_value_port_count())
- port_action_pos = p_release_pos;
+ port_action_pos = p_release_pos;
if (p_from_slot < vsn->get_output_sequence_port_count()) {
port_action_node = p_from.to_int();
port_action_output = p_from_slot;
- _port_action_menu(CREATE_ACTION, func);
+ _port_action_menu(CREATE_ACTION);
} else {
port_action_output = p_from_slot - vsn->get_output_sequence_port_count();
port_action_node = p_from.to_int();
- _port_action_menu(CREATE_CALL_SET_GET, func);
+ _port_action_menu(CREATE_CALL_SET_GET);
}
}
@@ -3438,9 +3024,7 @@ VisualScriptNode::TypeGuess VisualScriptEditor::_guess_output_type(int p_port_ac
visited_nodes.insert(p_port_action_node);
- StringName func = _get_function_of_node(p_port_action_node);
-
- Ref<VisualScriptNode> node = script->get_node(func, p_port_action_node);
+ Ref<VisualScriptNode> node = script->get_node(p_port_action_node);
if (!node.is_valid()) {
return tg;
@@ -3454,11 +3038,11 @@ VisualScriptNode::TypeGuess VisualScriptEditor::_guess_output_type(int p_port_ac
g.type = pi.type;
if (g.type == Variant::NIL || g.type == Variant::OBJECT) {
- //any or object input, must further guess what this is
+ // Any or object input, must further guess what this is.
int from_node;
int from_port;
- if (script->get_input_value_port_connection_source(func, p_port_action_node, i, &from_node, &from_port)) {
+ if (script->get_input_value_port_connection_source(p_port_action_node, i, &from_node, &from_port)) {
g = _guess_output_type(from_node, from_port, visited_nodes);
} else {
Variant defval = node->get_default_input_value(i);
@@ -3480,7 +3064,7 @@ VisualScriptNode::TypeGuess VisualScriptEditor::_guess_output_type(int p_port_ac
return node->guess_output_type(in_guesses.ptrw(), p_port_action_output);
}
-void VisualScriptEditor::_port_action_menu(int p_option, const StringName &func) {
+void VisualScriptEditor::_port_action_menu(int p_option) {
Vector2 ofs = graph->get_scroll_ofs() + port_action_pos;
if (graph->is_using_snap()) {
int snap = graph->get_snap();
@@ -3503,8 +3087,8 @@ void VisualScriptEditor::_port_action_menu(int p_option, const StringName &func)
n->set_base_type("Object");
}
String type_string;
- if (script->get_node(func, port_action_node)->get_output_value_port_count() > 0) {
- type_string = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint_string;
+ if (script->get_node(port_action_node)->get_output_value_port_count() > 0) {
+ type_string = script->get_node(port_action_node)->get_output_value_port_info(port_action_output).hint_string;
}
if (tg.type == Variant::OBJECT) {
if (tg.script.is_valid()) {
@@ -3519,7 +3103,7 @@ void VisualScriptEditor::_port_action_menu(int p_option, const StringName &func)
} else {
new_connect_node_select->select_from_basic_type(tg.type);
}
- // ensure that the dialog fits inside the graph
+ // Ensure that the dialog fits inside the graph.
Vector2 pos = mouse_up_position;
Size2 bounds = graph->get_global_position() + graph->get_size() - new_connect_node_select->get_size();
pos.x = pos.x > bounds.x ? bounds.x : pos.x;
@@ -3529,8 +3113,8 @@ void VisualScriptEditor::_port_action_menu(int p_option, const StringName &func)
case CREATE_ACTION: {
VisualScriptNode::TypeGuess tg = _guess_output_type(port_action_node, port_action_output, vn);
PropertyInfo property_info;
- if (script->get_node(func, port_action_node)->get_output_value_port_count() > 0) {
- property_info = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output);
+ if (script->get_node(port_action_node)->get_output_value_port_count() > 0) {
+ property_info = script->get_node(port_action_node)->get_output_value_port_info(port_action_output);
}
if (tg.type == Variant::OBJECT) {
if (property_info.type == Variant::OBJECT && property_info.hint_string != String()) {
@@ -3543,7 +3127,7 @@ void VisualScriptEditor::_port_action_menu(int p_option, const StringName &func)
} else {
new_connect_node_select->select_from_action(Variant::get_type_name(tg.type));
}
- // ensure that the dialog fits inside the graph
+ // Ensure that the dialog fits inside the graph.
Vector2 pos = mouse_up_position;
Size2 bounds = graph->get_global_position() + graph->get_size() - new_connect_node_select->get_size();
pos.x = pos.x > bounds.x ? bounds.x : pos.x;
@@ -3572,9 +3156,8 @@ void VisualScriptEditor::connect_data(Ref<VisualScriptNode> vnode_old, Ref<Visua
if (port >= value_count) {
port = 0;
}
- StringName func = _get_function_of_node(port_action_node);
- undo_redo->add_do_method(script.ptr(), "data_connect", func, port_action_node, port, new_id, 0);
- undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, port_action_node, port, new_id, 0);
+ undo_redo->add_do_method(script.ptr(), "data_connect", port_action_node, port, new_id, 0);
+ undo_redo->add_undo_method(script.ptr(), "data_disconnect", port_action_node, port, new_id, 0);
undo_redo->commit_action();
}
@@ -3591,17 +3174,16 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri
bool port_node_exists = true;
- StringName func = _get_function_of_node(port_action_node);
- if (func == StringName()) {
- func = default_func;
- port_node_exists = false;
- }
+ // if (func == StringName()) {
+ // func = default_func;
+ // port_node_exists = false;
+ // }
if (p_category == "visualscript") {
Ref<VisualScriptNode> vnode_new = VisualScriptLanguage::singleton->create_node_from_name(p_text);
Ref<VisualScriptNode> vnode_old;
- if (port_node_exists) {
- vnode_old = script->get_node(func, port_action_node);
+ if (port_node_exists && p_connecting) {
+ vnode_old = script->get_node(port_action_node);
}
int new_id = script->get_available_id();
@@ -3624,13 +3206,13 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri
}
undo_redo->create_action(TTR("Add Node"));
- undo_redo->add_do_method(script.ptr(), "add_node", func, new_id, vnode_new, ofs);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, vnode_new, ofs);
if (vnode_old.is_valid() && p_connecting) {
connect_seq(vnode_old, vnode_new, new_id);
connect_data(vnode_old, vnode_new, new_id);
}
- undo_redo->add_undo_method(script.ptr(), "remove_node", func, new_id);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
@@ -3687,8 +3269,8 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
- undo_redo->add_do_method(script.ptr(), "add_node", func, new_id, vnode, ofs);
- undo_redo->add_undo_method(script.ptr(), "remove_node", func, new_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, vnode, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
undo_redo->add_do_method(this, "_update_graph", new_id);
undo_redo->add_undo_method(this, "_update_graph", new_id);
undo_redo->commit_action();
@@ -3699,7 +3281,7 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri
port_action_new_node = new_id;
- Ref<VisualScriptNode> vsn = script->get_node(func, port_action_new_node);
+ Ref<VisualScriptNode> vsn = script->get_node(port_action_new_node);
if (Object::cast_to<VisualScriptFunctionCall>(vsn.ptr())) {
Ref<VisualScriptFunctionCall> vsfc = vsn;
@@ -3713,10 +3295,9 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri
vsfc->set_base_type(String(""));
if (tg.gdclass != StringName()) {
vsfc->set_base_type(tg.gdclass);
-
- } else if (script->get_node(func, port_action_node).is_valid()) {
- PropertyHint hint = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint;
- String base_type = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint_string;
+ } else if (script->get_node(port_action_node).is_valid()) {
+ PropertyHint hint = script->get_node(port_action_node)->get_output_value_port_info(port_action_output).hint;
+ String base_type = script->get_node(port_action_node)->get_output_value_port_info(port_action_output).hint_string;
if (base_type != String() && hint == PROPERTY_HINT_TYPE_STRING) {
vsfc->set_base_type(base_type);
@@ -3749,9 +3330,9 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri
if (tg.gdclass != StringName()) {
vsp->set_base_type(tg.gdclass);
- } else if (script->get_node(func, port_action_node).is_valid()) {
- PropertyHint hint = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint;
- String base_type = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint_string;
+ } else if (script->get_node(port_action_node).is_valid()) {
+ PropertyHint hint = script->get_node(port_action_node)->get_output_value_port_info(port_action_output).hint;
+ String base_type = script->get_node(port_action_node)->get_output_value_port_info(port_action_output).hint_string;
if (base_type != String() && hint == PROPERTY_HINT_TYPE_STRING) {
vsp->set_base_type(base_type);
@@ -3779,9 +3360,9 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri
if (tg.gdclass != StringName()) {
vsp->set_base_type(tg.gdclass);
- } else if (script->get_node(func, port_action_node).is_valid()) {
- PropertyHint hint = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint;
- String base_type = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint_string;
+ } else if (script->get_node(port_action_node).is_valid()) {
+ PropertyHint hint = script->get_node(port_action_node)->get_output_value_port_info(port_action_output).hint;
+ String base_type = script->get_node(port_action_node)->get_output_value_port_info(port_action_output).hint_string;
if (base_type != String() && hint == PROPERTY_HINT_TYPE_STRING) {
vsp->set_base_type(base_type);
}
@@ -3799,16 +3380,13 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri
}
}
if (port_node_exists) {
- Ref<VisualScriptNode> vnode_old = script->get_node(func, port_action_node);
+ Ref<VisualScriptNode> vnode_old = script->get_node(port_action_node);
if (vnode_old.is_valid() && p_connecting) {
connect_seq(vnode_old, vnode, port_action_new_node);
connect_data(vnode_old, vnode, port_action_new_node);
}
}
_update_graph(port_action_new_node);
- if (port_node_exists) {
- _update_graph_connections();
- }
}
void VisualScriptEditor::connect_seq(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode_new, int new_id) {
@@ -3827,29 +3405,27 @@ void VisualScriptEditor::connect_seq(Ref<VisualScriptNode> vnode_old, Ref<Visual
return;
}
- StringName func = _get_function_of_node(port_action_node);
-
undo_redo->create_action(TTR("Connect Node Sequence"));
int pass_port = -vnode_old->get_output_sequence_port_count() + 1;
int return_port = port_action_output - 1;
if (vnode_old->get_output_value_port_info(port_action_output).name == String("pass") &&
- !script->get_output_sequence_ports_connected(func, port_action_node).has(pass_port)) {
- undo_redo->add_do_method(script.ptr(), "sequence_connect", func, port_action_node, pass_port, new_id);
- undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, port_action_node, pass_port, new_id);
+ !script->get_output_sequence_ports_connected(port_action_node).has(pass_port)) {
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", port_action_node, pass_port, new_id);
+ undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", port_action_node, pass_port, new_id);
} else if (vnode_old->get_output_value_port_info(port_action_output).name == String("return") &&
- !script->get_output_sequence_ports_connected(func, port_action_node).has(return_port)) {
- undo_redo->add_do_method(script.ptr(), "sequence_connect", func, port_action_node, return_port, new_id);
- undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, port_action_node, return_port, new_id);
+ !script->get_output_sequence_ports_connected(port_action_node).has(return_port)) {
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", port_action_node, return_port, new_id);
+ undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", port_action_node, return_port, new_id);
} else {
for (int port = 0; port < vnode_old->get_output_sequence_port_count(); port++) {
int count = vnode_old->get_output_sequence_port_count();
- if (port_action_output < count && !script->get_output_sequence_ports_connected(func, port_action_node).has(port_action_output)) {
- undo_redo->add_do_method(script.ptr(), "sequence_connect", func, port_action_node, port_action_output, new_id);
- undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, port_action_node, port_action_output, new_id);
+ if (port_action_output < count && !script->get_output_sequence_ports_connected(port_action_node).has(port_action_output)) {
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", port_action_node, port_action_output, new_id);
+ undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", port_action_node, port_action_output, new_id);
break;
- } else if (!script->get_output_sequence_ports_connected(func, port_action_node).has(port)) {
- undo_redo->add_do_method(script.ptr(), "sequence_connect", func, port_action_node, port, new_id);
- undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, port_action_node, port, new_id);
+ } else if (!script->get_output_sequence_ports_connected(port_action_node).has(port)) {
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", port_action_node, port, new_id);
+ undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", port_action_node, port, new_id);
break;
}
}
@@ -3884,9 +3460,9 @@ void VisualScriptEditor::_selected_new_virtual_method(const String &p_text, cons
Ref<VisualScriptFunction> func_node;
func_node.instance();
func_node->set_name(name);
-
+ int fn_id = script->get_available_id();
undo_redo->create_action(TTR("Add Function"));
- undo_redo->add_do_method(script.ptr(), "add_function", name);
+ undo_redo->add_do_method(script.ptr(), "add_function", name, fn_id);
for (int i = 0; i < minfo.arguments.size(); i++) {
func_node->add_argument(minfo.arguments[i].type, minfo.arguments[i].name, -1, minfo.arguments[i].hint, minfo.arguments[i].hint_string);
@@ -3894,14 +3470,17 @@ void VisualScriptEditor::_selected_new_virtual_method(const String &p_text, cons
Vector2 ofs = _get_available_pos();
- undo_redo->add_do_method(script.ptr(), "add_node", name, script->get_available_id(), func_node, ofs);
+ undo_redo->add_do_method(script.ptr(), "add_node", fn_id, func_node, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", fn_id);
if (minfo.return_val.type != Variant::NIL || minfo.return_val.usage & PROPERTY_USAGE_NIL_IS_VARIANT) {
Ref<VisualScriptReturn> ret_node;
ret_node.instance();
ret_node->set_return_type(minfo.return_val.type);
ret_node->set_enable_return_value(true);
ret_node->set_name(name);
- undo_redo->add_do_method(script.ptr(), "add_node", name, script->get_available_id() + 1, ret_node, _get_available_pos(false, ofs + Vector2(500, 0)));
+ int nid = script->get_available_id() + 1;
+ undo_redo->add_do_method(script.ptr(), "add_node", nid, ret_node, _get_available_pos(false, ofs + Vector2(500, 0)));
+ undo_redo->add_undo_method(script.ptr(), "remove_node", nid);
}
undo_redo->add_undo_method(script.ptr(), "remove_function", name);
@@ -3916,21 +3495,16 @@ void VisualScriptEditor::_selected_new_virtual_method(const String &p_text, cons
}
void VisualScriptEditor::_cancel_connect_node() {
- // ensure the cancel is done
+ // Ensure the cancel is done.
port_action_new_node = -1;
}
-int VisualScriptEditor::_create_new_node_from_name(const String &p_text, const Vector2 &p_point, const StringName &p_func) {
- StringName func = default_func;
- if (p_func != StringName()) {
- func = p_func;
- }
-
+int VisualScriptEditor::_create_new_node_from_name(const String &p_text, const Vector2 &p_point) {
Ref<VisualScriptNode> vnode = VisualScriptLanguage::singleton->create_node_from_name(p_text);
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
- undo_redo->add_do_method(script.ptr(), "add_node", func, new_id, vnode, p_point);
- undo_redo->add_undo_method(script.ptr(), "remove_node", func, new_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, vnode, p_point);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
@@ -3938,7 +3512,7 @@ int VisualScriptEditor::_create_new_node_from_name(const String &p_text, const V
}
void VisualScriptEditor::_default_value_changed() {
- Ref<VisualScriptNode> vsn = script->get_node(_get_function_of_node(editing_id), editing_id);
+ Ref<VisualScriptNode> vsn = script->get_node(editing_id);
if (vsn.is_null()) {
return;
}
@@ -3953,7 +3527,7 @@ void VisualScriptEditor::_default_value_changed() {
}
void VisualScriptEditor::_default_value_edited(Node *p_button, int p_id, int p_input_port) {
- Ref<VisualScriptNode> vsn = script->get_node(_get_function_of_node(p_id), p_id);
+ Ref<VisualScriptNode> vsn = script->get_node(p_id);
if (vsn.is_null()) {
return;
}
@@ -3972,15 +3546,15 @@ void VisualScriptEditor::_default_value_edited(Node *p_button, int p_id, int p_i
if (pinfo.type == Variant::NODE_PATH) {
Node *edited_scene = get_tree()->get_edited_scene_root();
- if (edited_scene) { // Fixing an old crash bug ( Visual Script Crashes on editing NodePath with an empty scene open)
+ if (edited_scene) { // Fixing an old crash bug ( Visual Script Crashes on editing NodePath with an empty scene open).
Node *script_node = _find_script_node(edited_scene, edited_scene, script);
if (script_node) {
- //pick a node relative to the script, IF the script exists
+ // Pick a node relative to the script, IF the script exists.
pinfo.hint = PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE;
pinfo.hint_string = script_node->get_path();
} else {
- //pick a path relative to edited scene
+ // Pick a path relative to edited scene.
pinfo.hint = PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE;
pinfo.hint_string = get_tree()->get_edited_scene_root()->get_path();
}
@@ -4078,11 +3652,8 @@ void VisualScriptEditor::_graph_ofs_changed(const Vector2 &p_ofs) {
updating_graph = true;
- // Just use the default func for all the properties that need to be handled for drawing rather than adding to the Visual Script Class
- if (script->has_function(default_func)) {
- script->set_function_scroll(default_func, graph->get_scroll_ofs() / EDSCALE);
- script->set_edited(true);
- }
+ script->set_scroll(graph->get_scroll_ofs() / EDSCALE);
+ script->set_edited(true);
updating_graph = false;
}
@@ -4090,10 +3661,7 @@ void VisualScriptEditor::_comment_node_resized(const Vector2 &p_new_size, int p_
if (updating_graph) {
return;
}
-
- StringName func = _get_function_of_node(p_node);
-
- Ref<VisualScriptComment> vsc = script->get_node(func, p_node);
+ Ref<VisualScriptComment> vsc = script->get_node(p_node);
if (vsc.is_null()) {
return;
}
@@ -4131,8 +3699,7 @@ void VisualScriptEditor::_menu_option(int p_what) {
if (gn) {
if (gn->is_selected()) {
int id = String(gn->get_name()).to_int();
- StringName func = _get_function_of_node(id);
- Ref<VisualScriptNode> vsn = script->get_node(func, id);
+ Ref<VisualScriptNode> vsn = script->get_node(id);
if (vsn.is_valid()) {
vsn->set_breakpoint(!vsn->is_breakpoint());
reselect.push_back(gn->get_name());
@@ -4154,30 +3721,23 @@ void VisualScriptEditor::_menu_option(int p_what) {
} break;
case EDIT_COPY_NODES:
case EDIT_CUT_NODES: {
- if (!script->has_function(default_func)) {
- break;
- }
-
clipboard->nodes.clear();
clipboard->data_connections.clear();
clipboard->sequence_connections.clear();
- Set<String> funcs;
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
if (gn->is_selected()) {
- int id = String(gn->get_name()).to_int();
- StringName func = _get_function_of_node(id);
- Ref<VisualScriptNode> node = script->get_node(func, id);
+ int id = gn->get_name().operator String().to_int();
+ Ref<VisualScriptNode> node = script->get_node(id);
if (Object::cast_to<VisualScriptFunction>(*node)) {
EditorNode::get_singleton()->show_warning(TTR("Can't copy the function node."));
return;
}
if (node.is_valid()) {
clipboard->nodes[id] = node->duplicate(true);
- clipboard->nodes_positions[id] = script->get_node_position(func, id);
- funcs.insert(String(func));
+ clipboard->nodes_positions[id] = script->get_node_position(id);
}
}
}
@@ -4187,25 +3747,21 @@ void VisualScriptEditor::_menu_option(int p_what) {
break;
}
- for (Set<String>::Element *F = funcs.front(); F; F = F->next()) {
- List<VisualScript::SequenceConnection> sequence_connections;
+ List<VisualScript::SequenceConnection> sequence_connections;
+ script->get_sequence_connection_list(&sequence_connections);
- script->get_sequence_connection_list(F->get(), &sequence_connections);
-
- for (List<VisualScript::SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
- if (clipboard->nodes.has(E->get().from_node) && clipboard->nodes.has(E->get().to_node)) {
- clipboard->sequence_connections.insert(E->get());
- }
+ for (List<VisualScript::SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
+ if (clipboard->nodes.has(E->get().from_node) && clipboard->nodes.has(E->get().to_node)) {
+ clipboard->sequence_connections.insert(E->get());
}
+ }
- List<VisualScript::DataConnection> data_connections;
-
- script->get_data_connection_list(F->get(), &data_connections);
+ List<VisualScript::DataConnection> data_connections;
+ script->get_data_connection_list(&data_connections);
- for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
- if (clipboard->nodes.has(E->get().from_node) && clipboard->nodes.has(E->get().to_node)) {
- clipboard->data_connections.insert(E->get());
- }
+ for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
+ if (clipboard->nodes.has(E->get().from_node) && clipboard->nodes.has(E->get().to_node)) {
+ clipboard->data_connections.insert(E->get());
}
}
if (p_what == EDIT_CUT_NODES) {
@@ -4214,10 +3770,6 @@ void VisualScriptEditor::_menu_option(int p_what) {
} break;
case EDIT_PASTE_NODES: {
- if (!script->has_function(default_func)) {
- break;
- }
-
if (clipboard->nodes.is_empty()) {
EditorNode::get_singleton()->show_warning(TTR("Clipboard is empty!"));
break;
@@ -4233,15 +3785,11 @@ void VisualScriptEditor::_menu_option(int p_what) {
Set<Vector2> existing_positions;
{
- List<StringName> functions;
- script->get_function_list(&functions);
- for (List<StringName>::Element *F = functions.front(); F; F = F->next()) {
- List<int> nodes;
- script->get_node_list(F->get(), &nodes);
- for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
- Vector2 pos = script->get_node_position(F->get(), E->get()).snapped(Vector2(2, 2));
- existing_positions.insert(pos);
- }
+ List<int> nodes;
+ script->get_node_list(&nodes);
+ for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
+ Vector2 pos = script->get_node_position(E->get()).snapped(Vector2(2, 2));
+ existing_positions.insert(pos);
}
}
@@ -4259,18 +3807,18 @@ void VisualScriptEditor::_menu_option(int p_what) {
paste_pos += Vector2(20, 20) * EDSCALE;
}
- undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, node, paste_pos);
- undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", new_id, node, paste_pos);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", new_id);
}
for (Set<VisualScript::SequenceConnection>::Element *E = clipboard->sequence_connections.front(); E; E = E->next()) {
- undo_redo->add_do_method(script.ptr(), "sequence_connect", default_func, remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
- undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", default_func, remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
+ undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
}
for (Set<VisualScript::DataConnection>::Element *E = clipboard->data_connections.front(); E; E = E->next()) {
- undo_redo->add_do_method(script.ptr(), "data_connect", default_func, remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
- undo_redo->add_undo_method(script.ptr(), "data_disconnect", default_func, remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
+ undo_redo->add_do_method(script.ptr(), "data_connect", remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
+ undo_redo->add_undo_method(script.ptr(), "data_disconnect", remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
}
undo_redo->add_do_method(this, "_update_graph");
@@ -4287,7 +3835,7 @@ void VisualScriptEditor::_menu_option(int p_what) {
}
} break;
case EDIT_CREATE_FUNCTION: {
- StringName function = "";
+ // Create Function.
Map<int, Ref<VisualScriptNode>> nodes;
Set<int> selections;
for (int i = 0; i < graph->get_child_count(); i++) {
@@ -4295,20 +3843,14 @@ void VisualScriptEditor::_menu_option(int p_what) {
if (gn) {
if (gn->is_selected()) {
int id = String(gn->get_name()).to_int();
- StringName func = _get_function_of_node(id);
- Ref<VisualScriptNode> node = script->get_node(func, id);
+ Ref<VisualScriptNode> node = script->get_node(id);
if (Object::cast_to<VisualScriptFunction>(*node)) {
EditorNode::get_singleton()->show_warning(TTR("Can't create function with a function node."));
return;
}
if (node.is_valid()) {
- if (func != function && function != StringName("")) {
- EditorNode::get_singleton()->show_warning(TTR("Can't create function of nodes from nodes of multiple functions."));
- return;
- }
nodes.insert(id, node);
selections.insert(id);
- function = func;
}
}
}
@@ -4327,7 +3869,7 @@ void VisualScriptEditor::_menu_option(int p_what) {
int start_node = -1;
Set<int> end_nodes;
if (nodes.size() == 1) {
- Ref<VisualScriptNode> nd = script->get_node(function, nodes.front()->key());
+ Ref<VisualScriptNode> nd = script->get_node(nodes.front()->key());
if (nd.is_valid() && nd->has_input_sequence_port()) {
start_node = nodes.front()->key();
} else {
@@ -4336,29 +3878,29 @@ void VisualScriptEditor::_menu_option(int p_what) {
}
} else {
List<VisualScript::SequenceConnection> seqs;
- script->get_sequence_connection_list(function, &seqs);
+ script->get_sequence_connection_list(&seqs);
if (seqs.size() == 0) {
- // in case there are no sequence connections
- // select the top most node cause that's probably how
- // the user wants to connect the nodes
+ // In case there are no sequence connections,
+ // select the top most node cause that's probably how,
+ // the user wants to connect the nodes.
int top_nd = -1;
Vector2 top;
for (Map<int, Ref<VisualScriptNode>>::Element *E = nodes.front(); E; E = E->next()) {
- Ref<VisualScriptNode> nd = script->get_node(function, E->key());
+ Ref<VisualScriptNode> nd = script->get_node(E->key());
if (nd.is_valid() && nd->has_input_sequence_port()) {
if (top_nd < 0) {
top_nd = E->key();
- top = script->get_node_position(function, top_nd);
+ top = script->get_node_position(top_nd);
}
- Vector2 pos = script->get_node_position(function, E->key());
+ Vector2 pos = script->get_node_position(E->key());
if (top.y > pos.y) {
top_nd = E->key();
top = pos;
}
}
}
- Ref<VisualScriptNode> nd = script->get_node(function, top_nd);
+ Ref<VisualScriptNode> nd = script->get_node(top_nd);
if (nd.is_valid() && nd->has_input_sequence_port()) {
start_node = top_nd;
} else {
@@ -4366,7 +3908,7 @@ void VisualScriptEditor::_menu_option(int p_what) {
return;
}
} else {
- // pick the node with input sequence
+ // Pick the node with input sequence.
Set<int> nodes_from;
Set<int> nodes_to;
for (List<VisualScript::SequenceConnection>::Element *E = seqs.front(); E; E = E->next()) {
@@ -4387,13 +3929,13 @@ void VisualScriptEditor::_menu_option(int p_what) {
nodes_to.insert(E->get().to_node);
}
- // to use to add return nodes
+ // To use to add return nodes.
_get_ends(start_node, seqs, selections, end_nodes);
if (start_node == -1) {
- // if we still don't have a start node then
- // run through the nodes and select the first tree node
- // ie node without any input sequence but output sequence
+ // If we still don't have a start node then,
+ // run through the nodes and select the first tree node,
+ // ie node without any input sequence but output sequence.
for (Set<int>::Element *E = nodes_from.front(); E; E = E->next()) {
if (!nodes_to.has(E->get())) {
start_node = E->get();
@@ -4404,20 +3946,20 @@ void VisualScriptEditor::_menu_option(int p_what) {
}
if (start_node == -1) {
- return; // this should not happen, but just in case something goes wrong
+ return; // This should not happen, but just in case something goes wrong.
}
List<Variant::Type> inputs; // input types
List<Pair<int, int>> input_connections;
{
List<VisualScript::DataConnection> dats;
- script->get_data_connection_list(function, &dats);
+ script->get_data_connection_list(&dats);
for (List<VisualScript::DataConnection>::Element *E = dats.front(); E; E = E->next()) {
if (nodes.has(E->get().from_node) && nodes.has(E->get().to_node)) {
datamove.insert(E->get());
} else if (!nodes.has(E->get().from_node) && nodes.has(E->get().to_node)) {
- // add all these as inputs for the Function
- Ref<VisualScriptNode> node = script->get_node(function, E->get().to_node);
+ // Add all these as inputs for the Function.
+ Ref<VisualScriptNode> node = script->get_node(E->get().to_node);
if (node.is_valid()) {
dataext.insert(E->get());
PropertyInfo pi = node->get_input_value_port_info(E->get().to_port);
@@ -4429,59 +3971,55 @@ void VisualScriptEditor::_menu_option(int p_what) {
}
}
}
-
- String new_fn = _validate_name("new_function");
-
- Vector2 ofs = _get_available_pos(false, script->get_node_position(function, start_node) - Vector2(80, 150));
-
- Ref<VisualScriptFunction> func_node;
- func_node.instance();
- func_node->set_name(new_fn);
-
- undo_redo->create_action(TTR("Create Function"));
-
- undo_redo->add_do_method(script.ptr(), "add_function", new_fn);
int fn_id = script->get_available_id();
- undo_redo->add_do_method(script.ptr(), "add_node", new_fn, fn_id, func_node, ofs);
- undo_redo->add_undo_method(script.ptr(), "remove_function", new_fn);
- undo_redo->add_do_method(this, "_update_members");
- undo_redo->add_undo_method(this, "_update_members");
- undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
- undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
-
- // Move the nodes
+ {
+ String new_fn = _validate_name("new_function");
- for (Map<int, Ref<VisualScriptNode>>::Element *E = nodes.front(); E; E = E->next()) {
- undo_redo->add_do_method(script.ptr(), "remove_node", function, E->key());
- undo_redo->add_do_method(script.ptr(), "add_node", new_fn, E->key(), E->get(), script->get_node_position(function, E->key()));
+ Vector2 ofs = _get_available_pos(false, script->get_node_position(start_node) - Vector2(80, 150));
- // undo_redo->add_undo_method(script.ptr(), "remove_node", new_fn, E->key()); not needed cause we already remove the function :P
- undo_redo->add_undo_method(script.ptr(), "add_node", function, E->key(), E->get(), script->get_node_position(function, E->key()));
- }
+ Ref<VisualScriptFunction> func_node;
+ func_node.instance();
+ func_node->set_name(new_fn);
- for (Set<VisualScript::SequenceConnection>::Element *E = seqmove.front(); E; E = E->next()) {
- undo_redo->add_do_method(script.ptr(), "sequence_connect", new_fn, E->get().from_node, E->get().from_output, E->get().to_node);
- undo_redo->add_undo_method(script.ptr(), "sequence_connect", function, E->get().from_node, E->get().from_output, E->get().to_node);
- }
+ undo_redo->create_action(TTR("Create Function"));
- for (Set<VisualScript::DataConnection>::Element *E = datamove.front(); E; E = E->next()) {
- undo_redo->add_do_method(script.ptr(), "data_connect", new_fn, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
- undo_redo->add_undo_method(script.ptr(), "data_connect", function, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
+ undo_redo->add_do_method(script.ptr(), "add_function", new_fn, fn_id);
+ undo_redo->add_do_method(script.ptr(), "add_node", fn_id, func_node, ofs);
+ undo_redo->add_undo_method(script.ptr(), "remove_function", new_fn);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", fn_id);
+ undo_redo->add_do_method(this, "_update_members");
+ undo_redo->add_undo_method(this, "_update_members");
+ undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
+ undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
+ // Might make the system more intelligent by checking port from info.
+ int i = 0;
+ List<Pair<int, int>>::Element *F = input_connections.front();
+ for (List<Variant::Type>::Element *E = inputs.front(); E && F; E = E->next(), F = F->next()) {
+ func_node->add_argument(E->get(), "arg_" + String::num_int64(i), i);
+ undo_redo->add_do_method(script.ptr(), "data_connect", fn_id, i, F->get().first, F->get().second);
+ i++; // increment i
+ }
+ // Ensure Preview Selection is of newly created function node.
+ if (selections.size()) {
+ EditorNode::get_singleton()->push_item(func_node.ptr());
+ }
}
+ // Move the nodes.
- // Add undo for external connections as well so that it's easier to revert back and forth
- // these didn't require do methods as it's already handled internally by other do calls
+ // Handles reconnection of sequence connections on undo, start here in case of issues.
for (Set<VisualScript::SequenceConnection>::Element *E = seqext.front(); E; E = E->next()) {
- undo_redo->add_undo_method(script.ptr(), "sequence_connect", function, E->get().from_node, E->get().from_output, E->get().to_node);
+ undo_redo->add_do_method(script.ptr(), "sequence_disconnect", E->get().from_node, E->get().from_output, E->get().to_node);
+ undo_redo->add_undo_method(script.ptr(), "sequence_connect", E->get().from_node, E->get().from_output, E->get().to_node);
}
for (Set<VisualScript::DataConnection>::Element *E = dataext.front(); E; E = E->next()) {
- undo_redo->add_undo_method(script.ptr(), "data_connect", function, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
+ undo_redo->add_do_method(script.ptr(), "data_disconnect", E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
+ undo_redo->add_undo_method(script.ptr(), "data_connect", E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
- // I don't really think we need support for non sequenced functions at this moment
- undo_redo->add_do_method(script.ptr(), "sequence_connect", new_fn, fn_id, 0, start_node);
+ // I don't really think we need support for non sequenced functions at this moment.
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", fn_id, 0, start_node);
- // end nodes are mapped to the return nodes with data connections if possible
+ // Could fail with the new changes, start here when searching for bugs in create function shortcut.
int m = 1;
for (Set<int>::Element *G = end_nodes.front(); G; G = G->next()) {
Ref<VisualScriptReturn> ret_node;
@@ -4489,36 +4027,27 @@ void VisualScriptEditor::_menu_option(int p_what) {
int ret_id = fn_id + (m++);
selections.insert(ret_id);
- Vector2 ofsi = _get_available_pos(false, script->get_node_position(function, G->get()) + Vector2(80, -100));
- undo_redo->add_do_method(script.ptr(), "add_node", new_fn, ret_id, ret_node, ofsi);
- undo_redo->add_undo_method(script.ptr(), "remove_node", new_fn, ret_id);
+ Vector2 ofsi = _get_available_pos(false, script->get_node_position(G->get()) + Vector2(80, -100));
+ undo_redo->add_do_method(script.ptr(), "add_node", ret_id, ret_node, ofsi);
+ undo_redo->add_undo_method(script.ptr(), "remove_node", ret_id);
- undo_redo->add_do_method(script.ptr(), "sequence_connect", new_fn, G->get(), 0, ret_id);
- // add data outputs from each of the end_nodes
- Ref<VisualScriptNode> vsn = script->get_node(function, G->get());
+ undo_redo->add_do_method(script.ptr(), "sequence_connect", G->get(), 0, ret_id);
+ // Add data outputs from each of the end_nodes.
+ Ref<VisualScriptNode> vsn = script->get_node(G->get());
if (vsn.is_valid() && vsn->get_output_value_port_count() > 0) {
ret_node->set_enable_return_value(true);
- // use the zeroth data port cause that's the likely one that is planned to be used
+ // Use the zeroth data port cause that's the likely one that is planned to be used.
ret_node->set_return_type(vsn->get_output_value_port_info(0).type);
- undo_redo->add_do_method(script.ptr(), "data_connect", new_fn, G->get(), 0, ret_id, 0);
+ undo_redo->add_do_method(script.ptr(), "data_connect", G->get(), 0, ret_id, 0);
}
}
- // * might make the system more intelligent by checking port from info.
- int i = 0;
- List<Pair<int, int>>::Element *F = input_connections.front();
- for (List<Variant::Type>::Element *E = inputs.front(); E && F; E = E->next(), F = F->next()) {
- func_node->add_argument(E->get(), "arg_" + String::num_int64(i), i);
- undo_redo->add_do_method(script.ptr(), "data_connect", new_fn, fn_id, i, F->get().first, F->get().second);
- i++; // increment i
- }
-
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
- // make sure all Nodes get marked for selection so that they can be moved together
+ // Make sure all Nodes get marked for selection so that they can be moved together.
selections.insert(fn_id);
for (int k = 0; k < graph->get_child_count(); k++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(k));
@@ -4528,11 +4057,6 @@ void VisualScriptEditor::_menu_option(int p_what) {
}
}
- // Ensure Preview Selection is of newly created function node
- if (selections.size()) {
- EditorNode::get_singleton()->push_item(func_node.ptr());
- }
-
} break;
case REFRESH_GRAPH: {
_update_graph();
@@ -4540,16 +4064,16 @@ void VisualScriptEditor::_menu_option(int p_what) {
}
}
-// this is likely going to be very slow and I am not sure if I should keep it
-// but I hope that it will not be a problem considering that we won't be creating functions so frequently
-// and cyclic connections would be a problem but hopefully we won't let them get to this point
+// This is likely going to be very slow and I am not sure if I should keep it,
+// but I hope that it will not be a problem considering that we won't be creating functions so frequently,
+// and cyclic connections would be a problem but hopefully we won't let them get to this point.
void VisualScriptEditor::_get_ends(int p_node, const List<VisualScript::SequenceConnection> &p_seqs, const Set<int> &p_selected, Set<int> &r_end_nodes) {
for (const List<VisualScript::SequenceConnection>::Element *E = p_seqs.front(); E; E = E->next()) {
int from = E->get().from_node;
int to = E->get().to_node;
if (from == p_node && p_selected.has(to)) {
- // this is an interior connection move forward to the to node
+ // This is an interior connection move forward to the to node.
_get_ends(to, p_seqs, p_selected, r_end_nodes);
} else if (from == p_node && !p_selected.has(to)) {
r_end_nodes.insert(from);
@@ -4609,34 +4133,29 @@ void VisualScriptEditor::_member_option(int p_option) {
switch (member_type) {
case MEMBER_FUNCTION: {
if (p_option == MEMBER_REMOVE) {
- //delete the function
+ // Delete the function.
String name = member_name;
-
+ List<String> lst;
+ int fn_node = script->get_function_node_id(name);
undo_redo->create_action(TTR("Remove Function"));
undo_redo->add_do_method(script.ptr(), "remove_function", name);
- undo_redo->add_undo_method(script.ptr(), "add_function", name);
- List<int> nodes;
- script->get_node_list(name, &nodes);
- for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
- undo_redo->add_undo_method(script.ptr(), "add_node", name, E->get(), script->get_node(name, E->get()), script->get_node_position(name, E->get()));
- }
-
- List<VisualScript::SequenceConnection> seq_connections;
-
- script->get_sequence_connection_list(name, &seq_connections);
-
- for (List<VisualScript::SequenceConnection>::Element *E = seq_connections.front(); E; E = E->next()) {
- undo_redo->add_undo_method(script.ptr(), "sequence_connect", name, E->get().from_node, E->get().from_output, E->get().to_node);
+ undo_redo->add_do_method(script.ptr(), "remove_node", fn_node);
+ undo_redo->add_undo_method(script.ptr(), "add_function", name, fn_node);
+ undo_redo->add_undo_method(script.ptr(), "add_node", fn_node, script->get_node(fn_node), script->get_node_position(fn_node));
+ List<VisualScript::SequenceConnection> seqcons;
+ script->get_sequence_connection_list(&seqcons);
+ for (const List<VisualScript::SequenceConnection>::Element *E = seqcons.front(); E; E = E->next()) {
+ if (E->get().from_node == fn_node) {
+ undo_redo->add_undo_method(script.ptr(), "sequence_connect", fn_node, E->get().from_output, E->get().to_node);
+ }
}
-
- List<VisualScript::DataConnection> data_connections;
-
- script->get_data_connection_list(name, &data_connections);
-
- for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
- undo_redo->add_undo_method(script.ptr(), "data_connect", name, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
+ List<VisualScript::DataConnection> datcons;
+ script->get_data_connection_list(&datcons);
+ for (const List<VisualScript::DataConnection>::Element *E = datcons.front(); E; E = E->next()) {
+ if (E->get().from_node == fn_node) {
+ undo_redo->add_undo_method(script.ptr(), "data_connect", fn_node, E->get().from_port, E->get().to_node, E->get().to_port);
+ }
}
-
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
diff --git a/modules/visual_script/visual_script_editor.h b/modules/visual_script/visual_script_editor.h
index 5610e6b1b4..bb6f194286 100644
--- a/modules/visual_script/visual_script_editor.h
+++ b/modules/visual_script/visual_script_editor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -136,8 +136,6 @@ class VisualScriptEditor : public ScriptEditorBase {
};
HashMap<StringName, Ref<StyleBox>> node_styles;
- StringName edited_func;
- StringName default_func;
void _update_graph_connections();
void _update_graph(int p_only_id = -1);
@@ -176,7 +174,7 @@ class VisualScriptEditor : public ScriptEditorBase {
Vector2 mouse_up_position;
- void _port_action_menu(int p_option, const StringName &p_func);
+ void _port_action_menu(int p_option);
void connect_data(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode, int new_id);
@@ -184,13 +182,13 @@ class VisualScriptEditor : public ScriptEditorBase {
void connect_seq(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode_new, int new_id);
void _cancel_connect_node();
- int _create_new_node_from_name(const String &p_text, const Vector2 &p_point, const StringName &p_func = StringName());
+ int _create_new_node_from_name(const String &p_text, const Vector2 &p_point);
void _selected_new_virtual_method(const String &p_text, const String &p_category, const bool p_connecting);
int error_line;
void _node_selected(Node *p_node);
- void _center_on_node(const StringName &p_func, int p_id);
+ void _center_on_node(int p_id);
void _node_filter_changed(const String &p_text);
void _change_base_type_callback();
@@ -201,7 +199,7 @@ class VisualScriptEditor : public ScriptEditorBase {
void _begin_node_move();
void _end_node_move();
- void _move_node(const StringName &p_func, int p_id, const Vector2 &p_to);
+ void _move_node(int p_id, const Vector2 &p_to);
void _get_ends(int p_node, const List<VisualScript::SequenceConnection> &p_seqs, const Set<int> &p_selected, Set<int> &r_end_nodes);
@@ -211,7 +209,7 @@ class VisualScriptEditor : public ScriptEditorBase {
void _graph_disconnected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot);
void _graph_connect_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_pos);
- void _node_ports_changed(const String &p_func, int p_id);
+ void _node_ports_changed(int p_id);
void _node_create();
void _update_available_nodes();
@@ -228,10 +226,8 @@ class VisualScriptEditor : public ScriptEditorBase {
void _port_name_focus_out(const Node *p_name_box, int p_id, int p_port, bool is_input);
Vector2 _get_available_pos(bool centered = true, Vector2 ofs = Vector2()) const;
- StringName _get_function_of_node(int p_id) const;
- void _move_nodes_with_rescan(const StringName &p_func_from, const StringName &p_func_to, int p_id);
- bool node_has_sequence_connections(const StringName &p_func, int p_id);
+ bool node_has_sequence_connections(int p_id);
void _generic_search(String p_base_type = "", Vector2 pos = Vector2(), bool node_centered = false);
diff --git a/modules/visual_script/visual_script_expression.cpp b/modules/visual_script/visual_script_expression.cpp
index 10a18dfd5e..9596fda95c 100644
--- a/modules/visual_script/visual_script_expression.cpp
+++ b/modules/visual_script/visual_script_expression.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_expression.h b/modules/visual_script/visual_script_expression.h
index 2b3b25842d..7fe665769d 100644
--- a/modules/visual_script/visual_script_expression.h
+++ b/modules/visual_script/visual_script_expression.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_flow_control.cpp b/modules/visual_script/visual_script_flow_control.cpp
index 36c756fc58..0049e254c4 100644
--- a/modules/visual_script/visual_script_flow_control.cpp
+++ b/modules/visual_script/visual_script_flow_control.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_flow_control.h b/modules/visual_script/visual_script_flow_control.h
index 1d0d6d103b..46a72bb92d 100644
--- a/modules/visual_script/visual_script_flow_control.h
+++ b/modules/visual_script/visual_script_flow_control.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_func_nodes.cpp b/modules/visual_script/visual_script_func_nodes.cpp
index b2aa42ef97..d016b938de 100644
--- a/modules/visual_script/visual_script_func_nodes.cpp
+++ b/modules/visual_script/visual_script_func_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_func_nodes.h b/modules/visual_script/visual_script_func_nodes.h
index 8372df561f..2ff9b7a981 100644
--- a/modules/visual_script/visual_script_func_nodes.h
+++ b/modules/visual_script/visual_script_func_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_nodes.cpp b/modules/visual_script/visual_script_nodes.cpp
index edec270adc..ae2b548f21 100644
--- a/modules/visual_script/visual_script_nodes.cpp
+++ b/modules/visual_script/visual_script_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_nodes.h b/modules/visual_script/visual_script_nodes.h
index b6061f8838..ae5e04d096 100644
--- a/modules/visual_script/visual_script_nodes.h
+++ b/modules/visual_script/visual_script_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_property_selector.cpp b/modules/visual_script/visual_script_property_selector.cpp
index fde6ebbecc..862cac5c67 100644
--- a/modules/visual_script/visual_script_property_selector.cpp
+++ b/modules/visual_script/visual_script_property_selector.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_property_selector.h b/modules/visual_script/visual_script_property_selector.h
index cc49b2863d..7a87f3d3ee 100644
--- a/modules/visual_script/visual_script_property_selector.h
+++ b/modules/visual_script/visual_script_property_selector.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_yield_nodes.cpp b/modules/visual_script/visual_script_yield_nodes.cpp
index dd07cc45a7..6c9af4e600 100644
--- a/modules/visual_script/visual_script_yield_nodes.cpp
+++ b/modules/visual_script/visual_script_yield_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/visual_script/visual_script_yield_nodes.h b/modules/visual_script/visual_script_yield_nodes.h
index 7a72211027..cc7ce0a1c6 100644
--- a/modules/visual_script/visual_script_yield_nodes.h
+++ b/modules/visual_script/visual_script_yield_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/vorbis/register_types.cpp b/modules/vorbis/register_types.cpp
index 8874b3887b..d3e77ea629 100644
--- a/modules/vorbis/register_types.cpp
+++ b/modules/vorbis/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/vorbis/register_types.h b/modules/vorbis/register_types.h
index 7fa0dfdeef..1497e6f5e4 100644
--- a/modules/vorbis/register_types.h
+++ b/modules/vorbis/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webm/register_types.cpp b/modules/webm/register_types.cpp
index 6248787879..82157a71c9 100644
--- a/modules/webm/register_types.cpp
+++ b/modules/webm/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webm/register_types.h b/modules/webm/register_types.h
index 6a02e3a87a..d090fe745b 100644
--- a/modules/webm/register_types.h
+++ b/modules/webm/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webm/video_stream_webm.cpp b/modules/webm/video_stream_webm.cpp
index 2128b82e3f..5d8245c64c 100644
--- a/modules/webm/video_stream_webm.cpp
+++ b/modules/webm/video_stream_webm.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webm/video_stream_webm.h b/modules/webm/video_stream_webm.h
index 25675cb248..cb3cf58850 100644
--- a/modules/webm/video_stream_webm.h
+++ b/modules/webm/video_stream_webm.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webp/image_loader_webp.cpp b/modules/webp/image_loader_webp.cpp
index 99867b2d74..b304c4824f 100644
--- a/modules/webp/image_loader_webp.cpp
+++ b/modules/webp/image_loader_webp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webp/image_loader_webp.h b/modules/webp/image_loader_webp.h
index 49a7407600..9ea3056a19 100644
--- a/modules/webp/image_loader_webp.h
+++ b/modules/webp/image_loader_webp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webp/register_types.cpp b/modules/webp/register_types.cpp
index 0788b06309..ea9af72418 100644
--- a/modules/webp/register_types.cpp
+++ b/modules/webp/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webp/register_types.h b/modules/webp/register_types.h
index d574d7be1d..59d6894bf6 100644
--- a/modules/webp/register_types.h
+++ b/modules/webp/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/library_godot_webrtc.js b/modules/webrtc/library_godot_webrtc.js
index 9f029407d2..404a116716 100644
--- a/modules/webrtc/library_godot_webrtc.js
+++ b/modules/webrtc/library_godot_webrtc.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/register_types.cpp b/modules/webrtc/register_types.cpp
index 0e830f0540..ecfaed9089 100644
--- a/modules/webrtc/register_types.cpp
+++ b/modules/webrtc/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/register_types.h b/modules/webrtc/register_types.h
index 8f5b9e8452..710ee88a28 100644
--- a/modules/webrtc/register_types.h
+++ b/modules/webrtc/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_data_channel.cpp b/modules/webrtc/webrtc_data_channel.cpp
index cd9e77aff8..004112f992 100644
--- a/modules/webrtc/webrtc_data_channel.cpp
+++ b/modules/webrtc/webrtc_data_channel.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_data_channel.h b/modules/webrtc/webrtc_data_channel.h
index 1407f1e3bd..20affc513f 100644
--- a/modules/webrtc/webrtc_data_channel.h
+++ b/modules/webrtc/webrtc_data_channel.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_data_channel_gdnative.cpp b/modules/webrtc/webrtc_data_channel_gdnative.cpp
index 67ad2c07ce..d4cf464c7c 100644
--- a/modules/webrtc/webrtc_data_channel_gdnative.cpp
+++ b/modules/webrtc/webrtc_data_channel_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_data_channel_gdnative.h b/modules/webrtc/webrtc_data_channel_gdnative.h
index 03396d207d..7e02a32046 100644
--- a/modules/webrtc/webrtc_data_channel_gdnative.h
+++ b/modules/webrtc/webrtc_data_channel_gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_data_channel_js.cpp b/modules/webrtc/webrtc_data_channel_js.cpp
index 3a63001a56..9f2b084cb1 100644
--- a/modules/webrtc/webrtc_data_channel_js.cpp
+++ b/modules/webrtc/webrtc_data_channel_js.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_data_channel_js.h b/modules/webrtc/webrtc_data_channel_js.h
index e251760019..8c56b62303 100644
--- a/modules/webrtc/webrtc_data_channel_js.h
+++ b/modules/webrtc/webrtc_data_channel_js.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_multiplayer.cpp b/modules/webrtc/webrtc_multiplayer.cpp
index e0c0cad68c..741cad5640 100644
--- a/modules/webrtc/webrtc_multiplayer.cpp
+++ b/modules/webrtc/webrtc_multiplayer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_multiplayer.h b/modules/webrtc/webrtc_multiplayer.h
index fb37bd7722..6b4ae6fcc8 100644
--- a/modules/webrtc/webrtc_multiplayer.h
+++ b/modules/webrtc/webrtc_multiplayer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_peer_connection.cpp b/modules/webrtc/webrtc_peer_connection.cpp
index 670924bca2..3e2938bf7d 100644
--- a/modules/webrtc/webrtc_peer_connection.cpp
+++ b/modules/webrtc/webrtc_peer_connection.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_peer_connection.h b/modules/webrtc/webrtc_peer_connection.h
index 7366c3d0e8..ae75864489 100644
--- a/modules/webrtc/webrtc_peer_connection.h
+++ b/modules/webrtc/webrtc_peer_connection.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_peer_connection_gdnative.cpp b/modules/webrtc/webrtc_peer_connection_gdnative.cpp
index aaa45d3a54..dcf78dfb73 100644
--- a/modules/webrtc/webrtc_peer_connection_gdnative.cpp
+++ b/modules/webrtc/webrtc_peer_connection_gdnative.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_peer_connection_gdnative.h b/modules/webrtc/webrtc_peer_connection_gdnative.h
index 846b65c466..578af0202f 100644
--- a/modules/webrtc/webrtc_peer_connection_gdnative.h
+++ b/modules/webrtc/webrtc_peer_connection_gdnative.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_peer_connection_js.cpp b/modules/webrtc/webrtc_peer_connection_js.cpp
index ad9b46a8af..8879f7d6ec 100644
--- a/modules/webrtc/webrtc_peer_connection_js.cpp
+++ b/modules/webrtc/webrtc_peer_connection_js.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webrtc/webrtc_peer_connection_js.h b/modules/webrtc/webrtc_peer_connection_js.h
index e33dd5f259..0272e67f6f 100644
--- a/modules/webrtc/webrtc_peer_connection_js.h
+++ b/modules/webrtc/webrtc_peer_connection_js.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/editor_debugger_server_websocket.cpp b/modules/websocket/editor_debugger_server_websocket.cpp
index 8eb975b323..b02d212c42 100644
--- a/modules/websocket/editor_debugger_server_websocket.cpp
+++ b/modules/websocket/editor_debugger_server_websocket.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/editor_debugger_server_websocket.h b/modules/websocket/editor_debugger_server_websocket.h
index 861f389aab..2f73b98c3d 100644
--- a/modules/websocket/editor_debugger_server_websocket.h
+++ b/modules/websocket/editor_debugger_server_websocket.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/emws_client.cpp b/modules/websocket/emws_client.cpp
index d6e00a26af..aec01a1eea 100644
--- a/modules/websocket/emws_client.cpp
+++ b/modules/websocket/emws_client.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/emws_client.h b/modules/websocket/emws_client.h
index 0123c37457..fdf7a231d2 100644
--- a/modules/websocket/emws_client.h
+++ b/modules/websocket/emws_client.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/emws_peer.cpp b/modules/websocket/emws_peer.cpp
index 5dcfba5567..496c1edc04 100644
--- a/modules/websocket/emws_peer.cpp
+++ b/modules/websocket/emws_peer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/emws_peer.h b/modules/websocket/emws_peer.h
index 2291a32bbc..07f61b62a0 100644
--- a/modules/websocket/emws_peer.h
+++ b/modules/websocket/emws_peer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/emws_server.cpp b/modules/websocket/emws_server.cpp
index 9d43283d3e..a35d84f372 100644
--- a/modules/websocket/emws_server.cpp
+++ b/modules/websocket/emws_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/emws_server.h b/modules/websocket/emws_server.h
index 1ce17855fe..4179b20ffe 100644
--- a/modules/websocket/emws_server.h
+++ b/modules/websocket/emws_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/library_godot_websocket.js b/modules/websocket/library_godot_websocket.js
index cf2c00a6a6..b182d1ecde 100644
--- a/modules/websocket/library_godot_websocket.js
+++ b/modules/websocket/library_godot_websocket.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/packet_buffer.h b/modules/websocket/packet_buffer.h
index 18b47b8d50..ed756363cf 100644
--- a/modules/websocket/packet_buffer.h
+++ b/modules/websocket/packet_buffer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/register_types.cpp b/modules/websocket/register_types.cpp
index 8979a09619..5a02509c4a 100644
--- a/modules/websocket/register_types.cpp
+++ b/modules/websocket/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/register_types.h b/modules/websocket/register_types.h
index bb7be57ab3..3884db67b7 100644
--- a/modules/websocket/register_types.h
+++ b/modules/websocket/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/remote_debugger_peer_websocket.cpp b/modules/websocket/remote_debugger_peer_websocket.cpp
index 9a72e460e2..c9591cc564 100644
--- a/modules/websocket/remote_debugger_peer_websocket.cpp
+++ b/modules/websocket/remote_debugger_peer_websocket.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/remote_debugger_peer_websocket.h b/modules/websocket/remote_debugger_peer_websocket.h
index bb03e5e892..03c60fb480 100644
--- a/modules/websocket/remote_debugger_peer_websocket.h
+++ b/modules/websocket/remote_debugger_peer_websocket.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_client.cpp b/modules/websocket/websocket_client.cpp
index 8feaa9af5a..eb0252e6d1 100644
--- a/modules/websocket/websocket_client.cpp
+++ b/modules/websocket/websocket_client.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_client.h b/modules/websocket/websocket_client.h
index 2966dc480b..78b77b89cd 100644
--- a/modules/websocket/websocket_client.h
+++ b/modules/websocket/websocket_client.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_macros.h b/modules/websocket/websocket_macros.h
index cf4545b435..d04909c97d 100644
--- a/modules/websocket/websocket_macros.h
+++ b/modules/websocket/websocket_macros.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_multiplayer_peer.cpp b/modules/websocket/websocket_multiplayer_peer.cpp
index fa2fe891a5..f94642475c 100644
--- a/modules/websocket/websocket_multiplayer_peer.cpp
+++ b/modules/websocket/websocket_multiplayer_peer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_multiplayer_peer.h b/modules/websocket/websocket_multiplayer_peer.h
index 54daae23a6..e593163b7c 100644
--- a/modules/websocket/websocket_multiplayer_peer.h
+++ b/modules/websocket/websocket_multiplayer_peer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_peer.cpp b/modules/websocket/websocket_peer.cpp
index 30a5972330..e77fdcfed2 100644
--- a/modules/websocket/websocket_peer.cpp
+++ b/modules/websocket/websocket_peer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_peer.h b/modules/websocket/websocket_peer.h
index 729fdfd340..2ba83637f9 100644
--- a/modules/websocket/websocket_peer.h
+++ b/modules/websocket/websocket_peer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_server.cpp b/modules/websocket/websocket_server.cpp
index b20b925dec..f57e8d959c 100644
--- a/modules/websocket/websocket_server.cpp
+++ b/modules/websocket/websocket_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/websocket_server.h b/modules/websocket/websocket_server.h
index 34ae52a1ee..3fbd5e3b95 100644
--- a/modules/websocket/websocket_server.h
+++ b/modules/websocket/websocket_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/wsl_client.cpp b/modules/websocket/wsl_client.cpp
index a2b81438df..3e2f48e9b3 100644
--- a/modules/websocket/wsl_client.cpp
+++ b/modules/websocket/wsl_client.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/wsl_client.h b/modules/websocket/wsl_client.h
index 0141ea93ea..8712b57f2c 100644
--- a/modules/websocket/wsl_client.h
+++ b/modules/websocket/wsl_client.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/wsl_peer.cpp b/modules/websocket/wsl_peer.cpp
index bf1ba43f8a..9d016e1139 100644
--- a/modules/websocket/wsl_peer.cpp
+++ b/modules/websocket/wsl_peer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/wsl_peer.h b/modules/websocket/wsl_peer.h
index 35ac18615a..01efa4b21e 100644
--- a/modules/websocket/wsl_peer.h
+++ b/modules/websocket/wsl_peer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/wsl_server.cpp b/modules/websocket/wsl_server.cpp
index 9a05967e4e..9df076bf3f 100644
--- a/modules/websocket/wsl_server.cpp
+++ b/modules/websocket/wsl_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/websocket/wsl_server.h b/modules/websocket/wsl_server.h
index f86de02797..8b2d4d3a04 100644
--- a/modules/websocket/wsl_server.h
+++ b/modules/websocket/wsl_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/webxr/SCsub b/modules/webxr/SCsub
new file mode 100644
index 0000000000..0a96af0811
--- /dev/null
+++ b/modules/webxr/SCsub
@@ -0,0 +1,11 @@
+#!/usr/bin/env python
+
+Import("env")
+Import("env_modules")
+
+if env["platform"] == "javascript":
+ env.AddJSLibraries(["native/library_godot_webxr.js"])
+ env.AddJSExterns(["native/webxr.externs.js"])
+
+env_webxr = env_modules.Clone()
+env_webxr.add_source_files(env.modules_sources, "*.cpp")
diff --git a/modules/webxr/config.py b/modules/webxr/config.py
new file mode 100644
index 0000000000..9efebed4e6
--- /dev/null
+++ b/modules/webxr/config.py
@@ -0,0 +1,14 @@
+def can_build(env, platform):
+ return True
+
+
+def configure(env):
+ pass
+
+
+def get_doc_classes():
+ return ["WebXRInterface"]
+
+
+def get_doc_path():
+ return "doc_classes"
diff --git a/modules/webxr/doc_classes/WebXRInterface.xml b/modules/webxr/doc_classes/WebXRInterface.xml
new file mode 100644
index 0000000000..bddffd910e
--- /dev/null
+++ b/modules/webxr/doc_classes/WebXRInterface.xml
@@ -0,0 +1,253 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="WebXRInterface" inherits="XRInterface" version="4.0">
+ <brief_description>
+ AR/VR interface using WebXR.
+ </brief_description>
+ <description>
+ WebXR is an open standard that allows creating VR and AR applications that run in the web browser.
+ As such, this interface is only available when running in an HTML5 export.
+ WebXR supports a wide range of devices, from the very capable (like Valve Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like Google Cardboard, Oculus Go, GearVR, or plain smartphones).
+ Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that [WebXRInterface] is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes [WebXRInterface] quite a bit more complicated to intialize than other AR/VR interfaces.
+ Here's the minimum code required to start an immersive VR session:
+ [codeblock]
+ var webxr_interface
+ var vr_supported = false
+
+ func _ready():
+ # We assume this node has a canvas layer with a button on it as a child.
+ # This button is for the user to consent to entering immersive VR mode.
+ $CanvasLayer/Button.connect("pressed", self, "_on_Button_pressed")
+
+ webxr_interface = XRServer.find_interface("WebXR")
+ if webxr_interface:
+ # WebXR uses a lot of asynchronous callbacks, so we connect to various
+ # signals in order to receive them.
+ webxr_interface.connect("session_supported", self, "_webxr_session_supported")
+ webxr_interface.connect("session_started", self, "_webxr_session_started")
+ webxr_interface.connect("session_ended", self, "_webxr_session_ended")
+ webxr_interface.connect("session_failed", self, "_webxr_session_failed")
+
+ # This returns immediately - our _webxr_session_supported() method
+ # (which we connected to the "session_supported" signal above) will
+ # be called sometime later to let us know if it's supported or not.
+ webxr_interface.is_session_supported("immersive-vr")
+
+ func _webxr_session_supported(session_mode, supported):
+ if session_mode == 'immersive-vr':
+ vr_supported = supported
+
+ func _on_Button_pressed():
+ if not vr_supported:
+ OS.alert("Your browser doesn't support VR")
+ return
+
+ # We want an immersive VR session, as opposed to AR ('immersive-ar') or a
+ # simple 3DoF viewer ('viewer').
+ webxr_interface.session_mode = 'immersive-vr'
+ # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting
+ # experience (it puts you 1.6m above the ground if you have 3DoF headset),
+ # whereas as 'local' puts you down at the XROrigin.
+ # This list means it'll first try to request 'bounded-floor', then
+ # fallback on 'local-floor' and ultimately 'local', if nothing else is
+ # supported.
+ webxr_interface.requested_reference_space_types = 'bounded-floor, local-floor, local'
+ # In order to use 'local-floor' or 'bounded-floor' we must also
+ # mark the features as required or optional.
+ webxr_interface.required_features = 'local-floor'
+ webxr_interface.optional_features = 'bounded-floor'
+
+ # This will return false if we're unable to even request the session,
+ # however, it can still fail asynchronously later in the process, so we
+ # only know if it's really succeeded or failed when our
+ # _webxr_session_started() or _webxr_session_failed() methods are called.
+ if not webxr_interface.initialize():
+ OS.alert("Failed to initialize")
+ return
+
+ func _webxr_session_started():
+ # This tells Godot to start rendering to the headset.
+ get_viewport().xr = true
+ # This will be the reference space type you ultimately got, out of the
+ # types that you requested above. This is useful if you want the game to
+ # work a little differently in 'bounded-floor' versus 'local-floor'.
+ print ("Reference space type: " + webxr_interface.reference_space_type)
+
+ func _webxr_session_ended():
+ # If the user exits immersive mode, then we tell Godot to render to the web
+ # page again.
+ get_viewport().xr = false
+
+ func _webxr_session_failed(message):
+ OS.alert("Failed to initialize: " + message)
+ [/codeblock]
+ There are several ways to handle "controller" input:
+ - Using [XRController3D] nodes and their [signal XRController3D.button_pressed] and [signal XRController3D.button_released] signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
+ - Using [method Node._unhandled_input] and [InputEventJoypadButton] or [InputEventJoypadMotion]. This works the same as normal joypads, except the [member InputEvent.device] starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by [url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].
+ - Using the [signal select], [signal squeeze] and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The [code]controller_id[/code] passed to these signals is the same id as used in [member XRController3D.controller_id].
+ You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interations with more advanced devices.
+ </description>
+ <tutorials>
+ <link title="How to make a VR game for WebXR with Godot">https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot</link>
+ </tutorials>
+ <methods>
+ <method name="get_controller" qualifiers="const">
+ <return type="XRPositionalTracker">
+ </return>
+ <argument index="0" name="controller_id" type="int">
+ </argument>
+ <description>
+ Gets an [XRPositionalTracker] for the given [code]controller_id[/code].
+ In the context of WebXR, a "controller" can be an advanced VR controller like the Oculus Touch or Index controllers, or even a tap on the screen, a spoken voice command or a button press on the device itself. When a non-traditional controller is used, interpret the position and orientation of the [XRPositionalTracker] as a ray pointing at the object the user wishes to interact with.
+ Use this method to get information about the controller that triggered one of these signals:
+ - [signal selectstart]
+ - [signal select]
+ - [signal selectend]
+ - [signal squeezestart]
+ - [signal squeeze]
+ - [signal squeezestart]
+ </description>
+ </method>
+ <method name="is_session_supported">
+ <return type="void">
+ </return>
+ <argument index="0" name="session_mode" type="String">
+ </argument>
+ <description>
+ Checks if the given [code]session_mode[/code] is supported by the user's browser.
+ Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]"immersive-vr"[/code], [code]"immersive-ar"[/code], and [code]"inline"[/code].
+ This method returns nothing, instead it emits the [signal session_supported] signal with the result.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="bounds_geometry" type="PackedVector3Array" setter="" getter="get_bounds_geometry">
+ The vertices of a polygon which defines the boundaries of the user's play area.
+ This will only be available if [member reference_space_type] is [code]"bounded-floor"[/code] and only on certain browsers and devices that support it.
+ The [signal reference_space_reset] signal may indicate when this changes.
+ </member>
+ <member name="optional_features" type="String" setter="set_optional_features" getter="get_optional_features">
+ A comma-seperated list of optional features used by [method XRInterface.initialize] when setting up the WebXR session.
+ If a user's browser or device doesn't support one of the given features, initialization will continue, but you won't be able to use the requested feature.
+ This doesn't have any effect on the interface when already initialized.
+ Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
+ </member>
+ <member name="reference_space_type" type="String" setter="" getter="get_reference_space_type">
+ The reference space type (from the list of requested types set in the [member requested_reference_space_types] property), that was ultimately used by [method XRInterface.initialize] when setting up the WebXR session.
+ Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
+ </member>
+ <member name="requested_reference_space_types" type="String" setter="set_requested_reference_space_types" getter="get_requested_reference_space_types">
+ A comma-seperated list of reference space types used by [method XRInterface.initialize] when setting up the WebXR session.
+ The reference space types are requested in order, and the first on supported by the users device or browser will be used. The [member reference_space_type] property contains the reference space type that was ultimately used.
+ This doesn't have any effect on the interface when already initialized.
+ Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
+ </member>
+ <member name="required_features" type="String" setter="set_required_features" getter="get_required_features">
+ A comma-seperated list of required features used by [method XRInterface.initialize] when setting up the WebXR session.
+ If a user's browser or device doesn't support one of the given features, initialization will fail and [signal session_failed] will be emitted.
+ This doesn't have any effect on the interface when already initialized.
+ Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to use a particular reference space type, it must be listed in either [member required_features] or [member optional_features].
+ </member>
+ <member name="session_mode" type="String" setter="set_session_mode" getter="get_session_mode">
+ The session mode used by [method XRInterface.initialize] when setting up the WebXR session.
+ This doesn't have any effect on the interface when already initialized.
+ Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]"immersive-vr"[/code], [code]"immersive-ar"[/code], and [code]"inline"[/code].
+ </member>
+ <member name="visibility_state" type="String" setter="" getter="get_visibility_state">
+ Indicates if the WebXR session's imagery is visible to the user.
+ Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/API/XRVisibilityState]WebXR's XRVisibilityState[/url], including [code]"hidden"[/code], [code]"visible"[/code], and [code]"visible-blurred"[/code].
+ </member>
+ </members>
+ <signals>
+ <signal name="reference_space_reset">
+ <description>
+ Emitted to indicate that the reference space has been reset or reconfigured.
+ When (or whether) this is emitted depends on the user's browser or device, but may include when the user has changed the dimensions of their play space (which you may be able to access via [member bounds_geometry]) or pressed/held a button to recenter their position.
+ See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/reset_event]WebXR's XRReferenceSpace reset event[/url] for more information.
+ </description>
+ </signal>
+ <signal name="select">
+ <argument index="0" name="controller_id" type="int">
+ </argument>
+ <description>
+ Emitted after one of the "controllers" has finished its "primary action".
+ Use [method get_controller] to get more information about the controller.
+ </description>
+ </signal>
+ <signal name="selectend">
+ <argument index="0" name="controller_id" type="int">
+ </argument>
+ <description>
+ Emitted when one of the "controllers" has finished its "primary action".
+ Use [method get_controller] to get more information about the controller.
+ </description>
+ </signal>
+ <signal name="selectstart">
+ <argument index="0" name="controller_id" type="int">
+ </argument>
+ <description>
+ Emitted when one of the "controllers" has started its "primary action".
+ Use [method get_controller] to get more information about the controller.
+ </description>
+ </signal>
+ <signal name="session_ended">
+ <description>
+ Emitted when the user ends the WebXR session (which can be done using UI from the browser or device).
+ At this point, you should do [code]get_viewport().xr = false[/code] to instruct Godot to resume rendering to the screen.
+ </description>
+ </signal>
+ <signal name="session_failed">
+ <argument index="0" name="message" type="String">
+ </argument>
+ <description>
+ Emitted by [method XRInterface.initialize] if the session fails to start.
+ [code]message[/code] may optionally contain an error message from WebXR, or an empty string if no message is available.
+ </description>
+ </signal>
+ <signal name="session_started">
+ <description>
+ Emitted by [method XRInterface.initialize] if the session is successfully started.
+ At this point, it's safe to do [code]get_viewport().xr = true[/code] to instruct Godot to start rendering to the AR/VR device.
+ </description>
+ </signal>
+ <signal name="session_supported">
+ <argument index="0" name="session_mode" type="String">
+ </argument>
+ <argument index="1" name="supported" type="bool">
+ </argument>
+ <description>
+ Emitted by [method is_session_supported] to indicate if the given [code]session_mode[/code] is supported or not.
+ </description>
+ </signal>
+ <signal name="squeeze">
+ <argument index="0" name="controller_id" type="int">
+ </argument>
+ <description>
+ Emitted after one of the "controllers" has finished its "primary squeeze action".
+ Use [method get_controller] to get more information about the controller.
+ </description>
+ </signal>
+ <signal name="squeezeend">
+ <argument index="0" name="controller_id" type="int">
+ </argument>
+ <description>
+ Emitted when one of the "controllers" has finished its "primary squeeze action".
+ Use [method get_controller] to get more information about the controller.
+ </description>
+ </signal>
+ <signal name="squeezestart">
+ <argument index="0" name="controller_id" type="int">
+ </argument>
+ <description>
+ Emitted when one of the "controllers" has started its "primary squeeze action".
+ Use [method get_controller] to get more information about the controller.
+ </description>
+ </signal>
+ <signal name="visibility_state_changed">
+ <description>
+ Emitted when [member visibility_state] has changed.
+ </description>
+ </signal>
+ </signals>
+ <constants>
+ </constants>
+</class>
diff --git a/modules/webxr/godot_webxr.h b/modules/webxr/godot_webxr.h
new file mode 100644
index 0000000000..5e50ffde28
--- /dev/null
+++ b/modules/webxr/godot_webxr.h
@@ -0,0 +1,84 @@
+/*************************************************************************/
+/* godot_webxr.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef GODOT_WEBXR_H
+#define GODOT_WEBXR_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "stddef.h"
+
+typedef void (*GodotWebXRSupportedCallback)(char *p_session_mode, int p_supported);
+typedef void (*GodotWebXRStartedCallback)(char *p_reference_space_type);
+typedef void (*GodotWebXREndedCallback)();
+typedef void (*GodotWebXRFailedCallback)(char *p_message);
+typedef void (*GodotWebXRControllerCallback)();
+typedef void (*GodotWebXRInputEventCallback)(char *p_signal_name, int p_controller_id);
+typedef void (*GodotWebXRSimpleEventCallback)(char *p_signal_name);
+
+extern int godot_webxr_is_supported();
+extern void godot_webxr_is_session_supported(const char *p_session_mode, GodotWebXRSupportedCallback p_callback);
+
+extern void godot_webxr_initialize(
+ const char *p_session_mode,
+ const char *p_required_features,
+ const char *p_optional_features,
+ const char *p_requested_reference_space_types,
+ GodotWebXRStartedCallback p_on_session_started,
+ GodotWebXREndedCallback p_on_session_ended,
+ GodotWebXRFailedCallback p_on_session_failed,
+ GodotWebXRControllerCallback p_on_controller_changed,
+ GodotWebXRInputEventCallback p_on_input_event,
+ GodotWebXRSimpleEventCallback p_on_simple_event);
+extern void godot_webxr_uninitialize();
+
+extern int *godot_webxr_get_render_targetsize();
+extern float *godot_webxr_get_transform_for_eye(int p_eye);
+extern float *godot_webxr_get_projection_for_eye(int p_eye);
+extern int godot_webxr_get_external_texture_for_eye(int p_eye);
+extern void godot_webxr_commit_for_eye(int p_eye);
+
+extern void godot_webxr_sample_controller_data();
+extern int godot_webxr_get_controller_count();
+extern int godot_webxr_is_controller_connected(int p_controller);
+extern float *godot_webxr_get_controller_transform(int p_controller);
+extern int *godot_webxr_get_controller_buttons(int p_controller);
+extern int *godot_webxr_get_controller_axes(int p_controller);
+
+extern char *godot_webxr_get_visibility_state();
+extern int *godot_webxr_get_bounds_geometry();
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* GODOT_WEBXR_H */
diff --git a/modules/webxr/native/library_godot_webxr.js b/modules/webxr/native/library_godot_webxr.js
new file mode 100644
index 0000000000..447045ed27
--- /dev/null
+++ b/modules/webxr/native/library_godot_webxr.js
@@ -0,0 +1,645 @@
+/*************************************************************************/
+/* library_godot_webxr.js */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+const GodotWebXR = {
+ $GodotWebXR__deps: ['$Browser', '$GL', '$GodotRuntime'],
+ $GodotWebXR: {
+ gl: null,
+
+ texture_ids: [null, null],
+ textures: [null, null],
+
+ session: null,
+ space: null,
+ frame: null,
+ pose: null,
+
+ // Monkey-patch the requestAnimationFrame() used by Emscripten for the main
+ // loop, so that we can swap it out for XRSession.requestAnimationFrame()
+ // when an XR session is started.
+ orig_requestAnimationFrame: null,
+ requestAnimationFrame: (callback) => {
+ if (GodotWebXR.session && GodotWebXR.space) {
+ const onFrame = function (time, frame) {
+ GodotWebXR.frame = frame;
+ GodotWebXR.pose = frame.getViewerPose(GodotWebXR.space);
+ callback(time);
+ GodotWebXR.frame = null;
+ GodotWebXR.pose = null;
+ };
+ GodotWebXR.session.requestAnimationFrame(onFrame);
+ } else {
+ GodotWebXR.orig_requestAnimationFrame(callback);
+ }
+ },
+ monkeyPatchRequestAnimationFrame: (enable) => {
+ if (GodotWebXR.orig_requestAnimationFrame === null) {
+ GodotWebXR.orig_requestAnimationFrame = Browser.requestAnimationFrame;
+ }
+ Browser.requestAnimationFrame = enable
+ ? GodotWebXR.requestAnimationFrame : GodotWebXR.orig_requestAnimationFrame;
+ },
+ pauseResumeMainLoop: () => {
+ // Once both GodotWebXR.session and GodotWebXR.space are set or
+ // unset, our monkey-patched requestAnimationFrame() should be
+ // enabled or disabled. When using the WebXR API Emulator, this
+ // gets picked up automatically, however, in the Oculus Browser
+ // on the Quest, we need to pause and resume the main loop.
+ Browser.pauseAsyncCallbacks();
+ Browser.mainLoop.pause();
+ window.setTimeout(function () {
+ Browser.resumeAsyncCallbacks();
+ Browser.mainLoop.resume();
+ }, 0);
+ },
+
+ // Some custom WebGL code for blitting our eye textures to the
+ // framebuffer we get from WebXR.
+ shaderProgram: null,
+ programInfo: null,
+ buffer: null,
+ // Vertex shader source.
+ vsSource: `
+ const vec2 scale = vec2(0.5, 0.5);
+ attribute vec4 aVertexPosition;
+
+ varying highp vec2 vTextureCoord;
+
+ void main () {
+ gl_Position = aVertexPosition;
+ vTextureCoord = aVertexPosition.xy * scale + scale;
+ }
+ `,
+ // Fragment shader source.
+ fsSource: `
+ varying highp vec2 vTextureCoord;
+
+ uniform sampler2D uSampler;
+
+ void main() {
+ gl_FragColor = texture2D(uSampler, vTextureCoord);
+ }
+ `,
+
+ initShaderProgram: (gl, vsSource, fsSource) => {
+ const vertexShader = GodotWebXR.loadShader(gl, gl.VERTEX_SHADER, vsSource);
+ const fragmentShader = GodotWebXR.loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
+
+ const shaderProgram = gl.createProgram();
+ gl.attachShader(shaderProgram, vertexShader);
+ gl.attachShader(shaderProgram, fragmentShader);
+ gl.linkProgram(shaderProgram);
+
+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
+ GodotRuntime.error(`Unable to initialize the shader program: ${gl.getProgramInfoLog(shaderProgram)}`);
+ return null;
+ }
+
+ return shaderProgram;
+ },
+ loadShader: (gl, type, source) => {
+ const shader = gl.createShader(type);
+ gl.shaderSource(shader, source);
+ gl.compileShader(shader);
+
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
+ GodotRuntime.error(`An error occurred compiling the shader: ${gl.getShaderInfoLog(shader)}`);
+ gl.deleteShader(shader);
+ return null;
+ }
+
+ return shader;
+ },
+ initBuffer: (gl) => {
+ const positionBuffer = gl.createBuffer();
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
+ const positions = [
+ -1.0, -1.0,
+ 1.0, -1.0,
+ -1.0, 1.0,
+ 1.0, 1.0,
+ ];
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
+ return positionBuffer;
+ },
+ blitTexture: (gl, texture) => {
+ if (GodotWebXR.shaderProgram === null) {
+ GodotWebXR.shaderProgram = GodotWebXR.initShaderProgram(gl, GodotWebXR.vsSource, GodotWebXR.fsSource);
+ GodotWebXR.programInfo = {
+ program: GodotWebXR.shaderProgram,
+ attribLocations: {
+ vertexPosition: gl.getAttribLocation(GodotWebXR.shaderProgram, 'aVertexPosition'),
+ },
+ uniformLocations: {
+ uSampler: gl.getUniformLocation(GodotWebXR.shaderProgram, 'uSampler'),
+ },
+ };
+ GodotWebXR.buffer = GodotWebXR.initBuffer(gl);
+ }
+
+ const orig_program = gl.getParameter(gl.CURRENT_PROGRAM);
+ gl.useProgram(GodotWebXR.shaderProgram);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, GodotWebXR.buffer);
+ gl.vertexAttribPointer(GodotWebXR.programInfo.attribLocations.vertexPosition, 2, gl.FLOAT, false, 0, 0);
+ gl.enableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
+
+ gl.activeTexture(gl.TEXTURE0);
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.uniform1i(GodotWebXR.programInfo.uniformLocations.uSampler, 0);
+
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
+
+ // Restore state.
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ gl.disableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
+ gl.useProgram(orig_program);
+ },
+
+ // Holds the controllers list between function calls.
+ controllers: [],
+
+ // Updates controllers array, where the left hand (or sole tracker) is
+ // the first element, and the right hand is the second element, and any
+ // others placed at the 3rd position and up.
+ sampleControllers: () => {
+ if (!GodotWebXR.session || !GodotWebXR.frame) {
+ return;
+ }
+
+ let other_index = 2;
+ const controllers = [];
+ GodotWebXR.session.inputSources.forEach((input_source) => {
+ if (input_source.targetRayMode === 'tracked-pointer') {
+ if (input_source.handedness === 'right') {
+ controllers[1] = input_source;
+ } else if (input_source.handedness === 'left' || !controllers[0]) {
+ controllers[0] = input_source;
+ }
+ } else {
+ controllers[other_index++] = input_source;
+ }
+ });
+ GodotWebXR.controllers = controllers;
+ },
+
+ getControllerId: (input_source) => GodotWebXR.controllers.indexOf(input_source),
+ },
+
+ godot_webxr_is_supported__proxy: 'sync',
+ godot_webxr_is_supported__sig: 'i',
+ godot_webxr_is_supported: function () {
+ return !!navigator.xr;
+ },
+
+ godot_webxr_is_session_supported__proxy: 'sync',
+ godot_webxr_is_session_supported__sig: 'vii',
+ godot_webxr_is_session_supported: function (p_session_mode, p_callback) {
+ const session_mode = GodotRuntime.parseString(p_session_mode);
+ const cb = GodotRuntime.get_func(p_callback);
+ if (navigator.xr) {
+ navigator.xr.isSessionSupported(session_mode).then(function (supported) {
+ const c_str = GodotRuntime.allocString(session_mode);
+ cb(c_str, supported ? 1 : 0);
+ GodotRuntime.free(c_str);
+ });
+ } else {
+ const c_str = GodotRuntime.allocString(session_mode);
+ cb(c_str, 0);
+ GodotRuntime.free(c_str);
+ }
+ },
+
+ godot_webxr_initialize__deps: ['emscripten_webgl_get_current_context'],
+ godot_webxr_initialize__proxy: 'sync',
+ godot_webxr_initialize__sig: 'viiiiiiiiii',
+ godot_webxr_initialize: function (p_session_mode, p_required_features, p_optional_features, p_requested_reference_spaces, p_on_session_started, p_on_session_ended, p_on_session_failed, p_on_controller_changed, p_on_input_event, p_on_simple_event) {
+ GodotWebXR.monkeyPatchRequestAnimationFrame(true);
+
+ const session_mode = GodotRuntime.parseString(p_session_mode);
+ const required_features = GodotRuntime.parseString(p_required_features).split(',').map((s) => s.trim()).filter((s) => s !== '');
+ const optional_features = GodotRuntime.parseString(p_optional_features).split(',').map((s) => s.trim()).filter((s) => s !== '');
+ const requested_reference_space_types = GodotRuntime.parseString(p_requested_reference_spaces).split(',').map((s) => s.trim());
+ const onstarted = GodotRuntime.get_func(p_on_session_started);
+ const onended = GodotRuntime.get_func(p_on_session_ended);
+ const onfailed = GodotRuntime.get_func(p_on_session_failed);
+ const oncontroller = GodotRuntime.get_func(p_on_controller_changed);
+ const oninputevent = GodotRuntime.get_func(p_on_input_event);
+ const onsimpleevent = GodotRuntime.get_func(p_on_simple_event);
+
+ const session_init = {};
+ if (required_features.length > 0) {
+ session_init['requiredFeatures'] = required_features;
+ }
+ if (optional_features.length > 0) {
+ session_init['optionalFeatures'] = optional_features;
+ }
+
+ navigator.xr.requestSession(session_mode, session_init).then(function (session) {
+ GodotWebXR.session = session;
+
+ session.addEventListener('end', function (evt) {
+ onended();
+ });
+
+ session.addEventListener('inputsourceschange', function (evt) {
+ let controller_changed = false;
+ [evt.added, evt.removed].forEach((lst) => {
+ lst.forEach((input_source) => {
+ if (input_source.targetRayMode === 'tracked-pointer') {
+ controller_changed = true;
+ }
+ });
+ });
+ if (controller_changed) {
+ oncontroller();
+ }
+ });
+
+ ['selectstart', 'select', 'selectend', 'squeezestart', 'squeeze', 'squeezeend'].forEach((input_event) => {
+ session.addEventListener(input_event, function (evt) {
+ const c_str = GodotRuntime.allocString(input_event);
+ oninputevent(c_str, GodotWebXR.getControllerId(evt.inputSource));
+ GodotRuntime.free(c_str);
+ });
+ });
+
+ session.addEventListener('visibilitychange', function (evt) {
+ const c_str = GodotRuntime.allocString('visibility_state_changed');
+ onsimpleevent(c_str);
+ GodotRuntime.free(c_str);
+ });
+
+ const gl_context_handle = _emscripten_webgl_get_current_context(); // eslint-disable-line no-undef
+ const gl = GL.getContext(gl_context_handle).GLctx;
+ GodotWebXR.gl = gl;
+
+ gl.makeXRCompatible().then(function () {
+ session.updateRenderState({
+ baseLayer: new XRWebGLLayer(session, gl),
+ });
+
+ function onReferenceSpaceSuccess(reference_space, reference_space_type) {
+ GodotWebXR.space = reference_space;
+
+ // Using reference_space.addEventListener() crashes when
+ // using the polyfill with the WebXR Emulator extension,
+ // so we set the event property instead.
+ reference_space.onreset = function (evt) {
+ const c_str = GodotRuntime.allocString('reference_space_reset');
+ onsimpleevent(c_str);
+ GodotRuntime.free(c_str);
+ };
+
+ // Now that both GodotWebXR.session and GodotWebXR.space are
+ // set, we need to pause and resume the main loop for the XR
+ // main loop to kick in.
+ GodotWebXR.pauseResumeMainLoop();
+
+ // Call in setTimeout() so that errors in the onstarted()
+ // callback don't bubble up here and cause Godot to try the
+ // next reference space.
+ window.setTimeout(function () {
+ const c_str = GodotRuntime.allocString(reference_space_type);
+ onstarted(c_str);
+ GodotRuntime.free(c_str);
+ }, 0);
+ }
+
+ function requestReferenceSpace() {
+ const reference_space_type = requested_reference_space_types.shift();
+ session.requestReferenceSpace(reference_space_type)
+ .then((refSpace) => {
+ onReferenceSpaceSuccess(refSpace, reference_space_type);
+ })
+ .catch(() => {
+ if (requested_reference_space_types.length === 0) {
+ const c_str = GodotRuntime.allocString('Unable to get any of the requested reference space types');
+ onfailed(c_str);
+ GodotRuntime.free(c_str);
+ } else {
+ requestReferenceSpace();
+ }
+ });
+ }
+
+ requestReferenceSpace();
+ }).catch(function (error) {
+ const c_str = GodotRuntime.allocString(`Unable to make WebGL context compatible with WebXR: ${error}`);
+ onfailed(c_str);
+ GodotRuntime.free(c_str);
+ });
+ }).catch(function (error) {
+ const c_str = GodotRuntime.allocString(`Unable to start session: ${error}`);
+ onfailed(c_str);
+ GodotRuntime.free(c_str);
+ });
+ },
+
+ godot_webxr_uninitialize__proxy: 'sync',
+ godot_webxr_uninitialize__sig: 'v',
+ godot_webxr_uninitialize: function () {
+ if (GodotWebXR.session) {
+ GodotWebXR.session.end()
+ // Prevent exception when session has already ended.
+ .catch((e) => { });
+ }
+
+ // Clean-up the textures we allocated for each view.
+ const gl = GodotWebXR.gl;
+ for (let i = 0; i < GodotWebXR.textures.length; i++) {
+ const texture = GodotWebXR.textures[i];
+ if (texture !== null) {
+ gl.deleteTexture(texture);
+ }
+ GodotWebXR.textures[i] = null;
+ GodotWebXR.texture_ids[i] = null;
+ }
+
+ GodotWebXR.session = null;
+ GodotWebXR.space = null;
+ GodotWebXR.frame = null;
+ GodotWebXR.pose = null;
+
+ // Disable the monkey-patched window.requestAnimationFrame() and
+ // pause/restart the main loop to activate it on all platforms.
+ GodotWebXR.monkeyPatchRequestAnimationFrame(false);
+ GodotWebXR.pauseResumeMainLoop();
+ },
+
+ godot_webxr_get_render_targetsize__proxy: 'sync',
+ godot_webxr_get_render_targetsize__sig: 'i',
+ godot_webxr_get_render_targetsize: function () {
+ if (!GodotWebXR.session || !GodotWebXR.pose) {
+ return 0;
+ }
+
+ const glLayer = GodotWebXR.session.renderState.baseLayer;
+ const view = GodotWebXR.pose.views[0];
+ const viewport = glLayer.getViewport(view);
+
+ const buf = GodotRuntime.malloc(2 * 4);
+ GodotRuntime.setHeapValue(buf + 0, viewport.width, 'i32');
+ GodotRuntime.setHeapValue(buf + 4, viewport.height, 'i32');
+ return buf;
+ },
+
+ godot_webxr_get_transform_for_eye__proxy: 'sync',
+ godot_webxr_get_transform_for_eye__sig: 'ii',
+ godot_webxr_get_transform_for_eye: function (p_eye) {
+ if (!GodotWebXR.session || !GodotWebXR.pose) {
+ return 0;
+ }
+
+ const views = GodotWebXR.pose.views;
+ let matrix;
+ if (p_eye === 0) {
+ matrix = GodotWebXR.pose.transform.matrix;
+ } else {
+ matrix = views[p_eye - 1].transform.matrix;
+ }
+ const buf = GodotRuntime.malloc(16 * 4);
+ for (let i = 0; i < 16; i++) {
+ GodotRuntime.setHeapValue(buf + (i * 4), matrix[i], 'float');
+ }
+ return buf;
+ },
+
+ godot_webxr_get_projection_for_eye__proxy: 'sync',
+ godot_webxr_get_projection_for_eye__sig: 'ii',
+ godot_webxr_get_projection_for_eye: function (p_eye) {
+ if (!GodotWebXR.session || !GodotWebXR.pose) {
+ return 0;
+ }
+
+ const view_index = (p_eye === 2 /* ARVRInterface::EYE_RIGHT */) ? 1 : 0;
+ const matrix = GodotWebXR.pose.views[view_index].projectionMatrix;
+ const buf = GodotRuntime.malloc(16 * 4);
+ for (let i = 0; i < 16; i++) {
+ GodotRuntime.setHeapValue(buf + (i * 4), matrix[i], 'float');
+ }
+ return buf;
+ },
+
+ godot_webxr_get_external_texture_for_eye__proxy: 'sync',
+ godot_webxr_get_external_texture_for_eye__sig: 'ii',
+ godot_webxr_get_external_texture_for_eye: function (p_eye) {
+ if (!GodotWebXR.session || !GodotWebXR.pose) {
+ return 0;
+ }
+
+ const view_index = (p_eye === 2 /* ARVRInterface::EYE_RIGHT */) ? 1 : 0;
+ if (GodotWebXR.texture_ids[view_index]) {
+ return GodotWebXR.texture_ids[view_index];
+ }
+
+ const glLayer = GodotWebXR.session.renderState.baseLayer;
+ const view = GodotWebXR.pose.views[view_index];
+ const viewport = glLayer.getViewport(view);
+ const gl = GodotWebXR.gl;
+
+ const texture = gl.createTexture();
+ gl.bindTexture(gl.TEXTURE_2D, texture);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, viewport.width, viewport.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
+ gl.bindTexture(gl.TEXTURE_2D, null);
+
+ const texture_id = GL.getNewId(GL.textures);
+ GL.textures[texture_id] = texture;
+ GodotWebXR.textures[view_index] = texture;
+ GodotWebXR.texture_ids[view_index] = texture_id;
+ return texture_id;
+ },
+
+ godot_webxr_commit_for_eye__proxy: 'sync',
+ godot_webxr_commit_for_eye__sig: 'vi',
+ godot_webxr_commit_for_eye: function (p_eye) {
+ if (!GodotWebXR.session || !GodotWebXR.pose) {
+ return;
+ }
+
+ const view_index = (p_eye === 2 /* ARVRInterface::EYE_RIGHT */) ? 1 : 0;
+ const glLayer = GodotWebXR.session.renderState.baseLayer;
+ const view = GodotWebXR.pose.views[view_index];
+ const viewport = glLayer.getViewport(view);
+ const gl = GodotWebXR.gl;
+
+ const orig_framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
+ const orig_viewport = gl.getParameter(gl.VIEWPORT);
+
+ // Bind to WebXR's framebuffer.
+ gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
+ gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
+
+ GodotWebXR.blitTexture(gl, GodotWebXR.textures[view_index]);
+
+ // Restore state.
+ gl.bindFramebuffer(gl.FRAMEBUFFER, orig_framebuffer);
+ gl.viewport(orig_viewport[0], orig_viewport[1], orig_viewport[2], orig_viewport[3]);
+ },
+
+ godot_webxr_sample_controller_data__proxy: 'sync',
+ godot_webxr_sample_controller_data__sig: 'v',
+ godot_webxr_sample_controller_data: function () {
+ GodotWebXR.sampleControllers();
+ },
+
+ godot_webxr_get_controller_count__proxy: 'sync',
+ godot_webxr_get_controller_count__sig: 'i',
+ godot_webxr_get_controller_count: function () {
+ if (!GodotWebXR.session || !GodotWebXR.frame) {
+ return 0;
+ }
+ return GodotWebXR.controllers.length;
+ },
+
+ godot_webxr_is_controller_connected__proxy: 'sync',
+ godot_webxr_is_controller_connected__sig: 'ii',
+ godot_webxr_is_controller_connected: function (p_controller) {
+ if (!GodotWebXR.session || !GodotWebXR.frame) {
+ return false;
+ }
+ return !!GodotWebXR.controllers[p_controller];
+ },
+
+ godot_webxr_get_controller_transform__proxy: 'sync',
+ godot_webxr_get_controller_transform__sig: 'ii',
+ godot_webxr_get_controller_transform: function (p_controller) {
+ if (!GodotWebXR.session || !GodotWebXR.frame) {
+ return 0;
+ }
+
+ const controller = GodotWebXR.controllers[p_controller];
+ if (!controller) {
+ return 0;
+ }
+
+ const frame = GodotWebXR.frame;
+ const space = GodotWebXR.space;
+
+ const pose = frame.getPose(controller.targetRaySpace, space);
+ if (!pose) {
+ // This can mean that the controller lost tracking.
+ return 0;
+ }
+ const matrix = pose.transform.matrix;
+
+ const buf = GodotRuntime.malloc(16 * 4);
+ for (let i = 0; i < 16; i++) {
+ GodotRuntime.setHeapValue(buf + (i * 4), matrix[i], 'float');
+ }
+ return buf;
+ },
+
+ godot_webxr_get_controller_buttons__proxy: 'sync',
+ godot_webxr_get_controller_buttons__sig: 'ii',
+ godot_webxr_get_controller_buttons: function (p_controller) {
+ if (GodotWebXR.controllers.length === 0) {
+ return 0;
+ }
+
+ const controller = GodotWebXR.controllers[p_controller];
+ if (!controller || !controller.gamepad) {
+ return 0;
+ }
+
+ const button_count = controller.gamepad.buttons.length;
+
+ const buf = GodotRuntime.malloc((button_count + 1) * 4);
+ GodotRuntime.setHeapValue(buf, button_count, 'i32');
+ for (let i = 0; i < button_count; i++) {
+ GodotRuntime.setHeapValue(buf + 4 + (i * 4), controller.gamepad.buttons[i].value, 'float');
+ }
+ return buf;
+ },
+
+ godot_webxr_get_controller_axes__proxy: 'sync',
+ godot_webxr_get_controller_axes__sig: 'ii',
+ godot_webxr_get_controller_axes: function (p_controller) {
+ if (GodotWebXR.controllers.length === 0) {
+ return 0;
+ }
+
+ const controller = GodotWebXR.controllers[p_controller];
+ if (!controller || !controller.gamepad) {
+ return 0;
+ }
+
+ const axes_count = controller.gamepad.axes.length;
+
+ const buf = GodotRuntime.malloc((axes_count + 1) * 4);
+ GodotRuntime.setHeapValue(buf, axes_count, 'i32');
+ for (let i = 0; i < axes_count; i++) {
+ GodotRuntime.setHeapValue(buf + 4 + (i * 4), controller.gamepad.axes[i], 'float');
+ }
+ return buf;
+ },
+
+ godot_webxr_get_visibility_state__proxy: 'sync',
+ godot_webxr_get_visibility_state__sig: 'i',
+ godot_webxr_get_visibility_state: function () {
+ if (!GodotWebXR.session || !GodotWebXR.session.visibilityState) {
+ return 0;
+ }
+
+ return GodotRuntime.allocString(GodotWebXR.session.visibilityState);
+ },
+
+ godot_webxr_get_bounds_geometry__proxy: 'sync',
+ godot_webxr_get_bounds_geometry__sig: 'i',
+ godot_webxr_get_bounds_geometry: function () {
+ if (!GodotWebXR.space || !GodotWebXR.space.boundsGeometry) {
+ return 0;
+ }
+
+ const point_count = GodotWebXR.space.boundsGeometry.length;
+ if (point_count === 0) {
+ return 0;
+ }
+
+ const buf = GodotRuntime.malloc(((point_count * 3) + 1) * 4);
+ GodotRuntime.setHeapValue(buf, point_count, 'i32');
+ for (let i = 0; i < point_count; i++) {
+ const point = GodotWebXR.space.boundsGeometry[i];
+ GodotRuntime.setHeapValue(buf + ((i * 3) + 1) * 4, point.x, 'float');
+ GodotRuntime.setHeapValue(buf + ((i * 3) + 2) * 4, point.y, 'float');
+ GodotRuntime.setHeapValue(buf + ((i * 3) + 3) * 4, point.z, 'float');
+ }
+
+ return buf;
+ },
+};
+
+autoAddDeps(GodotWebXR, '$GodotWebXR');
+mergeInto(LibraryManager.library, GodotWebXR);
diff --git a/modules/webxr/native/webxr.externs.js b/modules/webxr/native/webxr.externs.js
new file mode 100644
index 0000000000..03dc05bc83
--- /dev/null
+++ b/modules/webxr/native/webxr.externs.js
@@ -0,0 +1,499 @@
+/**
+ * @type {XR}
+ */
+Navigator.prototype.xr;
+
+/**
+ * @constructor
+ */
+function XRSessionInit() {};
+
+/**
+ * @type {Array<string>}
+ */
+XRSessionInit.prototype.requiredFeatures;
+
+/**
+ * @type {Array<string>}
+ */
+XRSessionInit.prototype.optionalFeatures;
+
+/**
+ * @constructor
+ */
+function XR() {}
+
+/**
+ * @type {?function (Event)}
+ */
+XR.prototype.ondevicechanged;
+
+/**
+ * @param {string} mode
+ *
+ * @return {!Promise<boolean>}
+ */
+XR.prototype.isSessionSupported = function(mode) {}
+
+/**
+ * @param {string} mode
+ * @param {XRSessionInit} options
+ *
+ * @return {!Promise<XRSession>}
+ */
+XR.prototype.requestSession = function(mode, options) {}
+
+/**
+ * @constructor
+ */
+function XRSession() {}
+
+/**
+ * @type {XRRenderState}
+ */
+XRSession.prototype.renderState;
+
+/**
+ * @type {Array<XRInputSource>}
+ */
+XRSession.prototype.inputSources;
+
+/**
+ * @type {string}
+ */
+XRSession.prototype.visibilityState;
+
+/**
+ * @type {?function (Event)}
+ */
+XRSession.prototype.onend;
+
+/**
+ * @type {?function (XRInputSourcesChangeEvent)}
+ */
+XRSession.prototype.oninputsourceschange;
+
+/**
+ * @type {?function (XRInputSourceEvent)}
+ */
+XRSession.prototype.onselectstart;
+
+/**
+ * @type {?function (XRInputSourceEvent)}
+ */
+XRSession.prototype.onselect;
+
+/**
+ * @type {?function (XRInputSourceEvent)}
+ */
+XRSession.prototype.onselectend;
+
+/**
+ * @type {?function (XRInputSourceEvent)}
+ */
+XRSession.prototype.onsqueezestart;
+
+/**
+ * @type {?function (XRInputSourceEvent)}
+ */
+XRSession.prototype.onsqueeze;
+
+/**
+ * @type {?function (XRInputSourceEvent)}
+ */
+XRSession.prototype.onsqueezeend;
+
+/**
+ * @type {?function (Event)}
+ */
+XRSession.prototype.onvisibilitychange;
+
+/**
+ * @param {XRRenderStateInit} state
+ * @return {void}
+ */
+XRSession.prototype.updateRenderState = function (state) {};
+
+/**
+ * @param {XRFrameRequestCallback} callback
+ * @return {number}
+ */
+XRSession.prototype.requestAnimationFrame = function (callback) {};
+
+/**
+ * @param {number} handle
+ * @return {void}
+ */
+XRSession.prototype.cancelAnimationFrame = function (handle) {};
+
+/**
+ * @return {Promise<void>}
+ */
+XRSession.prototype.end = function () {};
+
+/**
+ * @param {string} referenceSpaceType
+ * @return {Promise<XRReferenceSpace>}
+ */
+XRSession.prototype.requestReferenceSpace = function (referenceSpaceType) {};
+
+/**
+ * @typedef {function(number, XRFrame): undefined}
+ */
+var XRFrameRequestCallback;
+
+/**
+ * @constructor
+ */
+function XRRenderStateInit() {}
+
+/**
+ * @type {number}
+ */
+XRRenderStateInit.prototype.depthNear;
+
+/**
+ * @type {number}
+ */
+XRRenderStateInit.prototype.depthFar;
+
+/**
+ * @type {number}
+ */
+XRRenderStateInit.prototype.inlineVerticalFieldOfView;
+
+/**
+ * @type {?XRWebGLLayer}
+ */
+XRRenderStateInit.prototype.baseLayer;
+
+/**
+ * @constructor
+ */
+function XRRenderState() {};
+
+/**
+ * @type {number}
+ */
+XRRenderState.prototype.depthNear;
+
+/**
+ * @type {number}
+ */
+XRRenderState.prototype.depthFar;
+
+/**
+ * @type {?number}
+ */
+XRRenderState.prototype.inlineVerticalFieldOfView;
+
+/**
+ * @type {?XRWebGLLayer}
+ */
+XRRenderState.prototype.baseLayer;
+
+/**
+ * @constructor
+ */
+function XRFrame() {}
+
+/**
+ * @type {XRSession}
+ */
+XRFrame.prototype.session;
+
+/**
+ * @param {XRReferenceSpace} referenceSpace
+ * @return {?XRViewerPose}
+ */
+XRFrame.prototype.getViewerPose = function (referenceSpace) {};
+
+/**
+ *
+ * @param {XRSpace} space
+ * @param {XRSpace} baseSpace
+ * @return {XRPose}
+ */
+XRFrame.prototype.getPose = function (space, baseSpace) {};
+
+/**
+ * @constructor
+ */
+function XRReferenceSpace() {};
+
+/**
+ * @type {Array<DOMPointReadOnly>}
+ */
+XRReferenceSpace.prototype.boundsGeometry;
+
+/**
+ * @param {XRRigidTransform} originOffset
+ * @return {XRReferenceSpace}
+ */
+XRReferenceSpace.prototype.getOffsetReferenceSpace = function(originOffset) {};
+
+/**
+ * @type {?function (Event)}
+ */
+XRReferenceSpace.prototype.onreset;
+
+/**
+ * @constructor
+ */
+function XRRigidTransform() {};
+
+/**
+ * @type {DOMPointReadOnly}
+ */
+XRRigidTransform.prototype.position;
+
+/**
+ * @type {DOMPointReadOnly}
+ */
+XRRigidTransform.prototype.orientation;
+
+/**
+ * @type {Float32Array}
+ */
+XRRigidTransform.prototype.matrix;
+
+/**
+ * @type {XRRigidTransform}
+ */
+XRRigidTransform.prototype.inverse;
+
+/**
+ * @constructor
+ */
+function XRView() {}
+
+/**
+ * @type {string}
+ */
+XRView.prototype.eye;
+
+/**
+ * @type {Float32Array}
+ */
+XRView.prototype.projectionMatrix;
+
+/**
+ * @type {XRRigidTransform}
+ */
+XRView.prototype.transform;
+
+/**
+ * @constructor
+ */
+function XRViewerPose() {}
+
+/**
+ * @type {Array<XRView>}
+ */
+XRViewerPose.prototype.views;
+
+/**
+ * @constructor
+ */
+function XRViewport() {}
+
+/**
+ * @type {number}
+ */
+XRViewport.prototype.x;
+
+/**
+ * @type {number}
+ */
+XRViewport.prototype.y;
+
+/**
+ * @type {number}
+ */
+XRViewport.prototype.width;
+
+/**
+ * @type {number}
+ */
+XRViewport.prototype.height;
+
+/**
+ * @constructor
+ */
+function XRWebGLLayerInit() {};
+
+/**
+ * @type {boolean}
+ */
+XRWebGLLayerInit.prototype.antialias;
+
+/**
+ * @type {boolean}
+ */
+XRWebGLLayerInit.prototype.depth;
+
+/**
+ * @type {boolean}
+ */
+XRWebGLLayerInit.prototype.stencil;
+
+/**
+ * @type {boolean}
+ */
+XRWebGLLayerInit.prototype.alpha;
+
+/**
+ * @type {boolean}
+ */
+XRWebGLLayerInit.prototype.ignoreDepthValues;
+
+/**
+ * @type {boolean}
+ */
+XRWebGLLayerInit.prototype.ignoreDepthValues;
+
+/**
+ * @type {number}
+ */
+XRWebGLLayerInit.prototype.framebufferScaleFactor;
+
+/**
+ * @constructor
+ *
+ * @param {XRSession} session
+ * @param {WebGLRenderContext|WebGL2RenderingContext} ctx
+ * @param {?XRWebGLLayerInit} options
+ */
+function XRWebGLLayer(session, ctx, options) {}
+
+/**
+ * @type {boolean}
+ */
+XRWebGLLayer.prototype.antialias;
+
+/**
+ * @type {boolean}
+ */
+XRWebGLLayer.prototype.ignoreDepthValues;
+
+/**
+ * @type {number}
+ */
+XRWebGLLayer.prototype.framebufferWidth;
+
+/**
+ * @type {number}
+ */
+XRWebGLLayer.prototype.framebufferHeight;
+
+/**
+ * @type {WebGLFramebuffer}
+ */
+XRWebGLLayer.prototype.framebuffer;
+
+/**
+ * @param {XRView} view
+ * @return {?XRViewport}
+ */
+XRWebGLLayer.prototype.getViewport = function(view) {};
+
+/**
+ * @param {XRSession} session
+ * @return {number}
+ */
+XRWebGLLayer.prototype.getNativeFramebufferScaleFactor = function (session) {};
+
+/**
+ * @constructor
+ */
+function WebGLRenderingContextBase() {};
+
+/**
+ * @return {Promise<void>}
+ */
+WebGLRenderingContextBase.prototype.makeXRCompatible = function () {};
+
+/**
+ * @constructor
+ */
+function XRInputSourcesChangeEvent() {};
+
+/**
+ * @type {Array<XRInputSource>}
+ */
+XRInputSourcesChangeEvent.prototype.added;
+
+/**
+ * @type {Array<XRInputSource>}
+ */
+XRInputSourcesChangeEvent.prototype.removed;
+
+/**
+ * @constructor
+ */
+function XRInputSourceEvent() {};
+
+/**
+ * @type {XRFrame}
+ */
+XRInputSourceEvent.prototype.frame;
+
+/**
+ * @type {XRInputSource}
+ */
+XRInputSourceEvent.prototype.inputSource;
+
+/**
+ * @constructor
+ */
+function XRInputSource() {};
+
+/**
+ * @type {Gamepad}
+ */
+XRInputSource.prototype.gamepad;
+
+/**
+ * @type {XRSpace}
+ */
+XRInputSource.prototype.gripSpace;
+
+/**
+ * @type {string}
+ */
+XRInputSource.prototype.handedness;
+
+/**
+ * @type {string}
+ */
+XRInputSource.prototype.profiles;
+
+/**
+ * @type {string}
+ */
+XRInputSource.prototype.targetRayMode;
+
+/**
+ * @type {XRSpace}
+ */
+XRInputSource.prototype.targetRaySpace;
+
+/**
+ * @constructor
+ */
+function XRSpace() {};
+
+/**
+ * @constructor
+ */
+function XRPose() {};
+
+/**
+ * @type {XRRigidTransform}
+ */
+XRPose.prototype.transform;
+
+/**
+ * @type {boolean}
+ */
+XRPose.prototype.emulatedPosition;
diff --git a/modules/webxr/register_types.cpp b/modules/webxr/register_types.cpp
new file mode 100644
index 0000000000..8baf7e05b8
--- /dev/null
+++ b/modules/webxr/register_types.cpp
@@ -0,0 +1,47 @@
+/*************************************************************************/
+/* register_types.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "register_types.h"
+
+#include "webxr_interface.h"
+#include "webxr_interface_js.h"
+
+void register_webxr_types() {
+ ClassDB::register_virtual_class<WebXRInterface>();
+
+#ifdef JAVASCRIPT_ENABLED
+ Ref<WebXRInterfaceJS> webxr;
+ webxr.instance();
+ XRServer::get_singleton()->add_interface(webxr);
+#endif
+}
+
+void unregister_webxr_types() {
+}
diff --git a/modules/webxr/register_types.h b/modules/webxr/register_types.h
new file mode 100644
index 0000000000..f0c5a4bd79
--- /dev/null
+++ b/modules/webxr/register_types.h
@@ -0,0 +1,37 @@
+/*************************************************************************/
+/* register_types.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef WEBXR_REGISTER_TYPES_H
+#define WEBXR_REGISTER_TYPES_H
+
+void register_webxr_types();
+void unregister_webxr_types();
+
+#endif // WEBXR_REGISTER_TYPES_H
diff --git a/modules/webxr/webxr_interface.cpp b/modules/webxr/webxr_interface.cpp
new file mode 100644
index 0000000000..3e8e75bf0e
--- /dev/null
+++ b/modules/webxr/webxr_interface.cpp
@@ -0,0 +1,71 @@
+/*************************************************************************/
+/* webxr_interface.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "webxr_interface.h"
+#include <stdlib.h>
+
+void WebXRInterface::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("is_session_supported", "session_mode"), &WebXRInterface::is_session_supported);
+ ClassDB::bind_method(D_METHOD("set_session_mode", "session_mode"), &WebXRInterface::set_session_mode);
+ ClassDB::bind_method(D_METHOD("get_session_mode"), &WebXRInterface::get_session_mode);
+ ClassDB::bind_method(D_METHOD("set_required_features", "required_features"), &WebXRInterface::set_required_features);
+ ClassDB::bind_method(D_METHOD("get_required_features"), &WebXRInterface::get_required_features);
+ ClassDB::bind_method(D_METHOD("set_optional_features", "optional_features"), &WebXRInterface::set_optional_features);
+ ClassDB::bind_method(D_METHOD("get_optional_features"), &WebXRInterface::get_optional_features);
+ ClassDB::bind_method(D_METHOD("get_reference_space_type"), &WebXRInterface::get_reference_space_type);
+ ClassDB::bind_method(D_METHOD("set_requested_reference_space_types", "requested_reference_space_types"), &WebXRInterface::set_requested_reference_space_types);
+ ClassDB::bind_method(D_METHOD("get_requested_reference_space_types"), &WebXRInterface::get_requested_reference_space_types);
+ ClassDB::bind_method(D_METHOD("get_controller", "controller_id"), &WebXRInterface::get_controller);
+ ClassDB::bind_method(D_METHOD("get_visibility_state"), &WebXRInterface::get_visibility_state);
+ ClassDB::bind_method(D_METHOD("get_bounds_geometry"), &WebXRInterface::get_bounds_geometry);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "session_mode", PROPERTY_HINT_NONE), "set_session_mode", "get_session_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "required_features", PROPERTY_HINT_NONE), "set_required_features", "get_required_features");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "optional_features", PROPERTY_HINT_NONE), "set_optional_features", "get_optional_features");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "requested_reference_space_types", PROPERTY_HINT_NONE), "set_requested_reference_space_types", "get_requested_reference_space_types");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "reference_space_type", PROPERTY_HINT_NONE), "", "get_reference_space_type");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "visibility_state", PROPERTY_HINT_NONE), "", "get_visibility_state");
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "bounds_geometry", PROPERTY_HINT_NONE), "", "get_bounds_geometry");
+
+ ADD_SIGNAL(MethodInfo("session_supported", PropertyInfo(Variant::STRING, "session_mode"), PropertyInfo(Variant::BOOL, "supported")));
+ ADD_SIGNAL(MethodInfo("session_started"));
+ ADD_SIGNAL(MethodInfo("session_ended"));
+ ADD_SIGNAL(MethodInfo("session_failed", PropertyInfo(Variant::STRING, "message")));
+
+ ADD_SIGNAL(MethodInfo("selectstart", PropertyInfo(Variant::INT, "controller_id")));
+ ADD_SIGNAL(MethodInfo("select", PropertyInfo(Variant::INT, "controller_id")));
+ ADD_SIGNAL(MethodInfo("selectend", PropertyInfo(Variant::INT, "controller_id")));
+ ADD_SIGNAL(MethodInfo("squeezestart", PropertyInfo(Variant::INT, "controller_id")));
+ ADD_SIGNAL(MethodInfo("squeeze", PropertyInfo(Variant::INT, "controller_id")));
+ ADD_SIGNAL(MethodInfo("squeezeend", PropertyInfo(Variant::INT, "controller_id")));
+
+ ADD_SIGNAL(MethodInfo("visibility_state_changed"));
+ ADD_SIGNAL(MethodInfo("reference_space_reset"));
+}
diff --git a/modules/webxr/webxr_interface.h b/modules/webxr/webxr_interface.h
new file mode 100644
index 0000000000..c5b2dc8d73
--- /dev/null
+++ b/modules/webxr/webxr_interface.h
@@ -0,0 +1,65 @@
+/*************************************************************************/
+/* webxr_interface.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef WEBXR_INTERFACE_H
+#define WEBXR_INTERFACE_H
+
+#include "servers/xr/xr_interface.h"
+#include "servers/xr/xr_positional_tracker.h"
+
+/**
+ @author David Snopek <david.snopek@snopekgames.com>
+
+ The WebXR interface is a VR/AR interface that can be used on the web.
+*/
+
+class WebXRInterface : public XRInterface {
+ GDCLASS(WebXRInterface, XRInterface);
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual void is_session_supported(const String &p_session_mode) = 0;
+ virtual void set_session_mode(String p_session_mode) = 0;
+ virtual String get_session_mode() const = 0;
+ virtual void set_required_features(String p_required_features) = 0;
+ virtual String get_required_features() const = 0;
+ virtual void set_optional_features(String p_optional_features) = 0;
+ virtual String get_optional_features() const = 0;
+ virtual void set_requested_reference_space_types(String p_requested_reference_space_types) = 0;
+ virtual String get_requested_reference_space_types() const = 0;
+ virtual String get_reference_space_type() const = 0;
+ virtual XRPositionalTracker *get_controller(int p_controller_id) const = 0;
+ virtual String get_visibility_state() const = 0;
+ virtual PackedVector3Array get_bounds_geometry() const = 0;
+};
+
+#endif // WEBXR_INTERFACE_H
diff --git a/modules/webxr/webxr_interface_js.cpp b/modules/webxr/webxr_interface_js.cpp
new file mode 100644
index 0000000000..72dc4790ac
--- /dev/null
+++ b/modules/webxr/webxr_interface_js.cpp
@@ -0,0 +1,451 @@
+/*************************************************************************/
+/* webxr_interface_js.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifdef JAVASCRIPT_ENABLED
+
+#include "webxr_interface_js.h"
+#include "core/input/input.h"
+#include "core/os/os.h"
+#include "emscripten.h"
+#include "godot_webxr.h"
+#include <stdlib.h>
+
+void _emwebxr_on_session_supported(char *p_session_mode, int p_supported) {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ Ref<XRInterface> interface = xr_server->find_interface("WebXR");
+ ERR_FAIL_COND(interface.is_null());
+
+ String session_mode = String(p_session_mode);
+ interface->emit_signal("session_supported", session_mode, p_supported ? true : false);
+}
+
+void _emwebxr_on_session_started(char *p_reference_space_type) {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ Ref<XRInterface> interface = xr_server->find_interface("WebXR");
+ ERR_FAIL_COND(interface.is_null());
+
+ String reference_space_type = String(p_reference_space_type);
+ ((WebXRInterfaceJS *)interface.ptr())->_set_reference_space_type(reference_space_type);
+ interface->emit_signal("session_started");
+}
+
+void _emwebxr_on_session_ended() {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ Ref<XRInterface> interface = xr_server->find_interface("WebXR");
+ ERR_FAIL_COND(interface.is_null());
+
+ interface->uninitialize();
+ interface->emit_signal("session_ended");
+}
+
+void _emwebxr_on_session_failed(char *p_message) {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ Ref<XRInterface> interface = xr_server->find_interface("WebXR");
+ ERR_FAIL_COND(interface.is_null());
+
+ String message = String(p_message);
+ interface->emit_signal("session_failed", message);
+}
+
+void _emwebxr_on_controller_changed() {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ Ref<XRInterface> interface = xr_server->find_interface("WebXR");
+ ERR_FAIL_COND(interface.is_null());
+
+ ((WebXRInterfaceJS *)interface.ptr())->_on_controller_changed();
+}
+
+extern "C" EMSCRIPTEN_KEEPALIVE void _emwebxr_on_input_event(char *p_signal_name, int p_input_source) {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ Ref<XRInterface> interface = xr_server->find_interface("WebXR");
+ ERR_FAIL_COND(interface.is_null());
+
+ StringName signal_name = StringName(p_signal_name);
+ interface->emit_signal(signal_name, p_input_source + 1);
+}
+
+extern "C" EMSCRIPTEN_KEEPALIVE void _emwebxr_on_simple_event(char *p_signal_name) {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ Ref<XRInterface> interface = xr_server->find_interface("WebXR");
+ ERR_FAIL_COND(interface.is_null());
+
+ StringName signal_name = StringName(p_signal_name);
+ interface->emit_signal(signal_name);
+}
+
+void WebXRInterfaceJS::is_session_supported(const String &p_session_mode) {
+ godot_webxr_is_session_supported(p_session_mode.utf8().get_data(), &_emwebxr_on_session_supported);
+}
+
+void WebXRInterfaceJS::set_session_mode(String p_session_mode) {
+ session_mode = p_session_mode;
+}
+
+String WebXRInterfaceJS::get_session_mode() const {
+ return session_mode;
+}
+
+void WebXRInterfaceJS::set_required_features(String p_required_features) {
+ required_features = p_required_features;
+}
+
+String WebXRInterfaceJS::get_required_features() const {
+ return required_features;
+}
+
+void WebXRInterfaceJS::set_optional_features(String p_optional_features) {
+ optional_features = p_optional_features;
+}
+
+String WebXRInterfaceJS::get_optional_features() const {
+ return optional_features;
+}
+
+void WebXRInterfaceJS::set_requested_reference_space_types(String p_requested_reference_space_types) {
+ requested_reference_space_types = p_requested_reference_space_types;
+}
+
+String WebXRInterfaceJS::get_requested_reference_space_types() const {
+ return requested_reference_space_types;
+}
+
+void WebXRInterfaceJS::_set_reference_space_type(String p_reference_space_type) {
+ reference_space_type = p_reference_space_type;
+}
+
+String WebXRInterfaceJS::get_reference_space_type() const {
+ return reference_space_type;
+}
+
+XRPositionalTracker *WebXRInterfaceJS::get_controller(int p_controller_id) const {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL_V(xr_server, nullptr);
+
+ return xr_server->find_by_type_and_id(XRServer::TRACKER_CONTROLLER, p_controller_id);
+}
+
+String WebXRInterfaceJS::get_visibility_state() const {
+ char *c_str = godot_webxr_get_visibility_state();
+ if (c_str) {
+ String visibility_state = String(c_str);
+ free(c_str);
+
+ return visibility_state;
+ }
+ return String();
+}
+
+PackedVector3Array WebXRInterfaceJS::get_bounds_geometry() const {
+ PackedVector3Array ret;
+
+ int *js_bounds = godot_webxr_get_bounds_geometry();
+ if (js_bounds) {
+ ret.resize(js_bounds[0]);
+ for (int i = 0; i < js_bounds[0]; i++) {
+ float *js_vector3 = ((float *)js_bounds) + (i * 3) + 1;
+ ret.set(i, Vector3(js_vector3[0], js_vector3[1], js_vector3[2]));
+ }
+ free(js_bounds);
+ }
+
+ return ret;
+}
+
+StringName WebXRInterfaceJS::get_name() const {
+ return "WebXR";
+};
+
+int WebXRInterfaceJS::get_capabilities() const {
+ return XRInterface::XR_STEREO;
+};
+
+bool WebXRInterfaceJS::is_stereo() {
+ // @todo WebXR can be mono! So, how do we know? Count the views in the frame?
+ return true;
+};
+
+bool WebXRInterfaceJS::is_initialized() const {
+ return (initialized);
+};
+
+bool WebXRInterfaceJS::initialize() {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL_V(xr_server, false);
+
+ if (!initialized) {
+ if (!godot_webxr_is_supported()) {
+ return false;
+ }
+
+ if (requested_reference_space_types.size() == 0) {
+ return false;
+ }
+
+ // make this our primary interface
+ xr_server->set_primary_interface(this);
+
+ initialized = true;
+
+ godot_webxr_initialize(
+ session_mode.utf8().get_data(),
+ required_features.utf8().get_data(),
+ optional_features.utf8().get_data(),
+ requested_reference_space_types.utf8().get_data(),
+ &_emwebxr_on_session_started,
+ &_emwebxr_on_session_ended,
+ &_emwebxr_on_session_failed,
+ &_emwebxr_on_controller_changed,
+ &_emwebxr_on_input_event,
+ &_emwebxr_on_simple_event);
+ };
+
+ return true;
+};
+
+void WebXRInterfaceJS::uninitialize() {
+ if (initialized) {
+ XRServer *xr_server = XRServer::get_singleton();
+ if (xr_server != NULL) {
+ // no longer our primary interface
+ xr_server->clear_primary_interface_if(this);
+ }
+
+ godot_webxr_uninitialize();
+
+ reference_space_type = "";
+ initialized = false;
+ };
+};
+
+Transform WebXRInterfaceJS::_js_matrix_to_transform(float *p_js_matrix) {
+ Transform transform;
+
+ transform.basis.elements[0].x = p_js_matrix[0];
+ transform.basis.elements[1].x = p_js_matrix[1];
+ transform.basis.elements[2].x = p_js_matrix[2];
+ transform.basis.elements[0].y = p_js_matrix[4];
+ transform.basis.elements[1].y = p_js_matrix[5];
+ transform.basis.elements[2].y = p_js_matrix[6];
+ transform.basis.elements[0].z = p_js_matrix[8];
+ transform.basis.elements[1].z = p_js_matrix[9];
+ transform.basis.elements[2].z = p_js_matrix[10];
+ transform.origin.x = p_js_matrix[12];
+ transform.origin.y = p_js_matrix[13];
+ transform.origin.z = p_js_matrix[14];
+
+ return transform;
+}
+
+Size2 WebXRInterfaceJS::get_render_targetsize() {
+ Size2 target_size;
+
+ int *js_size = godot_webxr_get_render_targetsize();
+ if (!initialized || js_size == nullptr) {
+ // As a default, use half the window size.
+ target_size = DisplayServer::get_singleton()->window_get_size();
+ target_size.width /= 2.0;
+ return target_size;
+ }
+
+ target_size.width = js_size[0];
+ target_size.height = js_size[1];
+
+ free(js_size);
+
+ return target_size;
+};
+
+Transform WebXRInterfaceJS::get_transform_for_eye(XRInterface::Eyes p_eye, const Transform &p_cam_transform) {
+ Transform transform_for_eye;
+
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL_V(xr_server, transform_for_eye);
+
+ float *js_matrix = godot_webxr_get_transform_for_eye(p_eye);
+ if (!initialized || js_matrix == nullptr) {
+ transform_for_eye = p_cam_transform;
+ return transform_for_eye;
+ }
+
+ transform_for_eye = _js_matrix_to_transform(js_matrix);
+ free(js_matrix);
+
+ return p_cam_transform * xr_server->get_reference_frame() * transform_for_eye;
+};
+
+CameraMatrix WebXRInterfaceJS::get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
+ CameraMatrix eye;
+
+ float *js_matrix = godot_webxr_get_projection_for_eye(p_eye);
+ if (!initialized || js_matrix == nullptr) {
+ return eye;
+ }
+
+ int k = 0;
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ eye.matrix[i][j] = js_matrix[k++];
+ }
+ }
+
+ free(js_matrix);
+
+ // Copied from godot_oculus_mobile's ovr_mobile_session.cpp
+ eye.matrix[2][2] = -(p_z_far + p_z_near) / (p_z_far - p_z_near);
+ eye.matrix[3][2] = -(2.0f * p_z_far * p_z_near) / (p_z_far - p_z_near);
+
+ return eye;
+}
+
+unsigned int WebXRInterfaceJS::get_external_texture_for_eye(XRInterface::Eyes p_eye) {
+ if (!initialized) {
+ return 0;
+ }
+ return godot_webxr_get_external_texture_for_eye(p_eye);
+}
+
+void WebXRInterfaceJS::commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) {
+ if (!initialized) {
+ return;
+ }
+ godot_webxr_commit_for_eye(p_eye);
+};
+
+void WebXRInterfaceJS::process() {
+ if (initialized) {
+ godot_webxr_sample_controller_data();
+
+ int controller_count = godot_webxr_get_controller_count();
+ if (controller_count == 0) {
+ return;
+ }
+
+ for (int i = 0; i < controller_count; i++) {
+ _update_tracker(i);
+ }
+ };
+};
+
+void WebXRInterfaceJS::_update_tracker(int p_controller_id) {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ XRPositionalTracker *tracker = xr_server->find_by_type_and_id(XRServer::TRACKER_CONTROLLER, p_controller_id + 1);
+ if (godot_webxr_is_controller_connected(p_controller_id)) {
+ if (tracker == nullptr) {
+ tracker = memnew(XRPositionalTracker);
+ tracker->set_type(XRServer::TRACKER_CONTROLLER);
+ // Controller id's 0 and 1 are always the left and right hands.
+ if (p_controller_id < 2) {
+ tracker->set_name(p_controller_id == 0 ? "Left" : "Right");
+ tracker->set_hand(p_controller_id == 0 ? XRPositionalTracker::TRACKER_LEFT_HAND : XRPositionalTracker::TRACKER_RIGHT_HAND);
+ }
+ // Use the ids we're giving to our "virtual" gamepads.
+ tracker->set_joy_id(p_controller_id + 100);
+ xr_server->add_tracker(tracker);
+ }
+
+ Input *input = Input::get_singleton();
+
+ float *tracker_matrix = godot_webxr_get_controller_transform(p_controller_id);
+ if (tracker_matrix) {
+ Transform transform = _js_matrix_to_transform(tracker_matrix);
+ tracker->set_position(transform.origin);
+ tracker->set_orientation(transform.basis);
+ free(tracker_matrix);
+ }
+
+ int *buttons = godot_webxr_get_controller_buttons(p_controller_id);
+ if (buttons) {
+ for (int i = 0; i < buttons[0]; i++) {
+ input->joy_button(p_controller_id + 100, i, *((float *)buttons + (i + 1)));
+ }
+ free(buttons);
+ }
+
+ int *axes = godot_webxr_get_controller_axes(p_controller_id);
+ if (axes) {
+ for (int i = 0; i < axes[0]; i++) {
+ Input::JoyAxis joy_axis;
+ joy_axis.min = -1;
+ joy_axis.value = *((float *)axes + (i + 1));
+ input->joy_axis(p_controller_id + 100, i, joy_axis);
+ }
+ free(axes);
+ }
+ } else if (tracker) {
+ xr_server->remove_tracker(tracker);
+ }
+}
+
+void WebXRInterfaceJS::_on_controller_changed() {
+ // Register "virtual" gamepads with Godot for the ones we get from WebXR.
+ godot_webxr_sample_controller_data();
+ for (int i = 0; i < 2; i++) {
+ bool controller_connected = godot_webxr_is_controller_connected(i);
+ if (controllers_state[i] != controller_connected) {
+ Input::get_singleton()->joy_connection_changed(i + 100, controller_connected, i == 0 ? "Left" : "Right", "");
+ controllers_state[i] = controller_connected;
+ }
+ }
+}
+
+void WebXRInterfaceJS::notification(int p_what) {
+ // Nothing to do here.
+}
+
+WebXRInterfaceJS::WebXRInterfaceJS() {
+ initialized = false;
+ session_mode = "inline";
+ requested_reference_space_types = "local";
+};
+
+WebXRInterfaceJS::~WebXRInterfaceJS() {
+ // and make sure we cleanup if we haven't already
+ if (initialized) {
+ uninitialize();
+ };
+};
+
+#endif // JAVASCRIPT_ENABLED
diff --git a/modules/webxr/webxr_interface_js.h b/modules/webxr/webxr_interface_js.h
new file mode 100644
index 0000000000..93da9a6d12
--- /dev/null
+++ b/modules/webxr/webxr_interface_js.h
@@ -0,0 +1,103 @@
+/*************************************************************************/
+/* webxr_interface_js.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef WEBXR_INTERFACE_JS_H
+#define WEBXR_INTERFACE_JS_H
+
+#ifdef JAVASCRIPT_ENABLED
+
+#include "webxr_interface.h"
+
+/**
+ @author David Snopek <david.snopek@snopekgames.com>
+
+ The WebXR interface is a VR/AR interface that can be used on the web.
+*/
+
+class WebXRInterfaceJS : public WebXRInterface {
+ GDCLASS(WebXRInterfaceJS, WebXRInterface);
+
+private:
+ bool initialized;
+
+ // @todo Should these really use enums instead of strings?
+ String session_mode;
+ String required_features;
+ String optional_features;
+ String requested_reference_space_types;
+ String reference_space_type;
+
+ bool controllers_state[2];
+
+ Transform _js_matrix_to_transform(float *p_js_matrix);
+ void _update_tracker(int p_controller_id);
+
+public:
+ virtual void is_session_supported(const String &p_session_mode) override;
+ virtual void set_session_mode(String p_session_mode) override;
+ virtual String get_session_mode() const override;
+ virtual void set_required_features(String p_required_features) override;
+ virtual String get_required_features() const override;
+ virtual void set_optional_features(String p_optional_features) override;
+ virtual String get_optional_features() const override;
+ virtual void set_requested_reference_space_types(String p_requested_reference_space_types) override;
+ virtual String get_requested_reference_space_types() const override;
+ void _set_reference_space_type(String p_reference_space_type);
+ virtual String get_reference_space_type() const override;
+ virtual XRPositionalTracker *get_controller(int p_controller_id) const override;
+ virtual String get_visibility_state() const override;
+ virtual PackedVector3Array get_bounds_geometry() const override;
+
+ virtual StringName get_name() const override;
+ virtual int get_capabilities() const override;
+
+ virtual bool is_initialized() const override;
+ virtual bool initialize() override;
+ virtual void uninitialize() override;
+
+ virtual Size2 get_render_targetsize() override;
+ virtual bool is_stereo() override;
+ virtual Transform get_transform_for_eye(XRInterface::Eyes p_eye, const Transform &p_cam_transform) override;
+ virtual CameraMatrix get_projection_for_eye(XRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) override;
+ virtual unsigned int get_external_texture_for_eye(XRInterface::Eyes p_eye) override;
+ virtual void commit_for_eye(XRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) override;
+
+ virtual void process() override;
+ virtual void notification(int p_what) override;
+
+ void _on_controller_changed();
+
+ WebXRInterfaceJS();
+ ~WebXRInterfaceJS();
+};
+
+#endif // JAVASCRIPT_ENABLED
+
+#endif // WEBXR_INTERFACE_JS_H
diff --git a/modules/xatlas_unwrap/register_types.cpp b/modules/xatlas_unwrap/register_types.cpp
index 224038d604..9f6e7efb27 100644
--- a/modules/xatlas_unwrap/register_types.cpp
+++ b/modules/xatlas_unwrap/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/xatlas_unwrap/register_types.h b/modules/xatlas_unwrap/register_types.h
index fe924bab96..2ad729f172 100644
--- a/modules/xatlas_unwrap/register_types.h
+++ b/modules/xatlas_unwrap/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/android_keys_utils.cpp b/platform/android/android_keys_utils.cpp
index b5b4fb9a4b..5aa546c17b 100644
--- a/platform/android/android_keys_utils.cpp
+++ b/platform/android/android_keys_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/android_keys_utils.h b/platform/android/android_keys_utils.h
index 4a34e77324..e0ee2888c0 100644
--- a/platform/android/android_keys_utils.h
+++ b/platform/android/android_keys_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/api/api.cpp b/platform/android/api/api.cpp
index 8b82733d2d..d3c49c6eb7 100644
--- a/platform/android/api/api.cpp
+++ b/platform/android/api/api.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/api/api.h b/platform/android/api/api.h
index 5e951b9c88..fe3a6734ac 100644
--- a/platform/android/api/api.h
+++ b/platform/android/api/api.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/api/java_class_wrapper.h b/platform/android/api/java_class_wrapper.h
index 63d71f5cf1..d6c7a1abe5 100644
--- a/platform/android/api/java_class_wrapper.h
+++ b/platform/android/api/java_class_wrapper.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/api/jni_singleton.h b/platform/android/api/jni_singleton.h
index 7f20c354a0..49c0104e67 100644
--- a/platform/android/api/jni_singleton.h
+++ b/platform/android/api/jni_singleton.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/audio_driver_jandroid.cpp b/platform/android/audio_driver_jandroid.cpp
index 1363c5ac1e..825132ac8c 100644
--- a/platform/android/audio_driver_jandroid.cpp
+++ b/platform/android/audio_driver_jandroid.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/audio_driver_jandroid.h b/platform/android/audio_driver_jandroid.h
index 953ade9311..9007fd2f81 100644
--- a/platform/android/audio_driver_jandroid.h
+++ b/platform/android/audio_driver_jandroid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/audio_driver_opensl.cpp b/platform/android/audio_driver_opensl.cpp
index e96e80e967..a1d8fb4810 100644
--- a/platform/android/audio_driver_opensl.cpp
+++ b/platform/android/audio_driver_opensl.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/audio_driver_opensl.h b/platform/android/audio_driver_opensl.h
index 999cbe4657..e3efaddba2 100644
--- a/platform/android/audio_driver_opensl.h
+++ b/platform/android/audio_driver_opensl.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/dir_access_jandroid.cpp b/platform/android/dir_access_jandroid.cpp
index ac619973d2..78685991a8 100644
--- a/platform/android/dir_access_jandroid.cpp
+++ b/platform/android/dir_access_jandroid.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/dir_access_jandroid.h b/platform/android/dir_access_jandroid.h
index 7d0def137a..fed468d051 100644
--- a/platform/android/dir_access_jandroid.h
+++ b/platform/android/dir_access_jandroid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/display_server_android.cpp b/platform/android/display_server_android.cpp
index 8711a4333c..5f7e5eaa83 100644
--- a/platform/android/display_server_android.cpp
+++ b/platform/android/display_server_android.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/display_server_android.h b/platform/android/display_server_android.h
index f1f1a6a278..b9d1641656 100644
--- a/platform/android/display_server_android.h
+++ b/platform/android/display_server_android.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/export/export.cpp b/platform/android/export/export.cpp
index 41cff4bc74..08ee410a96 100644
--- a/platform/android/export/export.cpp
+++ b/platform/android/export/export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -240,6 +240,9 @@ static const LauncherIcon launcher_adaptive_icon_backgrounds[icon_densities_coun
{ "res/mipmap/icon_background.png", 432 }
};
+static const int EXPORT_FORMAT_APK = 0;
+static const int EXPORT_FORMAT_AAB = 1;
+
class EditorExportPlatformAndroid : public EditorExportPlatform {
GDCLASS(EditorExportPlatformAndroid, EditorExportPlatform);
@@ -299,7 +302,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
}
// Check for devices updates
- String adb = EditorSettings::get_singleton()->get("export/android/adb");
+ String adb = get_adb_path();
if (FileAccess::exists(adb)) {
String devices;
List<String> args;
@@ -422,7 +425,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
}
if (EditorSettings::get_singleton()->get("export/android/shutdown_adb_on_exit")) {
- String adb = EditorSettings::get_singleton()->get("export/android/adb");
+ String adb = get_adb_path();
if (!FileAccess::exists(adb)) {
return; //adb not configured
}
@@ -1613,7 +1616,7 @@ public:
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_template/debug", PROPERTY_HINT_GLOBAL_FILE, "*.apk"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_template/release", PROPERTY_HINT_GLOBAL_FILE, "*.apk"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "custom_template/use_custom_build"), false));
- r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "custom_template/export_format", PROPERTY_HINT_ENUM, "Export APK,Export AAB"), 0));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "custom_template/export_format", PROPERTY_HINT_ENUM, "Export APK,Export AAB"), EXPORT_FORMAT_APK));
Vector<PluginConfig> plugins_configs = get_plugins();
for (int i = 0; i < plugins_configs.size(); i++) {
@@ -1749,7 +1752,7 @@ public:
EditorProgress ep("run", "Running on " + devices[p_device].name, 3);
- String adb = EditorSettings::get_singleton()->get("export/android/adb");
+ String adb = get_adb_path();
// Export_temp APK.
if (ep.step("Exporting APK...", 0)) {
@@ -1772,7 +1775,7 @@ public:
}
// Export to temporary APK before sending to device.
- Error err = export_project(p_preset, true, tmp_export_path, p_debug_flags);
+ Error err = export_project_helper(p_preset, true, tmp_export_path, EXPORT_FORMAT_APK, true, p_debug_flags);
if (err != OK) {
CLEANUP_AND_RETURN(err);
@@ -1896,6 +1899,55 @@ public:
return run_icon;
}
+ static String get_adb_path() {
+ String exe_ext = "";
+ if (OS::get_singleton()->get_name() == "Windows") {
+ exe_ext = ".exe";
+ }
+ String sdk_path = EditorSettings::get_singleton()->get("export/android/android_sdk_path");
+ return sdk_path.plus_file("platform-tools/adb" + exe_ext);
+ }
+
+ static String get_apksigner_path() {
+ String exe_ext = "";
+ if (OS::get_singleton()->get_name() == "Windows") {
+ exe_ext = ".bat";
+ }
+ String apksigner_command_name = "apksigner" + exe_ext;
+ String sdk_path = EditorSettings::get_singleton()->get("export/android/android_sdk_path");
+ String apksigner_path = "";
+
+ Error errn;
+ String build_tools_dir = sdk_path.plus_file("build-tools");
+ DirAccessRef da = DirAccess::open(build_tools_dir, &errn);
+ if (errn != OK) {
+ print_error("Unable to open Android 'build-tools' directory.");
+ return apksigner_path;
+ }
+
+ // There are additional versions directories we need to go through.
+ da->list_dir_begin();
+ String sub_dir = da->get_next();
+ while (!sub_dir.is_empty()) {
+ if (!sub_dir.begins_with(".") && da->current_is_dir()) {
+ // Check if the tool is here.
+ String tool_path = build_tools_dir.plus_file(sub_dir).plus_file(apksigner_command_name);
+ if (FileAccess::exists(tool_path)) {
+ apksigner_path = tool_path;
+ break;
+ }
+ }
+ sub_dir = da->get_next();
+ }
+ da->list_dir_end();
+
+ if (apksigner_path.is_empty()) {
+ EditorNode::get_singleton()->show_warning(TTR("Unable to find the 'apksigner' tool."));
+ }
+
+ return apksigner_path;
+ }
+
virtual bool can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const override {
String err;
bool valid = false;
@@ -1931,25 +1983,16 @@ public:
}
} else {
valid = exists_export_template("android_source.zip", &err);
+
+ if (!FileAccess::exists("res://android/build/build.gradle")) {
+ err += TTR("Android build template not installed in the project. Install it from the Project menu.") + "\n";
+ valid = false;
+ }
}
r_missing_templates = !valid;
// Validate the rest of the configuration.
- String adb = EditorSettings::get_singleton()->get("export/android/adb");
-
- if (!FileAccess::exists(adb)) {
- valid = false;
- err += TTR("ADB executable not configured in the Editor Settings.") + "\n";
- }
-
- String js = EditorSettings::get_singleton()->get("export/android/jarsigner");
-
- if (!FileAccess::exists(js)) {
- valid = false;
- err += TTR("OpenJDK jarsigner not configured in the Editor Settings.") + "\n";
- }
-
String dk = p_preset->get("keystore/debug");
if (!FileAccess::exists(dk)) {
@@ -1967,25 +2010,45 @@ public:
err += TTR("Release keystore incorrectly configured in the export preset.") + "\n";
}
- if (bool(p_preset->get("custom_template/use_custom_build"))) {
- String sdk_path = EditorSettings::get_singleton()->get("export/android/custom_build_sdk_path");
- if (sdk_path == "") {
- err += TTR("Custom build requires a valid Android SDK path in Editor Settings.") + "\n";
+ String sdk_path = EditorSettings::get_singleton()->get("export/android/android_sdk_path");
+ if (sdk_path == "") {
+ err += TTR("A valid Android SDK path is required in Editor Settings.") + "\n";
+ valid = false;
+ } else {
+ Error errn;
+ // Check for the platform-tools directory.
+ DirAccessRef da = DirAccess::open(sdk_path.plus_file("platform-tools"), &errn);
+ if (errn != OK) {
+ err += TTR("Invalid Android SDK path in Editor Settings.");
+ err += TTR("Missing 'platform-tools' directory!");
+ err += "\n";
valid = false;
- } else {
- Error errn;
- // Check for the platform-tools directory.
- DirAccessRef da = DirAccess::open(sdk_path.plus_file("platform-tools"), &errn);
- if (errn != OK) {
- err += TTR("Invalid Android SDK path for custom build in Editor Settings.");
- err += TTR("Missing 'platform-tools' directory!");
- err += "\n";
- valid = false;
- }
}
- if (!FileAccess::exists("res://android/build/build.gradle")) {
- err += TTR("Android build template not installed in the project. Install it from the Project menu.") + "\n";
+ // Validate that adb is available
+ String adb_path = get_adb_path();
+ if (!FileAccess::exists(adb_path)) {
+ err += TTR("Unable to find Android SDK platform-tools' adb command.");
+ err += TTR("Please check in the Android SDK directory specified in Editor Settings.");
+ err += "\n";
+ valid = false;
+ }
+
+ // Check for the build-tools directory.
+ DirAccessRef build_tools_da = DirAccess::open(sdk_path.plus_file("build-tools"), &errn);
+ if (errn != OK) {
+ err += TTR("Invalid Android SDK path in Editor Settings.");
+ err += TTR("Missing 'build-tools' directory!");
+ err += "\n";
+ valid = false;
+ }
+
+ // Validate that apksigner is available
+ String apksigner_path = get_apksigner_path();
+ if (!FileAccess::exists(apksigner_path)) {
+ err += TTR("Unable to find Android SDK build-tools' apksigner command.");
+ err += TTR("Please check in the Android SDK directory specified in Editor Settings.");
+ err += "\n";
valid = false;
}
}
@@ -2050,7 +2113,7 @@ public:
}
}
- if (int(p_preset->get("custom_template/export_format")) == 1 && /*AAB*/
+ if (int(p_preset->get("custom_template/export_format")) == EXPORT_FORMAT_AAB &&
!bool(p_preset->get("custom_template/use_custom_build"))) {
valid = false;
err += TTR("\"Export AAB\" is only valid when \"Use Custom Build\" is enabled.");
@@ -2168,16 +2231,16 @@ public:
}
}
- Error sign_apk(const Ref<EditorExportPreset> &p_preset, bool p_debug, String export_path, EditorProgress ep) {
+ Error sign_apk(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &export_path, EditorProgress &ep) {
int export_format = int(p_preset->get("custom_template/export_format"));
- String export_label = export_format == 1 ? "AAB" : "APK";
+ String export_label = export_format == EXPORT_FORMAT_AAB ? "AAB" : "APK";
String release_keystore = p_preset->get("keystore/release");
String release_username = p_preset->get("keystore/release_user");
String release_password = p_preset->get("keystore/release_password");
- String jarsigner = EditorSettings::get_singleton()->get("export/android/jarsigner");
- if (!FileAccess::exists(jarsigner)) {
- EditorNode::add_io_error("'jarsigner' could not be found.\nPlease supply a path in the Editor Settings.\nThe resulting " + export_label + " is unsigned.");
+ String apksigner = get_apksigner_path();
+ if (!FileAccess::exists(apksigner)) {
+ EditorNode::add_io_error("'apksigner' could not be found.\nPlease check the command is available in the Android SDK build-tools directory.\nThe resulting " + export_label + " is unsigned.");
return OK;
}
@@ -2195,7 +2258,7 @@ public:
user = EditorSettings::get_singleton()->get("export/android/debug_keystore_user");
}
- if (ep.step("Signing debug " + export_label + "...", 103)) {
+ if (ep.step("Signing debug " + export_label + "...", 104)) {
return ERR_SKIP;
}
@@ -2204,7 +2267,7 @@ public:
password = release_password;
user = release_username;
- if (ep.step("Signing release " + export_label + "...", 103)) {
+ if (ep.step("Signing release " + export_label + "...", 104)) {
return ERR_SKIP;
}
}
@@ -2215,43 +2278,34 @@ public:
}
List<String> args;
- args.push_back("-digestalg");
- args.push_back("SHA-256");
- args.push_back("-sigalg");
- args.push_back("SHA256withRSA");
- String tsa_url = EditorSettings::get_singleton()->get("export/android/timestamping_authority_url");
- if (tsa_url != "") {
- args.push_back("-tsa");
- args.push_back(tsa_url);
- }
- args.push_back("-verbose");
- args.push_back("-keystore");
+ args.push_back("sign");
+ args.push_back("--verbose");
+ args.push_back("--ks");
args.push_back(keystore);
- args.push_back("-storepass");
- args.push_back(password);
- args.push_back(export_path);
+ args.push_back("--ks-pass");
+ args.push_back("pass:" + password);
+ args.push_back("--ks-key-alias");
args.push_back(user);
+ args.push_back(export_path);
int retval;
- OS::get_singleton()->execute(jarsigner, args, true, NULL, NULL, &retval);
+ OS::get_singleton()->execute(apksigner, args, true, NULL, NULL, &retval);
if (retval) {
- EditorNode::add_io_error("'jarsigner' returned with error #" + itos(retval));
+ EditorNode::add_io_error("'apksigner' returned with error #" + itos(retval));
return ERR_CANT_CREATE;
}
- if (ep.step("Verifying " + export_label + "...", 104)) {
+ if (ep.step("Verifying " + export_label + "...", 105)) {
return ERR_SKIP;
}
args.clear();
- args.push_back("-verify");
- args.push_back("-keystore");
- args.push_back(keystore);
+ args.push_back("verify");
+ args.push_back("--verbose");
args.push_back(export_path);
- args.push_back("-verbose");
- OS::get_singleton()->execute(jarsigner, args, true, NULL, NULL, &retval);
+ OS::get_singleton()->execute(apksigner, args, true, NULL, NULL, &retval);
if (retval) {
- EditorNode::add_io_error("'jarsigner' verification of " + export_label + " failed. Make sure to use a jarsigner from OpenJDK 8.");
+ EditorNode::add_io_error("'apksigner' verification of " + export_label + " failed.");
return ERR_CANT_CREATE;
}
return OK;
@@ -2267,6 +2321,12 @@ public:
}
virtual Error export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags = 0) override {
+ int export_format = int(p_preset->get("custom_template/export_format"));
+ bool should_sign = p_preset->get("package/signed");
+ return export_project_helper(p_preset, p_debug, p_path, export_format, should_sign, p_flags);
+ }
+
+ Error export_project_helper(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int export_format, bool should_sign, int p_flags) {
ExportNotifier notifier(*this, p_preset, p_debug, p_path, p_flags);
String src_apk;
@@ -2275,9 +2335,7 @@ public:
EditorProgress ep("export", "Exporting for Android", 105, true);
bool use_custom_build = bool(p_preset->get("custom_template/use_custom_build"));
- int export_format = int(p_preset->get("custom_template/export_format"));
bool p_give_internet = p_flags & (DEBUG_FLAG_DUMB_CLIENT | DEBUG_FLAG_REMOTE_DEBUG);
- bool _signed = p_preset->get("package/signed");
bool apk_expansion = p_preset->get("apk_expansion/enable");
Vector<String> enabled_abis = get_enabled_abis(p_preset);
@@ -2295,7 +2353,7 @@ public:
// Write command line flags into the command_line_flags variable.
get_command_line_flags(p_preset, p_path, p_flags, command_line_flags);
- if (export_format == 1) {
+ if (export_format == EXPORT_FORMAT_AAB) {
if (!p_path.ends_with(".aab")) {
EditorNode::get_singleton()->show_warning(TTR("Invalid filename! Android App Bundle requires the *.aab extension."));
return ERR_UNCONFIGURED;
@@ -2305,12 +2363,12 @@ public:
return ERR_UNCONFIGURED;
}
}
- if (export_format == 0 && !p_path.ends_with(".apk")) {
+ if (export_format == EXPORT_FORMAT_APK && !p_path.ends_with(".apk")) {
EditorNode::get_singleton()->show_warning(
TTR("Invalid filename! Android APK requires the *.apk extension."));
return ERR_UNCONFIGURED;
}
- if (export_format > 1 || export_format < 0) {
+ if (export_format > EXPORT_FORMAT_AAB || export_format < EXPORT_FORMAT_APK) {
EditorNode::add_io_error("Unsupported export format!\n");
return ERR_UNCONFIGURED; //TODO: is this the right error?
}
@@ -2330,8 +2388,8 @@ public:
return ERR_UNCONFIGURED;
}
}
- String sdk_path = EDITOR_GET("export/android/custom_build_sdk_path");
- ERR_FAIL_COND_V_MSG(sdk_path == "", ERR_UNCONFIGURED, "Android SDK path must be configured in Editor Settings at 'export/android/custom_build_sdk_path'.");
+ String sdk_path = EDITOR_GET("export/android/android_sdk_path");
+ ERR_FAIL_COND_V_MSG(sdk_path == "", ERR_UNCONFIGURED, "Android SDK path must be configured in Editor Settings at 'export/android/android_sdk_path'.");
// TODO: should we use "package/name" or "application/config/name"?
String project_name = get_project_name(p_preset->get("package/name"));
@@ -2377,7 +2435,7 @@ public:
String version_code = itos(p_preset->get("version/code"));
String version_name = p_preset->get("version/name");
String enabled_abi_string = String("|").join(enabled_abis);
- String sign_flag = _signed ? "true" : "false";
+ String sign_flag = should_sign ? "true" : "false";
String zipalign_flag = "true";
Vector<PluginConfig> enabled_plugins = get_enabled_plugins(p_preset);
@@ -2392,10 +2450,10 @@ public:
}
String build_type = p_debug ? "Debug" : "Release";
- if (export_format == 1) {
+ if (export_format == EXPORT_FORMAT_AAB) {
String bundle_build_command = vformat("bundle%s", build_type);
cmdline.push_back(bundle_build_command);
- } else if (export_format == 0) {
+ } else if (export_format == EXPORT_FORMAT_APK) {
String apk_build_command = vformat("assemble%s", build_type);
cmdline.push_back(apk_build_command);
}
@@ -2409,7 +2467,7 @@ public:
cmdline.push_back("-Pplugins_maven_repos=" + custom_maven_repos); // argument to specify the list of custom maven repos for the plugins dependencies.
cmdline.push_back("-Pperform_zipalign=" + zipalign_flag); // argument to specify whether the build should be zipaligned.
cmdline.push_back("-Pperform_signing=" + sign_flag); // argument to specify whether the build should be signed.
- if (_signed && !p_debug) {
+ if (should_sign && !p_debug) {
// Pass the release keystore info as well
String release_keystore = p_preset->get("keystore/release");
String release_username = p_preset->get("keystore/release_user");
@@ -2434,9 +2492,9 @@ public:
List<String> copy_args;
String copy_command;
- if (export_format == 1) {
+ if (export_format == EXPORT_FORMAT_AAB) {
copy_command = vformat("copyAndRename%sAab", build_type);
- } else if (export_format == 0) {
+ } else if (export_format == EXPORT_FORMAT_APK) {
copy_command = vformat("copyAndRename%sApk", build_type);
}
@@ -2590,7 +2648,7 @@ public:
}
}
- if (file.begins_with("META-INF") && _signed) {
+ if (file.begins_with("META-INF") && should_sign) {
skip = true;
}
@@ -2678,18 +2736,13 @@ public:
CLEANUP_AND_RETURN(err);
}
- if (_signed) {
- err = sign_apk(p_preset, p_debug, tmp_unaligned_path, ep);
- if (err != OK) {
- CLEANUP_AND_RETURN(err);
- }
- }
-
- // Let's zip-align (must be done after signing)
+ // Let's zip-align (must be done before signing)
static const int ZIP_ALIGNMENT = 4;
- if (ep.step("Aligning APK...", 105)) {
+ // If we're not signing the apk, then the next step should be the last.
+ const int next_step = should_sign ? 103 : 105;
+ if (ep.step("Aligning APK...", next_step)) {
CLEANUP_AND_RETURN(ERR_SKIP);
}
@@ -2763,6 +2816,15 @@ public:
zipClose(final_apk, nullptr);
unzClose(tmp_unaligned);
+ if (should_sign) {
+ // Signing must be done last as any additional modifications to the
+ // file will invalidate the signature.
+ err = sign_apk(p_preset, p_debug, p_path, ep);
+ if (err != OK) {
+ CLEANUP_AND_RETURN(err);
+ }
+ }
+
CLEANUP_AND_RETURN(OK);
}
@@ -2802,19 +2864,14 @@ void register_android_exporter() {
exe_ext = "*.exe";
}
- EDITOR_DEF("export/android/adb", "");
- EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/adb", PROPERTY_HINT_GLOBAL_FILE, exe_ext));
- EDITOR_DEF("export/android/jarsigner", "");
- EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/jarsigner", PROPERTY_HINT_GLOBAL_FILE, exe_ext));
+ EDITOR_DEF("export/android/android_sdk_path", "");
+ EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/android_sdk_path", PROPERTY_HINT_GLOBAL_DIR));
EDITOR_DEF("export/android/debug_keystore", "");
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/debug_keystore", PROPERTY_HINT_GLOBAL_FILE, "*.keystore,*.jks"));
EDITOR_DEF("export/android/debug_keystore_user", "androiddebugkey");
EDITOR_DEF("export/android/debug_keystore_pass", "android");
EDITOR_DEF("export/android/force_system_user", false);
- EDITOR_DEF("export/android/custom_build_sdk_path", "");
- EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/custom_build_sdk_path", PROPERTY_HINT_GLOBAL_DIR));
- EDITOR_DEF("export/android/timestamping_authority_url", "");
EDITOR_DEF("export/android/shutdown_adb_on_exit", true);
Ref<EditorExportPlatformAndroid> exporter = Ref<EditorExportPlatformAndroid>(memnew(EditorExportPlatformAndroid));
diff --git a/platform/android/export/export.h b/platform/android/export/export.h
index d11ab9f49e..28e09f41db 100644
--- a/platform/android/export/export.h
+++ b/platform/android/export/export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/export/gradle_export_util.h b/platform/android/export/gradle_export_util.h
index 7e1ff2e026..fc54b65d26 100644
--- a/platform/android/export/gradle_export_util.h
+++ b/platform/android/export/gradle_export_util.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/file_access_android.cpp b/platform/android/file_access_android.cpp
index 0d933fb858..165d5da3ae 100644
--- a/platform/android/file_access_android.cpp
+++ b/platform/android/file_access_android.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/file_access_android.h b/platform/android/file_access_android.h
index 7fc7d8c83d..56010c918a 100644
--- a/platform/android/file_access_android.h
+++ b/platform/android/file_access_android.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/app/src/com/godot/game/GodotApp.java b/platform/android/java/app/src/com/godot/game/GodotApp.java
index 51df70969e..955446b0c2 100644
--- a/platform/android/java/app/src/com/godot/game/GodotApp.java
+++ b/platform/android/java/app/src/com/godot/game/GodotApp.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/Dictionary.java b/platform/android/java/lib/src/org/godotengine/godot/Dictionary.java
index 8b7a9c6c74..0572cf3589 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/Dictionary.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/Dictionary.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java b/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java
index 5aa48d87da..4e67402c63 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/Godot.java b/platform/android/java/lib/src/org/godotengine/godot/Godot.java
index ad1dc53bc0..7d396b402e 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/Godot.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/Godot.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderAlarmReceiver.java b/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderAlarmReceiver.java
index a3dae15980..9784d51182 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderAlarmReceiver.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderAlarmReceiver.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderService.java b/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderService.java
index 434da95bc0..d33faab641 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderService.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotDownloaderService.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java
index 2cd67933ee..b536733201 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotGLRenderView.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotIO.java b/platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
index 894009e30f..c7c7c1b40c 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotInstrumentation.java b/platform/android/java/lib/src/org/godotengine/godot/GodotInstrumentation.java
index 965e616ef3..7f5fd8627c 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotInstrumentation.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotInstrumentation.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java b/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java
index 6ccbe91e60..534a50e9ed 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotLib.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java
index 68b8a16641..2047c88070 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotRenderView.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotRenderer.java b/platform/android/java/lib/src/org/godotengine/godot/GodotRenderer.java
index 64395f7d1e..59bdbf7f8d 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotRenderer.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotRenderer.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java b/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java
index d5e0345a9c..2e59dbc0d0 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/GodotVulkanRenderView.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java
index c95339c583..d1e8ae5ca9 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.java
index fb151fa504..2c39d06832 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotGestureHandler.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java
index b052cd9d92..3368363ce7 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotInputHandler.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java b/platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java
index 4dd1054738..3e0e6a65fd 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/input/GodotTextInputWrapper.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/input/Joystick.java b/platform/android/java/lib/src/org/godotengine/godot/input/Joystick.java
index 1f3fe1e527..82bd45ee3f 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/input/Joystick.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/input/Joystick.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java b/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java
index 93c204935c..a22b80761d 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPlugin.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPluginRegistry.java b/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPluginRegistry.java
index 1c2d1a6563..99811f72ed 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPluginRegistry.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/plugin/GodotPluginRegistry.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/plugin/SignalInfo.java b/platform/android/java/lib/src/org/godotengine/godot/plugin/SignalInfo.java
index f82c4d3fa0..6428422641 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/plugin/SignalInfo.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/plugin/SignalInfo.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/Crypt.java b/platform/android/java/lib/src/org/godotengine/godot/utils/Crypt.java
index acc9c4981b..d6e49bb635 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/utils/Crypt.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/utils/Crypt.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/GLUtils.java b/platform/android/java/lib/src/org/godotengine/godot/utils/GLUtils.java
index 82420eda79..19588f8465 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/utils/GLUtils.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/utils/GLUtils.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/GodotNetUtils.java b/platform/android/java/lib/src/org/godotengine/godot/utils/GodotNetUtils.java
index c89118ad55..721d7c65c6 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/utils/GodotNetUtils.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/utils/GodotNetUtils.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java b/platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java
index 7104baf86e..b0ca96271e 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/utils/PermissionsUtil.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt
index f93cf0fa38..a35f6ec5a7 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt
+++ b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkSurfaceView.kt b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkSurfaceView.kt
index e5c7a39bfb..f0e37d80b8 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkSurfaceView.kt
+++ b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkSurfaceView.kt
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkThread.kt b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkThread.kt
index fb02e3a69f..b967fd5f24 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkThread.kt
+++ b/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkThread.kt
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java b/platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java
index 982e43f9d1..0995477baf 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/xr/XRMode.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrConfigChooser.java b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrConfigChooser.java
index 819bcccdf1..245d573bfc 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrConfigChooser.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrConfigChooser.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrContextFactory.java b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrContextFactory.java
index 2d9b921466..d3aca267ef 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrContextFactory.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrContextFactory.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrWindowSurfaceFactory.java b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrWindowSurfaceFactory.java
index 43c7f0f966..83aa458064 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrWindowSurfaceFactory.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/xr/ovr/OvrWindowSurfaceFactory.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularConfigChooser.java b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularConfigChooser.java
index 54672db282..341427209b 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularConfigChooser.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularConfigChooser.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularContextFactory.java b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularContextFactory.java
index 126f3ad5f5..71610d2d00 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularContextFactory.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularContextFactory.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularFallbackConfigChooser.java b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularFallbackConfigChooser.java
index c83c47bed7..e690c5b695 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularFallbackConfigChooser.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/xr/regular/RegularFallbackConfigChooser.java
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_class_wrapper.cpp b/platform/android/java_class_wrapper.cpp
index 9b44ac4b41..2b5ca530da 100644
--- a/platform/android/java_class_wrapper.cpp
+++ b/platform/android/java_class_wrapper.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_godot_io_wrapper.cpp b/platform/android/java_godot_io_wrapper.cpp
index 8d1db395ab..8f8275826d 100644
--- a/platform/android/java_godot_io_wrapper.cpp
+++ b/platform/android/java_godot_io_wrapper.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_godot_io_wrapper.h b/platform/android/java_godot_io_wrapper.h
index 13270c794b..394e97effa 100644
--- a/platform/android/java_godot_io_wrapper.h
+++ b/platform/android/java_godot_io_wrapper.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_godot_lib_jni.cpp b/platform/android/java_godot_lib_jni.cpp
index 48b8171222..e3a4ce63ef 100644
--- a/platform/android/java_godot_lib_jni.cpp
+++ b/platform/android/java_godot_lib_jni.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_godot_lib_jni.h b/platform/android/java_godot_lib_jni.h
index b499f6dfa1..a3e2933185 100644
--- a/platform/android/java_godot_lib_jni.h
+++ b/platform/android/java_godot_lib_jni.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_godot_view_wrapper.cpp b/platform/android/java_godot_view_wrapper.cpp
index 6655dd9895..cb26c7b8c5 100644
--- a/platform/android/java_godot_view_wrapper.cpp
+++ b/platform/android/java_godot_view_wrapper.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_godot_view_wrapper.h b/platform/android/java_godot_view_wrapper.h
index 4c8f6edad0..548c278292 100644
--- a/platform/android/java_godot_view_wrapper.h
+++ b/platform/android/java_godot_view_wrapper.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_godot_wrapper.cpp b/platform/android/java_godot_wrapper.cpp
index 818e55476e..c4e7f272d3 100644
--- a/platform/android/java_godot_wrapper.cpp
+++ b/platform/android/java_godot_wrapper.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/java_godot_wrapper.h b/platform/android/java_godot_wrapper.h
index c212e107cb..99a60dffa1 100644
--- a/platform/android/java_godot_wrapper.h
+++ b/platform/android/java_godot_wrapper.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/jni_utils.cpp b/platform/android/jni_utils.cpp
index 8e1ae53b78..94652ab7ac 100644
--- a/platform/android/jni_utils.cpp
+++ b/platform/android/jni_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/jni_utils.h b/platform/android/jni_utils.h
index bda056604f..f2b89392b5 100644
--- a/platform/android/jni_utils.h
+++ b/platform/android/jni_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/net_socket_android.cpp b/platform/android/net_socket_android.cpp
index 0341ef3ec6..ba7b3d3775 100644
--- a/platform/android/net_socket_android.cpp
+++ b/platform/android/net_socket_android.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/net_socket_android.h b/platform/android/net_socket_android.h
index 955d906535..cc2a68ac49 100644
--- a/platform/android/net_socket_android.h
+++ b/platform/android/net_socket_android.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/os_android.cpp b/platform/android/os_android.cpp
index 7260bca93a..422814dd50 100644
--- a/platform/android/os_android.cpp
+++ b/platform/android/os_android.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/os_android.h b/platform/android/os_android.h
index d9a07411ad..dd14b69cf9 100644
--- a/platform/android/os_android.h
+++ b/platform/android/os_android.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/platform_config.h b/platform/android/platform_config.h
index c5e896c4e1..601db9951f 100644
--- a/platform/android/platform_config.h
+++ b/platform/android/platform_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/plugin/godot_plugin_config.h b/platform/android/plugin/godot_plugin_config.h
index 26876b640f..611053ccba 100644
--- a/platform/android/plugin/godot_plugin_config.h
+++ b/platform/android/plugin/godot_plugin_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/plugin/godot_plugin_jni.cpp b/platform/android/plugin/godot_plugin_jni.cpp
index b8e5345b85..f602e99e61 100644
--- a/platform/android/plugin/godot_plugin_jni.cpp
+++ b/platform/android/plugin/godot_plugin_jni.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/plugin/godot_plugin_jni.h b/platform/android/plugin/godot_plugin_jni.h
index 80ce332e7c..8a08ec3709 100644
--- a/platform/android/plugin/godot_plugin_jni.h
+++ b/platform/android/plugin/godot_plugin_jni.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/string_android.h b/platform/android/string_android.h
index 0a7dbf475d..25c6f749d4 100644
--- a/platform/android/string_android.h
+++ b/platform/android/string_android.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/thread_jandroid.cpp b/platform/android/thread_jandroid.cpp
index 442e4d781b..cb3527067f 100644
--- a/platform/android/thread_jandroid.cpp
+++ b/platform/android/thread_jandroid.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/thread_jandroid.h b/platform/android/thread_jandroid.h
index 9cfcc64813..c37e2d740e 100644
--- a/platform/android/thread_jandroid.h
+++ b/platform/android/thread_jandroid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/vulkan/vulkan_context_android.cpp b/platform/android/vulkan/vulkan_context_android.cpp
index 56ef99dfc7..1bf85f07f1 100644
--- a/platform/android/vulkan/vulkan_context_android.cpp
+++ b/platform/android/vulkan/vulkan_context_android.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/android/vulkan/vulkan_context_android.h b/platform/android/vulkan/vulkan_context_android.h
index 6bd3cbee36..c608f2d665 100644
--- a/platform/android/vulkan/vulkan_context_android.h
+++ b/platform/android/vulkan/vulkan_context_android.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/app_delegate.h b/platform/iphone/app_delegate.h
index 2f082f1e07..d6a2292dd2 100644
--- a/platform/iphone/app_delegate.h
+++ b/platform/iphone/app_delegate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/app_delegate.mm b/platform/iphone/app_delegate.mm
index c1942e77dd..d10ea5c68c 100644
--- a/platform/iphone/app_delegate.mm
+++ b/platform/iphone/app_delegate.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/device_metrics.h b/platform/iphone/device_metrics.h
index 6d0ff49077..bc8f761dde 100644
--- a/platform/iphone/device_metrics.h
+++ b/platform/iphone/device_metrics.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/device_metrics.m b/platform/iphone/device_metrics.m
index 747872bc49..306ca95d03 100644
--- a/platform/iphone/device_metrics.m
+++ b/platform/iphone/device_metrics.m
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/display_layer.h b/platform/iphone/display_layer.h
index bfde8f96a3..1b8435d959 100644
--- a/platform/iphone/display_layer.h
+++ b/platform/iphone/display_layer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/display_layer.mm b/platform/iphone/display_layer.mm
index 7420a5ebe6..fb57db4518 100644
--- a/platform/iphone/display_layer.mm
+++ b/platform/iphone/display_layer.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/display_server_iphone.h b/platform/iphone/display_server_iphone.h
index 2d77e9adff..31a44723a5 100644
--- a/platform/iphone/display_server_iphone.h
+++ b/platform/iphone/display_server_iphone.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/display_server_iphone.mm b/platform/iphone/display_server_iphone.mm
index e8abf1e3fa..05dc78bb4d 100644
--- a/platform/iphone/display_server_iphone.mm
+++ b/platform/iphone/display_server_iphone.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/export/export.cpp b/platform/iphone/export/export.cpp
index 7cd67bc0ad..3253112bf3 100644
--- a/platform/iphone/export/export.cpp
+++ b/platform/iphone/export/export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/export/export.h b/platform/iphone/export/export.h
index 043d21f533..4a79ca279f 100644
--- a/platform/iphone/export/export.h
+++ b/platform/iphone/export/export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_app_delegate.h b/platform/iphone/godot_app_delegate.h
index ebb21c499b..6335ada50e 100644
--- a/platform/iphone/godot_app_delegate.h
+++ b/platform/iphone/godot_app_delegate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_app_delegate.m b/platform/iphone/godot_app_delegate.m
index a5aad26bd5..7b9cf7893c 100644
--- a/platform/iphone/godot_app_delegate.m
+++ b/platform/iphone/godot_app_delegate.m
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_iphone.mm b/platform/iphone/godot_iphone.mm
index a4119bcafd..62bc2e6e52 100644
--- a/platform/iphone/godot_iphone.mm
+++ b/platform/iphone/godot_iphone.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_view.h b/platform/iphone/godot_view.h
index a8f4cb38d9..29960c47a8 100644
--- a/platform/iphone/godot_view.h
+++ b/platform/iphone/godot_view.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_view.mm b/platform/iphone/godot_view.mm
index 0c50842cfa..bf073ae295 100644
--- a/platform/iphone/godot_view.mm
+++ b/platform/iphone/godot_view.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_view_gesture_recognizer.h b/platform/iphone/godot_view_gesture_recognizer.h
index 1431a9fb89..48b2d5ffad 100644
--- a/platform/iphone/godot_view_gesture_recognizer.h
+++ b/platform/iphone/godot_view_gesture_recognizer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_view_gesture_recognizer.mm b/platform/iphone/godot_view_gesture_recognizer.mm
index 91cc07fcf6..cf6e5c5883 100644
--- a/platform/iphone/godot_view_gesture_recognizer.mm
+++ b/platform/iphone/godot_view_gesture_recognizer.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_view_renderer.h b/platform/iphone/godot_view_renderer.h
index ea8998c808..c6b0a05a4e 100644
--- a/platform/iphone/godot_view_renderer.h
+++ b/platform/iphone/godot_view_renderer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/godot_view_renderer.mm b/platform/iphone/godot_view_renderer.mm
index f2ff417e6f..07d664715a 100644
--- a/platform/iphone/godot_view_renderer.mm
+++ b/platform/iphone/godot_view_renderer.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/ios.h b/platform/iphone/ios.h
index 5415c36cd9..4bf64d4bc1 100644
--- a/platform/iphone/ios.h
+++ b/platform/iphone/ios.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/ios.mm b/platform/iphone/ios.mm
index d4e099063f..cef03534c4 100644
--- a/platform/iphone/ios.mm
+++ b/platform/iphone/ios.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/joypad_iphone.h b/platform/iphone/joypad_iphone.h
index 85e26e1dc8..329cc8207f 100644
--- a/platform/iphone/joypad_iphone.h
+++ b/platform/iphone/joypad_iphone.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/joypad_iphone.mm b/platform/iphone/joypad_iphone.mm
index 22d7dd4bd2..a0f0eee5d3 100644
--- a/platform/iphone/joypad_iphone.mm
+++ b/platform/iphone/joypad_iphone.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/keyboard_input_view.h b/platform/iphone/keyboard_input_view.h
index 5382a2e9a9..cfbfc7a120 100644
--- a/platform/iphone/keyboard_input_view.h
+++ b/platform/iphone/keyboard_input_view.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/keyboard_input_view.mm b/platform/iphone/keyboard_input_view.mm
index 1a37403de7..1408f78e90 100644
--- a/platform/iphone/keyboard_input_view.mm
+++ b/platform/iphone/keyboard_input_view.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/main.m b/platform/iphone/main.m
index 351b40a881..fddd5bd99f 100644
--- a/platform/iphone/main.m
+++ b/platform/iphone/main.m
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/native_video_view.h b/platform/iphone/native_video_view.h
index d8687b3538..2df5e27fa4 100644
--- a/platform/iphone/native_video_view.h
+++ b/platform/iphone/native_video_view.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/native_video_view.m b/platform/iphone/native_video_view.m
index 1193946f2b..f126749600 100644
--- a/platform/iphone/native_video_view.m
+++ b/platform/iphone/native_video_view.m
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/os_iphone.h b/platform/iphone/os_iphone.h
index e98f870ba9..f4ff909adf 100644
--- a/platform/iphone/os_iphone.h
+++ b/platform/iphone/os_iphone.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/os_iphone.mm b/platform/iphone/os_iphone.mm
index 7d95b493b0..625cbf178e 100644
--- a/platform/iphone/os_iphone.mm
+++ b/platform/iphone/os_iphone.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/platform_config.h b/platform/iphone/platform_config.h
index ec39ad0ba4..88ad4a3f67 100644
--- a/platform/iphone/platform_config.h
+++ b/platform/iphone/platform_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/plugin/godot_plugin_config.h b/platform/iphone/plugin/godot_plugin_config.h
index e536616994..89f657821e 100644
--- a/platform/iphone/plugin/godot_plugin_config.h
+++ b/platform/iphone/plugin/godot_plugin_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/view_controller.h b/platform/iphone/view_controller.h
index ff76359842..52fb6fbbf2 100644
--- a/platform/iphone/view_controller.h
+++ b/platform/iphone/view_controller.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/view_controller.mm b/platform/iphone/view_controller.mm
index 7e44d30851..c41aa13bb7 100644
--- a/platform/iphone/view_controller.mm
+++ b/platform/iphone/view_controller.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/vulkan_context_iphone.h b/platform/iphone/vulkan_context_iphone.h
index 5c3d5fe33e..88764e270e 100644
--- a/platform/iphone/vulkan_context_iphone.h
+++ b/platform/iphone/vulkan_context_iphone.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/iphone/vulkan_context_iphone.mm b/platform/iphone/vulkan_context_iphone.mm
index d62e826957..b980ae99f0 100644
--- a/platform/iphone/vulkan_context_iphone.mm
+++ b/platform/iphone/vulkan_context_iphone.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/.eslintrc.libs.js b/platform/javascript/.eslintrc.libs.js
index e5f0c3d147..81b1b8c864 100644
--- a/platform/javascript/.eslintrc.libs.js
+++ b/platform/javascript/.eslintrc.libs.js
@@ -18,5 +18,8 @@ module.exports = {
"GodotRuntime": true,
"GodotFS": true,
"IDHandler": true,
+ "Browser": true,
+ "GL": true,
+ "XRWebGLLayer": true,
},
};
diff --git a/platform/javascript/SCsub b/platform/javascript/SCsub
index 7a8005fe30..1d3f96a6b8 100644
--- a/platform/javascript/SCsub
+++ b/platform/javascript/SCsub
@@ -67,6 +67,16 @@ else:
sys_env.Depends(build[0], sys_env["JS_LIBS"])
+if "JS_PRE" in env:
+ for js in env["JS_PRE"]:
+ env.Append(LINKFLAGS=["--pre-js", env.File(js).path])
+ env.Depends(build, env["JS_PRE"])
+
+if "JS_EXTERNS" in env:
+ for ext in env["JS_EXTERNS"]:
+ env["ENV"]["EMCC_CLOSURE_ARGS"] += " --externs " + ext.path
+ env.Depends(build, env["JS_EXTERNS"])
+
engine = [
"js/engine/preloader.js",
"js/engine/utils.js",
diff --git a/platform/javascript/api/api.cpp b/platform/javascript/api/api.cpp
index 6fd6c0ddf1..2f7bde065f 100644
--- a/platform/javascript/api/api.cpp
+++ b/platform/javascript/api/api.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/api/api.h b/platform/javascript/api/api.h
index 8afe0f33ce..2ac7333cdd 100644
--- a/platform/javascript/api/api.h
+++ b/platform/javascript/api/api.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/api/javascript_eval.h b/platform/javascript/api/javascript_eval.h
index 389983077e..24f7648ed9 100644
--- a/platform/javascript/api/javascript_eval.h
+++ b/platform/javascript/api/javascript_eval.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/api/javascript_tools_editor_plugin.cpp b/platform/javascript/api/javascript_tools_editor_plugin.cpp
index 2096dacdd8..8355faccc2 100644
--- a/platform/javascript/api/javascript_tools_editor_plugin.cpp
+++ b/platform/javascript/api/javascript_tools_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/api/javascript_tools_editor_plugin.h b/platform/javascript/api/javascript_tools_editor_plugin.h
index df1197139c..557821d627 100644
--- a/platform/javascript/api/javascript_tools_editor_plugin.h
+++ b/platform/javascript/api/javascript_tools_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/audio_driver_javascript.cpp b/platform/javascript/audio_driver_javascript.cpp
index 78fbed6d0f..6395fdf721 100644
--- a/platform/javascript/audio_driver_javascript.cpp
+++ b/platform/javascript/audio_driver_javascript.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/audio_driver_javascript.h b/platform/javascript/audio_driver_javascript.h
index f112a1ede4..d55ec261a4 100644
--- a/platform/javascript/audio_driver_javascript.h
+++ b/platform/javascript/audio_driver_javascript.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/detect.py b/platform/javascript/detect.py
index d53c774e77..7d501e94b2 100644
--- a/platform/javascript/detect.py
+++ b/platform/javascript/detect.py
@@ -1,7 +1,7 @@
import os
import sys
-from emscripten_helpers import run_closure_compiler, create_engine_file, add_js_libraries
+from emscripten_helpers import run_closure_compiler, create_engine_file, add_js_libraries, add_js_pre, add_js_externs
from methods import get_compiler_version
from SCons.Util import WhereIs
@@ -133,6 +133,8 @@ def configure(env):
# Add helper method for adding libraries.
env.AddMethod(add_js_libraries, "AddJSLibraries")
+ env.AddMethod(add_js_pre, "AddJSPre")
+ env.AddMethod(add_js_externs, "AddJSExterns")
# Add method that joins/compiles our Engine files.
env.AddMethod(create_engine_file, "CreateEngineFile")
diff --git a/platform/javascript/display_server_javascript.cpp b/platform/javascript/display_server_javascript.cpp
index 643530541d..f10627b0b6 100644
--- a/platform/javascript/display_server_javascript.cpp
+++ b/platform/javascript/display_server_javascript.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/display_server_javascript.h b/platform/javascript/display_server_javascript.h
index 1f00295d48..916be1ae45 100644
--- a/platform/javascript/display_server_javascript.h
+++ b/platform/javascript/display_server_javascript.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/dom_keys.inc b/platform/javascript/dom_keys.inc
index e3f2ce42b4..7902efafe0 100644
--- a/platform/javascript/dom_keys.inc
+++ b/platform/javascript/dom_keys.inc
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/emscripten_helpers.py b/platform/javascript/emscripten_helpers.py
index cc874c432e..278186e4c0 100644
--- a/platform/javascript/emscripten_helpers.py
+++ b/platform/javascript/emscripten_helpers.py
@@ -25,3 +25,15 @@ def add_js_libraries(env, libraries):
if "JS_LIBS" not in env:
env["JS_LIBS"] = []
env.Append(JS_LIBS=env.File(libraries))
+
+
+def add_js_pre(env, js_pre):
+ if "JS_PRE" not in env:
+ env["JS_PRE"] = []
+ env.Append(JS_PRE=env.File(js_pre))
+
+
+def add_js_externs(env, externs):
+ if "JS_EXTERNS" not in env:
+ env["JS_EXTERNS"] = []
+ env.Append(JS_EXTERNS=env.File(externs))
diff --git a/platform/javascript/export/export.cpp b/platform/javascript/export/export.cpp
index 6ae49c2162..48ccc1f87a 100644
--- a/platform/javascript/export/export.cpp
+++ b/platform/javascript/export/export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/export/export.h b/platform/javascript/export/export.h
index 30c5c855d1..e641339f55 100644
--- a/platform/javascript/export/export.h
+++ b/platform/javascript/export/export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/godot_audio.h b/platform/javascript/godot_audio.h
index aeb234269e..54fc8fa3b5 100644
--- a/platform/javascript/godot_audio.h
+++ b/platform/javascript/godot_audio.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/godot_js.h b/platform/javascript/godot_js.h
index 23596a0897..5b98253b08 100644
--- a/platform/javascript/godot_js.h
+++ b/platform/javascript/godot_js.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/http_client.h.inc b/platform/javascript/http_client.h.inc
index 4d5ff88bdd..2ef1ad5b83 100644
--- a/platform/javascript/http_client.h.inc
+++ b/platform/javascript/http_client.h.inc
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/http_client_javascript.cpp b/platform/javascript/http_client_javascript.cpp
index b81de88fbf..44819c495c 100644
--- a/platform/javascript/http_client_javascript.cpp
+++ b/platform/javascript/http_client_javascript.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/http_request.h b/platform/javascript/http_request.h
index 41e4749216..d32b2f265e 100644
--- a/platform/javascript/http_request.h
+++ b/platform/javascript/http_request.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/javascript_eval.cpp b/platform/javascript/javascript_eval.cpp
index b203253a39..cb19dd20d4 100644
--- a/platform/javascript/javascript_eval.cpp
+++ b/platform/javascript/javascript_eval.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/javascript_main.cpp b/platform/javascript/javascript_main.cpp
index b4985a4f36..5656ecd7dc 100644
--- a/platform/javascript/javascript_main.cpp
+++ b/platform/javascript/javascript_main.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/javascript_runtime.cpp b/platform/javascript/javascript_runtime.cpp
index bfe9fbd1bc..2996e95a95 100644
--- a/platform/javascript/javascript_runtime.cpp
+++ b/platform/javascript/javascript_runtime.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/js/libs/audio.worklet.js b/platform/javascript/js/libs/audio.worklet.js
index 414dc37097..6b3f80c6a9 100644
--- a/platform/javascript/js/libs/audio.worklet.js
+++ b/platform/javascript/js/libs/audio.worklet.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/js/libs/library_godot_audio.js b/platform/javascript/js/libs/library_godot_audio.js
index d01b8d887b..8e385e9176 100644
--- a/platform/javascript/js/libs/library_godot_audio.js
+++ b/platform/javascript/js/libs/library_godot_audio.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/js/libs/library_godot_display.js b/platform/javascript/js/libs/library_godot_display.js
index 800d6f414f..d1f4d9595b 100644
--- a/platform/javascript/js/libs/library_godot_display.js
+++ b/platform/javascript/js/libs/library_godot_display.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/js/libs/library_godot_editor_tools.js b/platform/javascript/js/libs/library_godot_editor_tools.js
index 12edc8e733..d7f1ad5ea1 100644
--- a/platform/javascript/js/libs/library_godot_editor_tools.js
+++ b/platform/javascript/js/libs/library_godot_editor_tools.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/js/libs/library_godot_eval.js b/platform/javascript/js/libs/library_godot_eval.js
index 1a2440dd24..9ab392b813 100644
--- a/platform/javascript/js/libs/library_godot_eval.js
+++ b/platform/javascript/js/libs/library_godot_eval.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/js/libs/library_godot_http_request.js b/platform/javascript/js/libs/library_godot_http_request.js
index d4468bd5aa..930d3209f8 100644
--- a/platform/javascript/js/libs/library_godot_http_request.js
+++ b/platform/javascript/js/libs/library_godot_http_request.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/js/libs/library_godot_os.js b/platform/javascript/js/libs/library_godot_os.js
index 260cfbf97f..9fde4a84e1 100644
--- a/platform/javascript/js/libs/library_godot_os.js
+++ b/platform/javascript/js/libs/library_godot_os.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/js/libs/library_godot_runtime.js b/platform/javascript/js/libs/library_godot_runtime.js
index 04f29ad681..7e36ff8ab5 100644
--- a/platform/javascript/js/libs/library_godot_runtime.js
+++ b/platform/javascript/js/libs/library_godot_runtime.js
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/os_javascript.cpp b/platform/javascript/os_javascript.cpp
index 8c976da58e..3fb5d4ad6a 100644
--- a/platform/javascript/os_javascript.cpp
+++ b/platform/javascript/os_javascript.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/os_javascript.h b/platform/javascript/os_javascript.h
index 6682f8fd85..9c8da0c898 100644
--- a/platform/javascript/os_javascript.h
+++ b/platform/javascript/os_javascript.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/javascript/platform_config.h b/platform/javascript/platform_config.h
index e2200376d3..65df34902e 100644
--- a/platform/javascript/platform_config.h
+++ b/platform/javascript/platform_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/context_gl_x11.cpp b/platform/linuxbsd/context_gl_x11.cpp
index 71dc9602b3..1f92370ab7 100644
--- a/platform/linuxbsd/context_gl_x11.cpp
+++ b/platform/linuxbsd/context_gl_x11.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/context_gl_x11.h b/platform/linuxbsd/context_gl_x11.h
index 7aed280c98..d089886f4d 100644
--- a/platform/linuxbsd/context_gl_x11.h
+++ b/platform/linuxbsd/context_gl_x11.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/crash_handler_linuxbsd.cpp b/platform/linuxbsd/crash_handler_linuxbsd.cpp
index 36c304b7f9..90e34f8e77 100644
--- a/platform/linuxbsd/crash_handler_linuxbsd.cpp
+++ b/platform/linuxbsd/crash_handler_linuxbsd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/crash_handler_linuxbsd.h b/platform/linuxbsd/crash_handler_linuxbsd.h
index 9bb03579bc..a3dae0cc22 100644
--- a/platform/linuxbsd/crash_handler_linuxbsd.h
+++ b/platform/linuxbsd/crash_handler_linuxbsd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/detect_prime_x11.cpp b/platform/linuxbsd/detect_prime_x11.cpp
index 709523e836..0f8d108dff 100644
--- a/platform/linuxbsd/detect_prime_x11.cpp
+++ b/platform/linuxbsd/detect_prime_x11.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/detect_prime_x11.h b/platform/linuxbsd/detect_prime_x11.h
index 039bdee76b..0b548b849e 100644
--- a/platform/linuxbsd/detect_prime_x11.h
+++ b/platform/linuxbsd/detect_prime_x11.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/display_server_x11.cpp b/platform/linuxbsd/display_server_x11.cpp
index 9669de5ed6..1ee5cd3923 100644
--- a/platform/linuxbsd/display_server_x11.cpp
+++ b/platform/linuxbsd/display_server_x11.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/display_server_x11.h b/platform/linuxbsd/display_server_x11.h
index 6f437f3be9..7784ba82b5 100644
--- a/platform/linuxbsd/display_server_x11.h
+++ b/platform/linuxbsd/display_server_x11.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/export/export.cpp b/platform/linuxbsd/export/export.cpp
index 86ea95c563..cb95068314 100644
--- a/platform/linuxbsd/export/export.cpp
+++ b/platform/linuxbsd/export/export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/export/export.h b/platform/linuxbsd/export/export.h
index 5ee81f485e..61e96aa2f6 100644
--- a/platform/linuxbsd/export/export.h
+++ b/platform/linuxbsd/export/export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/godot_linuxbsd.cpp b/platform/linuxbsd/godot_linuxbsd.cpp
index e1796ccefe..6f5c46b59c 100644
--- a/platform/linuxbsd/godot_linuxbsd.cpp
+++ b/platform/linuxbsd/godot_linuxbsd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/joypad_linux.cpp b/platform/linuxbsd/joypad_linux.cpp
index 0676587f7a..291ca49585 100644
--- a/platform/linuxbsd/joypad_linux.cpp
+++ b/platform/linuxbsd/joypad_linux.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/joypad_linux.h b/platform/linuxbsd/joypad_linux.h
index 71eab78f99..20d30b510c 100644
--- a/platform/linuxbsd/joypad_linux.h
+++ b/platform/linuxbsd/joypad_linux.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/key_mapping_x11.cpp b/platform/linuxbsd/key_mapping_x11.cpp
index 78049f2dfc..f9f612fa74 100644
--- a/platform/linuxbsd/key_mapping_x11.cpp
+++ b/platform/linuxbsd/key_mapping_x11.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/key_mapping_x11.h b/platform/linuxbsd/key_mapping_x11.h
index 8f5e01a3c2..163a8e21db 100644
--- a/platform/linuxbsd/key_mapping_x11.h
+++ b/platform/linuxbsd/key_mapping_x11.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/os_linuxbsd.cpp b/platform/linuxbsd/os_linuxbsd.cpp
index 4bc3c9421e..68290bb4ec 100644
--- a/platform/linuxbsd/os_linuxbsd.cpp
+++ b/platform/linuxbsd/os_linuxbsd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/os_linuxbsd.h b/platform/linuxbsd/os_linuxbsd.h
index 89d0bcd0f2..b6cf93c551 100644
--- a/platform/linuxbsd/os_linuxbsd.h
+++ b/platform/linuxbsd/os_linuxbsd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/platform_config.h b/platform/linuxbsd/platform_config.h
index 571ad03db0..3195d08935 100644
--- a/platform/linuxbsd/platform_config.h
+++ b/platform/linuxbsd/platform_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/vulkan_context_x11.cpp b/platform/linuxbsd/vulkan_context_x11.cpp
index 2eaa9f9446..021db630e0 100644
--- a/platform/linuxbsd/vulkan_context_x11.cpp
+++ b/platform/linuxbsd/vulkan_context_x11.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/linuxbsd/vulkan_context_x11.h b/platform/linuxbsd/vulkan_context_x11.h
index af3d923cfe..26472444ad 100644
--- a/platform/linuxbsd/vulkan_context_x11.h
+++ b/platform/linuxbsd/vulkan_context_x11.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/context_gl_osx.h b/platform/osx/context_gl_osx.h
index 1d467513e2..ac45559217 100644
--- a/platform/osx/context_gl_osx.h
+++ b/platform/osx/context_gl_osx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/context_gl_osx.mm b/platform/osx/context_gl_osx.mm
index 2319e9eb1f..88db1a296e 100644
--- a/platform/osx/context_gl_osx.mm
+++ b/platform/osx/context_gl_osx.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/crash_handler_osx.h b/platform/osx/crash_handler_osx.h
index 9970f6045a..1601bbaab6 100644
--- a/platform/osx/crash_handler_osx.h
+++ b/platform/osx/crash_handler_osx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/crash_handler_osx.mm b/platform/osx/crash_handler_osx.mm
index 1429024598..4d6ed41a73 100644
--- a/platform/osx/crash_handler_osx.mm
+++ b/platform/osx/crash_handler_osx.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/dir_access_osx.h b/platform/osx/dir_access_osx.h
index 91b8f9b2c5..f61581979f 100644
--- a/platform/osx/dir_access_osx.h
+++ b/platform/osx/dir_access_osx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/dir_access_osx.mm b/platform/osx/dir_access_osx.mm
index 439c6a075f..552c33d018 100644
--- a/platform/osx/dir_access_osx.mm
+++ b/platform/osx/dir_access_osx.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/display_server_osx.h b/platform/osx/display_server_osx.h
index ea55a3ff28..597ebce6ff 100644
--- a/platform/osx/display_server_osx.h
+++ b/platform/osx/display_server_osx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/display_server_osx.mm b/platform/osx/display_server_osx.mm
index 8d82119ae2..bb3c1d47b7 100644
--- a/platform/osx/display_server_osx.mm
+++ b/platform/osx/display_server_osx.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/export/export.cpp b/platform/osx/export/export.cpp
index 57ad6dc688..752b119958 100644
--- a/platform/osx/export/export.cpp
+++ b/platform/osx/export/export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/export/export.h b/platform/osx/export/export.h
index 4ddcec09fb..f8cf41c0e7 100644
--- a/platform/osx/export/export.h
+++ b/platform/osx/export/export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/godot_main_osx.mm b/platform/osx/godot_main_osx.mm
index 4e73d5441c..7e7dbf6afb 100644
--- a/platform/osx/godot_main_osx.mm
+++ b/platform/osx/godot_main_osx.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/joypad_osx.cpp b/platform/osx/joypad_osx.cpp
index b2871b261e..0b6a0e20a6 100644
--- a/platform/osx/joypad_osx.cpp
+++ b/platform/osx/joypad_osx.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/joypad_osx.h b/platform/osx/joypad_osx.h
index 6c2a1ea70b..bf7e8949df 100644
--- a/platform/osx/joypad_osx.h
+++ b/platform/osx/joypad_osx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/os_osx.h b/platform/osx/os_osx.h
index f6eee31a6a..d57940775d 100644
--- a/platform/osx/os_osx.h
+++ b/platform/osx/os_osx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/os_osx.mm b/platform/osx/os_osx.mm
index c3e362bbe8..7b5daf5bfb 100644
--- a/platform/osx/os_osx.mm
+++ b/platform/osx/os_osx.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/platform_config.h b/platform/osx/platform_config.h
index e657aca955..2d0fd872dc 100644
--- a/platform/osx/platform_config.h
+++ b/platform/osx/platform_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/vulkan_context_osx.h b/platform/osx/vulkan_context_osx.h
index e996f176a9..8b6a75adfb 100644
--- a/platform/osx/vulkan_context_osx.h
+++ b/platform/osx/vulkan_context_osx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/osx/vulkan_context_osx.mm b/platform/osx/vulkan_context_osx.mm
index ec8745ff01..75a4fc990f 100644
--- a/platform/osx/vulkan_context_osx.mm
+++ b/platform/osx/vulkan_context_osx.mm
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/register_platform_apis.h b/platform/register_platform_apis.h
index 6b962f5d91..4cf84b321f 100644
--- a/platform/register_platform_apis.h
+++ b/platform/register_platform_apis.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/server/godot_server.cpp b/platform/server/godot_server.cpp
index 9f22240a80..1ced95fcbc 100644
--- a/platform/server/godot_server.cpp
+++ b/platform/server/godot_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/server/os_server.cpp b/platform/server/os_server.cpp
index 77cf15c489..852ec7c4ef 100644
--- a/platform/server/os_server.cpp
+++ b/platform/server/os_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/server/os_server.h b/platform/server/os_server.h
index b707549b17..61025fa14b 100644
--- a/platform/server/os_server.h
+++ b/platform/server/os_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/server/platform_config.h b/platform/server/platform_config.h
index 73136ec81b..32a19d811b 100644
--- a/platform/server/platform_config.h
+++ b/platform/server/platform_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/app.cpp b/platform/uwp/app.cpp
index 6090d13854..dc4238bdd4 100644
--- a/platform/uwp/app.cpp
+++ b/platform/uwp/app.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/app.h b/platform/uwp/app.h
index 5cffe378b1..0b02527dae 100644
--- a/platform/uwp/app.h
+++ b/platform/uwp/app.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/context_egl_uwp.cpp b/platform/uwp/context_egl_uwp.cpp
index a6607ed42c..bb2a14e9fc 100644
--- a/platform/uwp/context_egl_uwp.cpp
+++ b/platform/uwp/context_egl_uwp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/context_egl_uwp.h b/platform/uwp/context_egl_uwp.h
index 5e7dc1802d..974faa3ac7 100644
--- a/platform/uwp/context_egl_uwp.h
+++ b/platform/uwp/context_egl_uwp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/export/export.cpp b/platform/uwp/export/export.cpp
index 344521baf1..860448ceac 100644
--- a/platform/uwp/export/export.cpp
+++ b/platform/uwp/export/export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/export/export.h b/platform/uwp/export/export.h
index 1a1555d8ee..bc23cad38c 100644
--- a/platform/uwp/export/export.h
+++ b/platform/uwp/export/export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/joypad_uwp.cpp b/platform/uwp/joypad_uwp.cpp
index 4fdfde9673..5da90db49d 100644
--- a/platform/uwp/joypad_uwp.cpp
+++ b/platform/uwp/joypad_uwp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/joypad_uwp.h b/platform/uwp/joypad_uwp.h
index 2df87d6fd5..5df4a211ac 100644
--- a/platform/uwp/joypad_uwp.h
+++ b/platform/uwp/joypad_uwp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/os_uwp.cpp b/platform/uwp/os_uwp.cpp
index 693d8a69f1..18d5d7e08d 100644
--- a/platform/uwp/os_uwp.cpp
+++ b/platform/uwp/os_uwp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/os_uwp.h b/platform/uwp/os_uwp.h
index bf3c31f867..edc197ad08 100644
--- a/platform/uwp/os_uwp.h
+++ b/platform/uwp/os_uwp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/platform_config.h b/platform/uwp/platform_config.h
index 09a16614e0..481f583f6f 100644
--- a/platform/uwp/platform_config.h
+++ b/platform/uwp/platform_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/thread_uwp.cpp b/platform/uwp/thread_uwp.cpp
index 8e7bb144be..364c414375 100644
--- a/platform/uwp/thread_uwp.cpp
+++ b/platform/uwp/thread_uwp.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/uwp/thread_uwp.h b/platform/uwp/thread_uwp.h
index 9b2a2590a8..0bfc71d2e0 100644
--- a/platform/uwp/thread_uwp.h
+++ b/platform/uwp/thread_uwp.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/context_gl_windows.cpp b/platform/windows/context_gl_windows.cpp
index 54251fc66c..207b0a1168 100644
--- a/platform/windows/context_gl_windows.cpp
+++ b/platform/windows/context_gl_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/context_gl_windows.h b/platform/windows/context_gl_windows.h
index 0013177609..e44e2945ca 100644
--- a/platform/windows/context_gl_windows.h
+++ b/platform/windows/context_gl_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/crash_handler_windows.cpp b/platform/windows/crash_handler_windows.cpp
index 0f2f49c5ce..e24e466f88 100644
--- a/platform/windows/crash_handler_windows.cpp
+++ b/platform/windows/crash_handler_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/crash_handler_windows.h b/platform/windows/crash_handler_windows.h
index 66a4cac296..e1ec8e6787 100644
--- a/platform/windows/crash_handler_windows.h
+++ b/platform/windows/crash_handler_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp
index 520b43f963..14e7d395d3 100644
--- a/platform/windows/display_server_windows.cpp
+++ b/platform/windows/display_server_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -903,6 +903,9 @@ void DisplayServerWindows::_get_window_style(bool p_main_window, bool p_fullscre
r_style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU;
}
}
+ if (!p_borderless) {
+ r_style |= WS_VISIBLE;
+ }
if (p_no_activate_focus) {
r_style_ex |= WS_EX_TOPMOST | WS_EX_NOACTIVATE;
@@ -910,7 +913,7 @@ void DisplayServerWindows::_get_window_style(bool p_main_window, bool p_fullscre
r_style |= WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
}
-void DisplayServerWindows::_update_window_style(WindowID p_window, bool p_repaint, bool p_maximized) {
+void DisplayServerWindows::_update_window_style(WindowID p_window, bool p_repaint) {
_THREAD_SAFE_METHOD_
ERR_FAIL_COND(!windows.has(p_window));
@@ -943,6 +946,7 @@ void DisplayServerWindows::window_set_mode(WindowMode p_mode, WindowID p_window)
RECT rect;
wd.fullscreen = false;
+ wd.maximized = wd.was_maximized;
if (wd.pre_fs_valid) {
rect = wd.pre_fs_rect;
@@ -951,13 +955,16 @@ void DisplayServerWindows::window_set_mode(WindowMode p_mode, WindowID p_window)
rect.right = wd.width;
rect.top = 0;
rect.bottom = wd.height;
+ wd.pre_fs_valid = true;
}
- _update_window_style(p_window, false, wd.was_maximized);
+ _update_window_style(p_window, false);
MoveWindow(wd.hWnd, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, TRUE);
-
- wd.pre_fs_valid = true;
+ } else if (p_mode == WINDOW_MODE_WINDOWED) {
+ ShowWindow(wd.hWnd, SW_RESTORE);
+ wd.maximized = false;
+ wd.minimized = false;
}
if (p_mode == WINDOW_MODE_MAXIMIZED) {
@@ -966,12 +973,6 @@ void DisplayServerWindows::window_set_mode(WindowMode p_mode, WindowID p_window)
wd.minimized = false;
}
- if (p_mode == WINDOW_MODE_WINDOWED) {
- ShowWindow(wd.hWnd, SW_RESTORE);
- wd.maximized = false;
- wd.minimized = false;
- }
-
if (p_mode == WINDOW_MODE_MINIMIZED) {
ShowWindow(wd.hWnd, SW_MINIMIZE);
wd.maximized = false;
@@ -1875,27 +1876,16 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
break;
}
- case WM_ACTIVATE: // Watch For Window Activate Message
- {
- windows[window_id].minimized = HIWORD(wParam) != 0;
-
- if (LOWORD(wParam) == WA_ACTIVE || LOWORD(wParam) == WA_CLICKACTIVE) {
- _send_window_event(windows[window_id], WINDOW_EVENT_FOCUS_IN);
- windows[window_id].window_focused = true;
- alt_mem = false;
- control_mem = false;
- shift_mem = false;
- } else { // WM_INACTIVE
- Input::get_singleton()->release_pressed_events();
- _send_window_event(windows[window_id], WINDOW_EVENT_FOCUS_OUT);
- windows[window_id].window_focused = false;
- alt_mem = false;
- };
+ case WM_ACTIVATE: { // Watch For Window Activate Message
+ if (!windows[window_id].window_focused) {
+ _process_activate_event(window_id, wParam, lParam);
+ } else {
+ windows[window_id].saved_wparam = wParam;
+ windows[window_id].saved_lparam = lParam;
- if ((OS::get_singleton()->get_current_tablet_driver() == "wintab") && wintab_available && windows[window_id].wtctx) {
- wintab_WTEnable(windows[window_id].wtctx, GET_WM_ACTIVATE_STATE(wParam, lParam));
+ // Run a timer to prevent event catching warning if the focused window is closing.
+ windows[window_id].focus_timer_id = SetTimer(windows[window_id].hWnd, 2, USER_TIMER_MINIMUM, (TIMERPROC) nullptr);
}
-
return 0; // Return To The Message Loop
}
case WM_GETMINMAXINFO: {
@@ -1936,6 +1926,9 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
case WM_CLOSE: // Did We Receive A Close Message?
{
+ if (windows[window_id].focus_timer_id != 0U) {
+ KillTimer(windows[window_id].hWnd, windows[window_id].focus_timer_id);
+ }
_send_window_event(windows[window_id], WINDOW_EVENT_CLOSE_REQUEST);
return 0; // Jump Back
@@ -2618,17 +2611,21 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
case WM_ENTERSIZEMOVE: {
Input::get_singleton()->release_pressed_events();
- move_timer_id = SetTimer(windows[window_id].hWnd, 1, USER_TIMER_MINIMUM, (TIMERPROC) nullptr);
+ windows[window_id].move_timer_id = SetTimer(windows[window_id].hWnd, 1, USER_TIMER_MINIMUM, (TIMERPROC) nullptr);
} break;
case WM_EXITSIZEMOVE: {
- KillTimer(windows[window_id].hWnd, move_timer_id);
+ KillTimer(windows[window_id].hWnd, windows[window_id].move_timer_id);
} break;
case WM_TIMER: {
- if (wParam == move_timer_id) {
+ if (wParam == windows[window_id].move_timer_id) {
_process_key_events();
if (!Main::is_iterating()) {
Main::iteration();
}
+ } else if (wParam == windows[window_id].focus_timer_id) {
+ _process_activate_event(window_id, windows[window_id].saved_wparam, windows[window_id].saved_lparam);
+ KillTimer(windows[window_id].hWnd, wParam);
+ windows[window_id].focus_timer_id = 0U;
}
} break;
@@ -2785,6 +2782,25 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
return DefWindowProcW(hWnd, uMsg, wParam, lParam);
}
+void DisplayServerWindows::_process_activate_event(WindowID p_window_id, WPARAM wParam, LPARAM lParam) {
+ if (LOWORD(wParam) == WA_ACTIVE || LOWORD(wParam) == WA_CLICKACTIVE) {
+ _send_window_event(windows[p_window_id], WINDOW_EVENT_FOCUS_IN);
+ windows[p_window_id].window_focused = true;
+ alt_mem = false;
+ control_mem = false;
+ shift_mem = false;
+ } else { // WM_INACTIVE
+ Input::get_singleton()->release_pressed_events();
+ _send_window_event(windows[p_window_id], WINDOW_EVENT_FOCUS_OUT);
+ windows[p_window_id].window_focused = false;
+ alt_mem = false;
+ }
+
+ if ((OS::get_singleton()->get_current_tablet_driver() == "wintab") && wintab_available && windows[p_window_id].wtctx) {
+ wintab_WTEnable(windows[p_window_id].wtctx, GET_WM_ACTIVATE_STATE(wParam, lParam));
+ }
+}
+
void DisplayServerWindows::_process_key_events() {
for (int i = 0; i < key_event_pos; i++) {
KeyEvent &ke = key_event_buffer[i];
@@ -2992,6 +3008,9 @@ DisplayServer::WindowID DisplayServerWindows::_create_window(WindowMode p_mode,
windows.erase(id);
return INVALID_WINDOW_ID;
}
+ if (p_mode != WINDOW_MODE_FULLSCREEN) {
+ wd.pre_fs_valid = true;
+ }
#ifdef VULKAN_ENABLED
if (rendering_driver == "vulkan") {
@@ -3209,8 +3228,6 @@ DisplayServerWindows::DisplayServerWindows(const String &p_rendering_driver, Win
}
#endif
- move_timer_id = 1;
-
//set_ime_active(false);
if (!OS::get_singleton()->is_in_low_processor_usage_mode()) {
diff --git a/platform/windows/display_server_windows.h b/platform/windows/display_server_windows.h
index 684746919a..4a3f91eb21 100644
--- a/platform/windows/display_server_windows.h
+++ b/platform/windows/display_server_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -339,6 +339,14 @@ private:
bool no_focus = false;
bool window_has_focus = false;
+ // Used to transfer data between events using timer.
+ WPARAM saved_wparam;
+ LPARAM saved_lparam;
+
+ // Timers.
+ uint32_t move_timer_id = 0U;
+ uint32_t focus_timer_id = 0U;
+
HANDLE wtctx;
LOGCONTEXTW wtlc;
int min_pressure;
@@ -387,8 +395,6 @@ private:
WindowID last_focused_window = INVALID_WINDOW_ID;
- uint32_t move_timer_id;
-
HCURSOR hCursor;
WNDPROC user_proc = nullptr;
@@ -417,13 +423,14 @@ private:
void _drag_event(WindowID p_window, float p_x, float p_y, int idx);
void _touch_event(WindowID p_window, bool p_pressed, float p_x, float p_y, int idx);
- void _update_window_style(WindowID p_window, bool p_repaint = true, bool p_maximized = false);
+ void _update_window_style(WindowID p_window, bool p_repaint = true);
void _update_window_mouse_passthrough(WindowID p_window);
void _update_real_mouse_position(WindowID p_window);
void _set_mouse_mode_impl(MouseMode p_mode);
+ void _process_activate_event(WindowID p_window_id, WPARAM wParam, LPARAM lParam);
void _process_key_events();
static void _dispatch_input_events(const Ref<InputEvent> &p_event);
diff --git a/platform/windows/export/export.cpp b/platform/windows/export/export.cpp
index 58c814b1c4..084a5bee1d 100644
--- a/platform/windows/export/export.cpp
+++ b/platform/windows/export/export.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/export/export.h b/platform/windows/export/export.h
index d669192831..6a7131c73f 100644
--- a/platform/windows/export/export.h
+++ b/platform/windows/export/export.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/godot_windows.cpp b/platform/windows/godot_windows.cpp
index add559a717..22e2e5f7e5 100644
--- a/platform/windows/godot_windows.cpp
+++ b/platform/windows/godot_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/joypad_windows.cpp b/platform/windows/joypad_windows.cpp
index ae5e846dac..f46a0dbe2e 100644
--- a/platform/windows/joypad_windows.cpp
+++ b/platform/windows/joypad_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/joypad_windows.h b/platform/windows/joypad_windows.h
index 08adc6b663..4727b4a14c 100644
--- a/platform/windows/joypad_windows.h
+++ b/platform/windows/joypad_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/key_mapping_windows.cpp b/platform/windows/key_mapping_windows.cpp
index 25eff7df57..3312c91932 100644
--- a/platform/windows/key_mapping_windows.cpp
+++ b/platform/windows/key_mapping_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/key_mapping_windows.h b/platform/windows/key_mapping_windows.h
index f64f1feb9f..fb07227014 100644
--- a/platform/windows/key_mapping_windows.h
+++ b/platform/windows/key_mapping_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/lang_table.h b/platform/windows/lang_table.h
index f81bab13a4..51583cc11e 100644
--- a/platform/windows/lang_table.h
+++ b/platform/windows/lang_table.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp
index bdc1f0973f..051b69e8d9 100644
--- a/platform/windows/os_windows.cpp
+++ b/platform/windows/os_windows.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/os_windows.h b/platform/windows/os_windows.h
index 14d09d2b35..78258f132b 100644
--- a/platform/windows/os_windows.h
+++ b/platform/windows/os_windows.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/platform_config.h b/platform/windows/platform_config.h
index 09a16614e0..481f583f6f 100644
--- a/platform/windows/platform_config.h
+++ b/platform/windows/platform_config.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/vulkan_context_win.cpp b/platform/windows/vulkan_context_win.cpp
index 2c63281c49..e5e176ab93 100644
--- a/platform/windows/vulkan_context_win.cpp
+++ b/platform/windows/vulkan_context_win.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/vulkan_context_win.h b/platform/windows/vulkan_context_win.h
index 6e80db0286..4fe987218d 100644
--- a/platform/windows/vulkan_context_win.h
+++ b/platform/windows/vulkan_context_win.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/windows_terminal_logger.cpp b/platform/windows/windows_terminal_logger.cpp
index 0938b65b04..56b620a6d9 100644
--- a/platform/windows/windows_terminal_logger.cpp
+++ b/platform/windows/windows_terminal_logger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/platform/windows/windows_terminal_logger.h b/platform/windows/windows_terminal_logger.h
index d4443a707d..aacfe5869e 100644
--- a/platform/windows/windows_terminal_logger.h
+++ b/platform/windows/windows_terminal_logger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/animated_sprite_2d.cpp b/scene/2d/animated_sprite_2d.cpp
index 6a9d1883ea..d9d551074d 100644
--- a/scene/2d/animated_sprite_2d.cpp
+++ b/scene/2d/animated_sprite_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/animated_sprite_2d.h b/scene/2d/animated_sprite_2d.h
index fddbf39be2..a558a3e657 100644
--- a/scene/2d/animated_sprite_2d.h
+++ b/scene/2d/animated_sprite_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp
index d51ee3f9a8..a4e15008a0 100644
--- a/scene/2d/area_2d.cpp
+++ b/scene/2d/area_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/area_2d.h b/scene/2d/area_2d.h
index 01426db999..0b45675555 100644
--- a/scene/2d/area_2d.h
+++ b/scene/2d/area_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp
index 9bd716aeaa..f1eb7d017d 100644
--- a/scene/2d/audio_stream_player_2d.cpp
+++ b/scene/2d/audio_stream_player_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/audio_stream_player_2d.h b/scene/2d/audio_stream_player_2d.h
index 4e236a367e..4eb709facb 100644
--- a/scene/2d/audio_stream_player_2d.h
+++ b/scene/2d/audio_stream_player_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/back_buffer_copy.cpp b/scene/2d/back_buffer_copy.cpp
index a36e0a86e1..91c887cb84 100644
--- a/scene/2d/back_buffer_copy.cpp
+++ b/scene/2d/back_buffer_copy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/back_buffer_copy.h b/scene/2d/back_buffer_copy.h
index b58034de19..0916d344f9 100644
--- a/scene/2d/back_buffer_copy.h
+++ b/scene/2d/back_buffer_copy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp
index 515a95bbb1..4f45325d3a 100644
--- a/scene/2d/camera_2d.cpp
+++ b/scene/2d/camera_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/camera_2d.h b/scene/2d/camera_2d.h
index 7c9ad38b68..8977d872f0 100644
--- a/scene/2d/camera_2d.h
+++ b/scene/2d/camera_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_group.cpp b/scene/2d/canvas_group.cpp
index 39cae8e0c6..0f0e583ea7 100644
--- a/scene/2d/canvas_group.cpp
+++ b/scene/2d/canvas_group.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -84,4 +84,5 @@ CanvasGroup::CanvasGroup() {
set_fit_margin(10.0); //sets things
}
CanvasGroup::~CanvasGroup() {
+ RS::get_singleton()->canvas_item_set_canvas_group_mode(get_canvas_item(), RS::CANVAS_GROUP_MODE_DISABLED);
}
diff --git a/scene/2d/canvas_group.h b/scene/2d/canvas_group.h
index 19630befc7..cecf7c24f4 100644
--- a/scene/2d/canvas_group.h
+++ b/scene/2d/canvas_group.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_modulate.cpp b/scene/2d/canvas_modulate.cpp
index 2411e31b83..6e90afde21 100644
--- a/scene/2d/canvas_modulate.cpp
+++ b/scene/2d/canvas_modulate.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_modulate.h b/scene/2d/canvas_modulate.h
index eac3cf9e54..6efc0cab9b 100644
--- a/scene/2d/canvas_modulate.h
+++ b/scene/2d/canvas_modulate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp
index f15939b05f..f0b007f843 100644
--- a/scene/2d/collision_object_2d.cpp
+++ b/scene/2d/collision_object_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h
index 8eff1b3aec..a2112c27f4 100644
--- a/scene/2d/collision_object_2d.h
+++ b/scene/2d/collision_object_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp
index faf8931d21..7347b7829a 100644
--- a/scene/2d/collision_polygon_2d.cpp
+++ b/scene/2d/collision_polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/collision_polygon_2d.h
index 0f6b654149..caa5b2c3ec 100644
--- a/scene/2d/collision_polygon_2d.h
+++ b/scene/2d/collision_polygon_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp
index a5cd624235..acdde96df0 100644
--- a/scene/2d/collision_shape_2d.cpp
+++ b/scene/2d/collision_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_shape_2d.h b/scene/2d/collision_shape_2d.h
index ced90d46f0..8a4d885393 100644
--- a/scene/2d/collision_shape_2d.h
+++ b/scene/2d/collision_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 3f6035d309..7c9bd118d8 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h
index 857f19b20f..3793f6a418 100644
--- a/scene/2d/cpu_particles_2d.h
+++ b/scene/2d/cpu_particles_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp
index 46096d7460..2e477a88a9 100644
--- a/scene/2d/gpu_particles_2d.cpp
+++ b/scene/2d/gpu_particles_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/gpu_particles_2d.h b/scene/2d/gpu_particles_2d.h
index 0d1b82d93e..774cef9cc9 100644
--- a/scene/2d/gpu_particles_2d.h
+++ b/scene/2d/gpu_particles_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/joints_2d.cpp b/scene/2d/joints_2d.cpp
index 6e5b02776d..1a31f72a59 100644
--- a/scene/2d/joints_2d.cpp
+++ b/scene/2d/joints_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,8 +32,38 @@
#include "core/config/engine.h"
#include "physics_body_2d.h"
+#include "scene/scene_string_names.h"
#include "servers/physics_server_2d.h"
+void Joint2D::_disconnect_signals() {
+ Node *node_a = get_node_or_null(a);
+ PhysicsBody2D *body_a = Object::cast_to<PhysicsBody2D>(node_a);
+ if (body_a) {
+ body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
+ }
+
+ Node *node_b = get_node_or_null(b);
+ PhysicsBody2D *body_b = Object::cast_to<PhysicsBody2D>(node_b);
+ if (body_b) {
+ body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree));
+ }
+}
+
+void Joint2D::_body_exit_tree(const ObjectID &p_body_id) {
+ _disconnect_signals();
+ Object *object = ObjectDB::get_instance(p_body_id);
+ PhysicsBody2D *body = Object::cast_to<PhysicsBody2D>(object);
+ ERR_FAIL_NULL(body);
+ RID body_rid = body->get_rid();
+ if (ba == body_rid) {
+ a = NodePath();
+ }
+ if (bb == body_rid) {
+ b = NodePath();
+ }
+ _update_joint();
+}
+
void Joint2D::_update_joint(bool p_only_free) {
if (joint.is_valid()) {
if (ba.is_valid() && bb.is_valid() && exclude_from_collision) {
@@ -51,8 +81,8 @@ void Joint2D::_update_joint(bool p_only_free) {
return;
}
- Node *node_a = has_node(get_node_a()) ? get_node(get_node_a()) : (Node *)nullptr;
- Node *node_b = has_node(get_node_b()) ? get_node(get_node_b()) : (Node *)nullptr;
+ Node *node_a = get_node_or_null(a);
+ Node *node_b = get_node_or_null(b);
PhysicsBody2D *body_a = Object::cast_to<PhysicsBody2D>(node_a);
PhysicsBody2D *body_b = Object::cast_to<PhysicsBody2D>(node_b);
@@ -107,6 +137,9 @@ void Joint2D::_update_joint(bool p_only_free) {
ba = body_a->get_rid();
bb = body_b->get_rid();
+ body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree), make_binds(body_a->get_instance_id()));
+ body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint2D::_body_exit_tree), make_binds(body_b->get_instance_id()));
+
PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
}
@@ -115,6 +148,10 @@ void Joint2D::set_node_a(const NodePath &p_node_a) {
return;
}
+ if (joint.is_valid()) {
+ _disconnect_signals();
+ }
+
a = p_node_a;
_update_joint();
}
@@ -127,6 +164,11 @@ void Joint2D::set_node_b(const NodePath &p_node_b) {
if (b == p_node_b) {
return;
}
+
+ if (joint.is_valid()) {
+ _disconnect_signals();
+ }
+
b = p_node_b;
_update_joint();
}
@@ -142,6 +184,7 @@ void Joint2D::_notification(int p_what) {
} break;
case NOTIFICATION_EXIT_TREE: {
if (joint.is_valid()) {
+ _disconnect_signals();
_update_joint(true);
}
} break;
diff --git a/scene/2d/joints_2d.h b/scene/2d/joints_2d.h
index 759e7de8a0..d0fbb9fd3a 100644
--- a/scene/2d/joints_2d.h
+++ b/scene/2d/joints_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -49,6 +49,8 @@ class Joint2D : public Node2D {
String warning;
protected:
+ void _disconnect_signals();
+ void _body_exit_tree(const ObjectID &p_body_id);
void _update_joint(bool p_only_free = false);
void _notification(int p_what);
diff --git a/scene/2d/light_2d.cpp b/scene/2d/light_2d.cpp
index bb08bc95ea..ba4372f040 100644
--- a/scene/2d/light_2d.cpp
+++ b/scene/2d/light_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/light_2d.h b/scene/2d/light_2d.h
index 7dfeddc8e5..0112ab1648 100644
--- a/scene/2d/light_2d.h
+++ b/scene/2d/light_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/light_occluder_2d.cpp b/scene/2d/light_occluder_2d.cpp
index 8c31c99b46..3146e64c08 100644
--- a/scene/2d/light_occluder_2d.cpp
+++ b/scene/2d/light_occluder_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/light_occluder_2d.h b/scene/2d/light_occluder_2d.h
index 97574af542..7944ccad3a 100644
--- a/scene/2d/light_occluder_2d.h
+++ b/scene/2d/light_occluder_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/line_2d.cpp b/scene/2d/line_2d.cpp
index e990e9f53e..0a3f5673f8 100644
--- a/scene/2d/line_2d.cpp
+++ b/scene/2d/line_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/line_2d.h b/scene/2d/line_2d.h
index 43739ee638..e0b1cea60a 100644
--- a/scene/2d/line_2d.h
+++ b/scene/2d/line_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
index e0116d9bad..2f4459785b 100644
--- a/scene/2d/line_builder.cpp
+++ b/scene/2d/line_builder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/line_builder.h b/scene/2d/line_builder.h
index 0e033d9be1..bd419d330b 100644
--- a/scene/2d/line_builder.h
+++ b/scene/2d/line_builder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/mesh_instance_2d.cpp b/scene/2d/mesh_instance_2d.cpp
index 037e423ce9..430e655fc6 100644
--- a/scene/2d/mesh_instance_2d.cpp
+++ b/scene/2d/mesh_instance_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/mesh_instance_2d.h b/scene/2d/mesh_instance_2d.h
index f10ab17a7c..adfda4cf7f 100644
--- a/scene/2d/mesh_instance_2d.h
+++ b/scene/2d/mesh_instance_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/multimesh_instance_2d.cpp b/scene/2d/multimesh_instance_2d.cpp
index c258e30eab..5164e5c7e9 100644
--- a/scene/2d/multimesh_instance_2d.cpp
+++ b/scene/2d/multimesh_instance_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/multimesh_instance_2d.h b/scene/2d/multimesh_instance_2d.h
index aadedac42a..213cbd19b0 100644
--- a/scene/2d/multimesh_instance_2d.h
+++ b/scene/2d/multimesh_instance_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_2d.cpp b/scene/2d/navigation_2d.cpp
index 039c6f2e53..bec5ee7984 100644
--- a/scene/2d/navigation_2d.cpp
+++ b/scene/2d/navigation_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_2d.h b/scene/2d/navigation_2d.h
index 6046bddb32..12847e52ac 100644
--- a/scene/2d/navigation_2d.h
+++ b/scene/2d/navigation_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp
index 334cd4f4a8..534e31b1f2 100644
--- a/scene/2d/navigation_agent_2d.cpp
+++ b/scene/2d/navigation_agent_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_agent_2d.h b/scene/2d/navigation_agent_2d.h
index 1f2377837b..6b7da4a5f2 100644
--- a/scene/2d/navigation_agent_2d.h
+++ b/scene/2d/navigation_agent_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_obstacle_2d.cpp b/scene/2d/navigation_obstacle_2d.cpp
index c436221718..7e1aefe5e2 100644
--- a/scene/2d/navigation_obstacle_2d.cpp
+++ b/scene/2d/navigation_obstacle_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_obstacle_2d.h b/scene/2d/navigation_obstacle_2d.h
index d65f44bc0e..421f8ca7cd 100644
--- a/scene/2d/navigation_obstacle_2d.h
+++ b/scene/2d/navigation_obstacle_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_region_2d.cpp b/scene/2d/navigation_region_2d.cpp
index 41e8edc3b3..72dc8bd9ad 100644
--- a/scene/2d/navigation_region_2d.cpp
+++ b/scene/2d/navigation_region_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_region_2d.h b/scene/2d/navigation_region_2d.h
index ba92d27a95..0b9a258a25 100644
--- a/scene/2d/navigation_region_2d.h
+++ b/scene/2d/navigation_region_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp
index a2f687cd96..70a4e3f0fb 100644
--- a/scene/2d/node_2d.cpp
+++ b/scene/2d/node_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h
index a66e7f625d..a5ae5dae0e 100644
--- a/scene/2d/node_2d.h
+++ b/scene/2d/node_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_background.cpp b/scene/2d/parallax_background.cpp
index 8c9432f2fa..a35ffaa668 100644
--- a/scene/2d/parallax_background.cpp
+++ b/scene/2d/parallax_background.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_background.h b/scene/2d/parallax_background.h
index 1667880ddb..578e615be9 100644
--- a/scene/2d/parallax_background.h
+++ b/scene/2d/parallax_background.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_layer.cpp b/scene/2d/parallax_layer.cpp
index ce2632d9c1..129082cb91 100644
--- a/scene/2d/parallax_layer.cpp
+++ b/scene/2d/parallax_layer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_layer.h b/scene/2d/parallax_layer.h
index 788df19a75..b6895b0aca 100644
--- a/scene/2d/parallax_layer.h
+++ b/scene/2d/parallax_layer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index 528f191118..41c91115ad 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/path_2d.h b/scene/2d/path_2d.h
index 40042a04ef..3c5e0e4180 100644
--- a/scene/2d/path_2d.h
+++ b/scene/2d/path_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 3a60de0694..a65009d072 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 294b57eb13..159f73b269 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp
index 26340bb861..82e1b7ac96 100644
--- a/scene/2d/polygon_2d.cpp
+++ b/scene/2d/polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/polygon_2d.h b/scene/2d/polygon_2d.h
index e2a8db414a..cdb3052225 100644
--- a/scene/2d/polygon_2d.h
+++ b/scene/2d/polygon_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/position_2d.cpp b/scene/2d/position_2d.cpp
index 8e4165cf50..ff7a0dbac3 100644
--- a/scene/2d/position_2d.cpp
+++ b/scene/2d/position_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/position_2d.h b/scene/2d/position_2d.h
index 01b380bca8..fcaef0e6a3 100644
--- a/scene/2d/position_2d.h
+++ b/scene/2d/position_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp
index e53f89c46d..2c4a549acf 100644
--- a/scene/2d/ray_cast_2d.cpp
+++ b/scene/2d/ray_cast_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h
index 14932f782b..ff7a970ebf 100644
--- a/scene/2d/ray_cast_2d.h
+++ b/scene/2d/ray_cast_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/remote_transform_2d.cpp b/scene/2d/remote_transform_2d.cpp
index 96dbf1e4ec..4ed4c3a8ff 100644
--- a/scene/2d/remote_transform_2d.cpp
+++ b/scene/2d/remote_transform_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/remote_transform_2d.h b/scene/2d/remote_transform_2d.h
index 8b6f8d9678..cb4bd37f1f 100644
--- a/scene/2d/remote_transform_2d.h
+++ b/scene/2d/remote_transform_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index 7262840b62..bb5a309f65 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/skeleton_2d.h b/scene/2d/skeleton_2d.h
index 7e9ffd98e6..36b9e1b339 100644
--- a/scene/2d/skeleton_2d.h
+++ b/scene/2d/skeleton_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/sprite_2d.cpp b/scene/2d/sprite_2d.cpp
index a065565a0f..773214deeb 100644
--- a/scene/2d/sprite_2d.cpp
+++ b/scene/2d/sprite_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/sprite_2d.h b/scene/2d/sprite_2d.h
index 2875d333bb..716882d485 100644
--- a/scene/2d/sprite_2d.h
+++ b/scene/2d/sprite_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 928a839cc1..01b7a9c260 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1024,7 +1024,9 @@ void TileMap::update_dirty_bitmask() {
void TileMap::fix_invalid_tiles() {
ERR_FAIL_COND_MSG(tile_set.is_null(), "Cannot fix invalid tiles if Tileset is not open.");
- for (Map<PosKey, Cell>::Element *E = tile_map.front(); E; E = E->next()) {
+
+ Map<PosKey, Cell> temp_tile_map = tile_map;
+ for (Map<PosKey, Cell>::Element *E = temp_tile_map.front(); E; E = E->next()) {
if (!tile_set->has_tile(get_cell(E->key().x, E->key().y))) {
set_cell(E->key().x, E->key().y, INVALID_CELL);
}
diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h
index 22b615a379..b1e54aafae 100644
--- a/scene/2d/tile_map.h
+++ b/scene/2d/tile_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/touch_screen_button.cpp b/scene/2d/touch_screen_button.cpp
index 41b51a59bc..04a1aedcd3 100644
--- a/scene/2d/touch_screen_button.cpp
+++ b/scene/2d/touch_screen_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/touch_screen_button.h b/scene/2d/touch_screen_button.h
index 287f886c2c..f4ae3ca26c 100644
--- a/scene/2d/touch_screen_button.h
+++ b/scene/2d/touch_screen_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/visibility_notifier_2d.cpp b/scene/2d/visibility_notifier_2d.cpp
index d183995d65..f3dddd5af8 100644
--- a/scene/2d/visibility_notifier_2d.cpp
+++ b/scene/2d/visibility_notifier_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/visibility_notifier_2d.h b/scene/2d/visibility_notifier_2d.h
index 671378bd4e..ea3b5df37b 100644
--- a/scene/2d/visibility_notifier_2d.h
+++ b/scene/2d/visibility_notifier_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/y_sort.cpp b/scene/2d/y_sort.cpp
index 7c2b41db70..987e4581f4 100644
--- a/scene/2d/y_sort.cpp
+++ b/scene/2d/y_sort.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/y_sort.h b/scene/2d/y_sort.h
index 62787d6744..0882a88e3a 100644
--- a/scene/2d/y_sort.h
+++ b/scene/2d/y_sort.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/area_3d.cpp b/scene/3d/area_3d.cpp
index b1adb0e88e..b69357387e 100644
--- a/scene/3d/area_3d.cpp
+++ b/scene/3d/area_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/area_3d.h b/scene/3d/area_3d.h
index 51f6317517..5d8e1933ba 100644
--- a/scene/3d/area_3d.h
+++ b/scene/3d/area_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp
index 2907eb3c7e..2bcf898ced 100644
--- a/scene/3d/audio_stream_player_3d.cpp
+++ b/scene/3d/audio_stream_player_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/audio_stream_player_3d.h b/scene/3d/audio_stream_player_3d.h
index 339475b469..bcfe2b2229 100644
--- a/scene/3d/audio_stream_player_3d.h
+++ b/scene/3d/audio_stream_player_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp
index 09a7d62bb6..14c8755d99 100644
--- a/scene/3d/baked_lightmap.cpp
+++ b/scene/3d/baked_lightmap.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/baked_lightmap.h b/scene/3d/baked_lightmap.h
index 8808569215..7fd1cf892e 100644
--- a/scene/3d/baked_lightmap.h
+++ b/scene/3d/baked_lightmap.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/bone_attachment_3d.cpp b/scene/3d/bone_attachment_3d.cpp
index 68303bbfe5..30fe1ecea8 100644
--- a/scene/3d/bone_attachment_3d.cpp
+++ b/scene/3d/bone_attachment_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/bone_attachment_3d.h b/scene/3d/bone_attachment_3d.h
index 70b871430f..0dddaa1028 100644
--- a/scene/3d/bone_attachment_3d.h
+++ b/scene/3d/bone_attachment_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/camera_3d.cpp b/scene/3d/camera_3d.cpp
index 2e47f9f4a3..53c3204b3e 100644
--- a/scene/3d/camera_3d.cpp
+++ b/scene/3d/camera_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/camera_3d.h b/scene/3d/camera_3d.h
index 8b99f78370..aa36c8800d 100644
--- a/scene/3d/camera_3d.h
+++ b/scene/3d/camera_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_object_3d.cpp b/scene/3d/collision_object_3d.cpp
index 8dcf52662b..f1d7ac64b2 100644
--- a/scene/3d/collision_object_3d.cpp
+++ b/scene/3d/collision_object_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_object_3d.h b/scene/3d/collision_object_3d.h
index 39e7df40a8..da65791b9c 100644
--- a/scene/3d/collision_object_3d.h
+++ b/scene/3d/collision_object_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_polygon_3d.cpp b/scene/3d/collision_polygon_3d.cpp
index 6caf021e8c..5e77937533 100644
--- a/scene/3d/collision_polygon_3d.cpp
+++ b/scene/3d/collision_polygon_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_polygon_3d.h b/scene/3d/collision_polygon_3d.h
index bab85b6011..ec13b9af6d 100644
--- a/scene/3d/collision_polygon_3d.h
+++ b/scene/3d/collision_polygon_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp
index 4d9537f420..47966c772b 100644
--- a/scene/3d/collision_shape_3d.cpp
+++ b/scene/3d/collision_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_shape_3d.h b/scene/3d/collision_shape_3d.h
index 35f40d27b1..5f556b01a9 100644
--- a/scene/3d/collision_shape_3d.h
+++ b/scene/3d/collision_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp
index aca482f40b..3562f7b778 100644
--- a/scene/3d/cpu_particles_3d.cpp
+++ b/scene/3d/cpu_particles_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/cpu_particles_3d.h b/scene/3d/cpu_particles_3d.h
index 8c1b8a684c..3ee03ff3d8 100644
--- a/scene/3d/cpu_particles_3d.h
+++ b/scene/3d/cpu_particles_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/decal.cpp b/scene/3d/decal.cpp
index fb72e10171..e67802cfc4 100644
--- a/scene/3d/decal.cpp
+++ b/scene/3d/decal.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/decal.h b/scene/3d/decal.h
index e821461772..500a1425f2 100644
--- a/scene/3d/decal.h
+++ b/scene/3d/decal.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/gi_probe.cpp b/scene/3d/gi_probe.cpp
index b3b85989f5..b00a0ec30b 100644
--- a/scene/3d/gi_probe.cpp
+++ b/scene/3d/gi_probe.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/gi_probe.h b/scene/3d/gi_probe.h
index 2dadf48a06..afea94fe12 100644
--- a/scene/3d/gi_probe.h
+++ b/scene/3d/gi_probe.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp
index ec33d7bcab..7d77578b01 100644
--- a/scene/3d/gpu_particles_3d.cpp
+++ b/scene/3d/gpu_particles_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/gpu_particles_3d.h b/scene/3d/gpu_particles_3d.h
index f0e5f05e5b..0c1a1a510c 100644
--- a/scene/3d/gpu_particles_3d.h
+++ b/scene/3d/gpu_particles_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp
index 1f0d5d587d..145b5afbd0 100644
--- a/scene/3d/gpu_particles_collision_3d.cpp
+++ b/scene/3d/gpu_particles_collision_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/gpu_particles_collision_3d.h b/scene/3d/gpu_particles_collision_3d.h
index 9b644ade6b..7d6301ee50 100644
--- a/scene/3d/gpu_particles_collision_3d.h
+++ b/scene/3d/gpu_particles_collision_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/immediate_geometry_3d.cpp b/scene/3d/immediate_geometry_3d.cpp
index 7ccfd527a1..17410d5870 100644
--- a/scene/3d/immediate_geometry_3d.cpp
+++ b/scene/3d/immediate_geometry_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/immediate_geometry_3d.h b/scene/3d/immediate_geometry_3d.h
index 1403936e22..8e546e27e7 100644
--- a/scene/3d/immediate_geometry_3d.h
+++ b/scene/3d/immediate_geometry_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index 56f8e56858..b9293b364d 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h
index 08287a3313..833598c4a1 100644
--- a/scene/3d/light_3d.h
+++ b/scene/3d/light_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/lightmap_probe.cpp b/scene/3d/lightmap_probe.cpp
index ee21934b80..830b97ffab 100644
--- a/scene/3d/lightmap_probe.cpp
+++ b/scene/3d/lightmap_probe.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/lightmap_probe.h b/scene/3d/lightmap_probe.h
index c4bd33556f..df87ed49dd 100644
--- a/scene/3d/lightmap_probe.h
+++ b/scene/3d/lightmap_probe.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/lightmapper.cpp b/scene/3d/lightmapper.cpp
index 26faf5154c..c17ac52aa2 100644
--- a/scene/3d/lightmapper.cpp
+++ b/scene/3d/lightmapper.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/lightmapper.h b/scene/3d/lightmapper.h
index ccf9bde279..a07a964c01 100644
--- a/scene/3d/lightmapper.h
+++ b/scene/3d/lightmapper.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/listener_3d.cpp b/scene/3d/listener_3d.cpp
index 0a5b9ad09f..23adb0aa19 100644
--- a/scene/3d/listener_3d.cpp
+++ b/scene/3d/listener_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/listener_3d.h b/scene/3d/listener_3d.h
index 4b6923d6e8..2a78efb2c7 100644
--- a/scene/3d/listener_3d.h
+++ b/scene/3d/listener_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp
index 13f40aed4f..865510731e 100644
--- a/scene/3d/mesh_instance_3d.cpp
+++ b/scene/3d/mesh_instance_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h
index 4434e305e8..822e04e656 100644
--- a/scene/3d/mesh_instance_3d.h
+++ b/scene/3d/mesh_instance_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/multimesh_instance_3d.cpp b/scene/3d/multimesh_instance_3d.cpp
index 88dff111f7..2adef115cf 100644
--- a/scene/3d/multimesh_instance_3d.cpp
+++ b/scene/3d/multimesh_instance_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/multimesh_instance_3d.h b/scene/3d/multimesh_instance_3d.h
index 6e075b7f7f..63735fd3a6 100644
--- a/scene/3d/multimesh_instance_3d.h
+++ b/scene/3d/multimesh_instance_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_3d.cpp b/scene/3d/navigation_3d.cpp
index 851966db2b..2a7195be1a 100644
--- a/scene/3d/navigation_3d.cpp
+++ b/scene/3d/navigation_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_3d.h b/scene/3d/navigation_3d.h
index 890caed171..3e8adaf5ff 100644
--- a/scene/3d/navigation_3d.h
+++ b/scene/3d/navigation_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp
index fb60f99f28..8917cc4664 100644
--- a/scene/3d/navigation_agent_3d.cpp
+++ b/scene/3d/navigation_agent_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_agent_3d.h b/scene/3d/navigation_agent_3d.h
index dcfd302561..bd890a051b 100644
--- a/scene/3d/navigation_agent_3d.h
+++ b/scene/3d/navigation_agent_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp
index da0467e4a4..01bf7de913 100644
--- a/scene/3d/navigation_obstacle_3d.cpp
+++ b/scene/3d/navigation_obstacle_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_obstacle_3d.h b/scene/3d/navigation_obstacle_3d.h
index f2dc9182ca..b8d05b8a87 100644
--- a/scene/3d/navigation_obstacle_3d.h
+++ b/scene/3d/navigation_obstacle_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_region_3d.cpp b/scene/3d/navigation_region_3d.cpp
index 30d6a54e21..b7b1415091 100644
--- a/scene/3d/navigation_region_3d.cpp
+++ b/scene/3d/navigation_region_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_region_3d.h b/scene/3d/navigation_region_3d.h
index 4b1d59206b..a5b8c2cd5e 100644
--- a/scene/3d/navigation_region_3d.h
+++ b/scene/3d/navigation_region_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp
index deb04f0978..503dd5735b 100644
--- a/scene/3d/node_3d.cpp
+++ b/scene/3d/node_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/node_3d.h b/scene/3d/node_3d.h
index 180c441a2a..8610e2c0bd 100644
--- a/scene/3d/node_3d.h
+++ b/scene/3d/node_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp
index 018f6a5bcb..3f048beb71 100644
--- a/scene/3d/path_3d.cpp
+++ b/scene/3d/path_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/path_3d.h b/scene/3d/path_3d.h
index 39f04f1556..15e38c95e7 100644
--- a/scene/3d/path_3d.h
+++ b/scene/3d/path_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 47c7627ad1..5645923f22 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index cbf16863fb..d9b95e6551 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/physics_joint_3d.cpp b/scene/3d/physics_joint_3d.cpp
index b43ec78e2e..0a2af6b0cd 100644
--- a/scene/3d/physics_joint_3d.cpp
+++ b/scene/3d/physics_joint_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,6 +30,37 @@
#include "physics_joint_3d.h"
+#include "scene/scene_string_names.h"
+
+void Joint3D::_disconnect_signals() {
+ Node *node_a = get_node_or_null(a);
+ PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
+ if (body_a) {
+ body_a->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
+ }
+
+ Node *node_b = get_node_or_null(b);
+ PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
+ if (body_b) {
+ body_b->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree));
+ }
+}
+
+void Joint3D::_body_exit_tree(const ObjectID &p_body_id) {
+ _disconnect_signals();
+ Object *object = ObjectDB::get_instance(p_body_id);
+ PhysicsBody3D *body = Object::cast_to<PhysicsBody3D>(object);
+ ERR_FAIL_NULL(body);
+ RID body_rid = body->get_rid();
+ if (ba == body_rid) {
+ a = NodePath();
+ }
+ if (bb == body_rid) {
+ b = NodePath();
+ }
+ _update_joint();
+}
+
void Joint3D::_update_joint(bool p_only_free) {
if (joint.is_valid()) {
if (ba.is_valid() && bb.is_valid()) {
@@ -47,8 +78,8 @@ void Joint3D::_update_joint(bool p_only_free) {
return;
}
- Node *node_a = has_node(get_node_a()) ? get_node(get_node_a()) : (Node *)nullptr;
- Node *node_b = has_node(get_node_b()) ? get_node(get_node_b()) : (Node *)nullptr;
+ Node *node_a = get_node_or_null(a);
+ Node *node_b = get_node_or_null(b);
PhysicsBody3D *body_a = Object::cast_to<PhysicsBody3D>(node_a);
PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
@@ -97,8 +128,11 @@ void Joint3D::_update_joint(bool p_only_free) {
PhysicsServer3D::get_singleton()->joint_set_solver_priority(joint, solver_priority);
ba = body_a->get_rid();
+ body_a->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree), make_binds(body_a->get_instance_id()));
+
if (body_b) {
bb = body_b->get_rid();
+ body_b->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Joint3D::_body_exit_tree), make_binds(body_b->get_instance_id()));
}
PhysicsServer3D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
@@ -109,6 +143,10 @@ void Joint3D::set_node_a(const NodePath &p_node_a) {
return;
}
+ if (joint.is_valid()) {
+ _disconnect_signals();
+ }
+
a = p_node_a;
_update_joint();
}
@@ -121,6 +159,11 @@ void Joint3D::set_node_b(const NodePath &p_node_b) {
if (b == p_node_b) {
return;
}
+
+ if (joint.is_valid()) {
+ _disconnect_signals();
+ }
+
b = p_node_b;
_update_joint();
}
@@ -147,6 +190,7 @@ void Joint3D::_notification(int p_what) {
} break;
case NOTIFICATION_EXIT_TREE: {
if (joint.is_valid()) {
+ _disconnect_signals();
_update_joint(true);
}
} break;
diff --git a/scene/3d/physics_joint_3d.h b/scene/3d/physics_joint_3d.h
index 250ae8bf52..9702076318 100644
--- a/scene/3d/physics_joint_3d.h
+++ b/scene/3d/physics_joint_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -49,6 +49,8 @@ class Joint3D : public Node3D {
String warning;
protected:
+ void _disconnect_signals();
+ void _body_exit_tree(const ObjectID &p_body_id);
void _update_joint(bool p_only_free = false);
void _notification(int p_what);
diff --git a/scene/3d/position_3d.cpp b/scene/3d/position_3d.cpp
index e63c588e28..b231ba0df7 100644
--- a/scene/3d/position_3d.cpp
+++ b/scene/3d/position_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/position_3d.h b/scene/3d/position_3d.h
index 1c5f05ef95..065b14c3bd 100644
--- a/scene/3d/position_3d.h
+++ b/scene/3d/position_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/proximity_group_3d.cpp b/scene/3d/proximity_group_3d.cpp
index 7e25255885..9d9fea68b0 100644
--- a/scene/3d/proximity_group_3d.cpp
+++ b/scene/3d/proximity_group_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/proximity_group_3d.h b/scene/3d/proximity_group_3d.h
index d52843e9a2..05aa00b228 100644
--- a/scene/3d/proximity_group_3d.h
+++ b/scene/3d/proximity_group_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp
index 811e8a331b..59b59c7163 100644
--- a/scene/3d/ray_cast_3d.cpp
+++ b/scene/3d/ray_cast_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h
index f4fe7ba621..4109853280 100644
--- a/scene/3d/ray_cast_3d.h
+++ b/scene/3d/ray_cast_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/reflection_probe.cpp b/scene/3d/reflection_probe.cpp
index c82ed423a7..63fa0c06c3 100644
--- a/scene/3d/reflection_probe.cpp
+++ b/scene/3d/reflection_probe.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/reflection_probe.h b/scene/3d/reflection_probe.h
index 4bff2f8bf9..a43d4e2422 100644
--- a/scene/3d/reflection_probe.h
+++ b/scene/3d/reflection_probe.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/remote_transform_3d.cpp b/scene/3d/remote_transform_3d.cpp
index 9c7b935090..4afbb80779 100644
--- a/scene/3d/remote_transform_3d.cpp
+++ b/scene/3d/remote_transform_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/remote_transform_3d.h b/scene/3d/remote_transform_3d.h
index 0ce30f7fce..3b30c835be 100644
--- a/scene/3d/remote_transform_3d.h
+++ b/scene/3d/remote_transform_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index 4425af26f9..5e09a15b80 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h
index c54f89d3ce..73417dce21 100644
--- a/scene/3d/skeleton_3d.h
+++ b/scene/3d/skeleton_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp
index 14af6b066a..cb486a12ae 100644
--- a/scene/3d/skeleton_ik_3d.cpp
+++ b/scene/3d/skeleton_ik_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/skeleton_ik_3d.h b/scene/3d/skeleton_ik_3d.h
index 6c1db6dd33..557647aa62 100644
--- a/scene/3d/skeleton_ik_3d.h
+++ b/scene/3d/skeleton_ik_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp
index 51ade358b7..785465f28e 100644
--- a/scene/3d/soft_body_3d.cpp
+++ b/scene/3d/soft_body_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/soft_body_3d.h b/scene/3d/soft_body_3d.h
index c59a0b3aa3..d3c5dc022f 100644
--- a/scene/3d/soft_body_3d.h
+++ b/scene/3d/soft_body_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/spring_arm_3d.cpp b/scene/3d/spring_arm_3d.cpp
index 287d760db0..6812282844 100644
--- a/scene/3d/spring_arm_3d.cpp
+++ b/scene/3d/spring_arm_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/spring_arm_3d.h b/scene/3d/spring_arm_3d.h
index 7f6fe2f1a2..4c2d2a54ff 100644
--- a/scene/3d/spring_arm_3d.h
+++ b/scene/3d/spring_arm_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 27a932e660..3e49750366 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h
index cb8467aac6..3e38d4581e 100644
--- a/scene/3d/sprite_3d.h
+++ b/scene/3d/sprite_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index 63e791a556..120bbbae43 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h
index 0b4b3a4440..ca7ea6574d 100644
--- a/scene/3d/vehicle_body_3d.h
+++ b/scene/3d/vehicle_body_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/velocity_tracker_3d.cpp b/scene/3d/velocity_tracker_3d.cpp
index 4ffa335775..35d00f3639 100644
--- a/scene/3d/velocity_tracker_3d.cpp
+++ b/scene/3d/velocity_tracker_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/velocity_tracker_3d.h b/scene/3d/velocity_tracker_3d.h
index a7ab3dce4d..3fc89cc7fb 100644
--- a/scene/3d/velocity_tracker_3d.h
+++ b/scene/3d/velocity_tracker_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/visibility_notifier_3d.cpp b/scene/3d/visibility_notifier_3d.cpp
index 9f5c40caf4..494709fe84 100644
--- a/scene/3d/visibility_notifier_3d.cpp
+++ b/scene/3d/visibility_notifier_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/visibility_notifier_3d.h b/scene/3d/visibility_notifier_3d.h
index 35f6c02e83..29552510b7 100644
--- a/scene/3d/visibility_notifier_3d.h
+++ b/scene/3d/visibility_notifier_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp
index 0b70b0f920..1d0a830383 100644
--- a/scene/3d/visual_instance_3d.cpp
+++ b/scene/3d/visual_instance_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h
index 0810b7b4ce..f370f29cb0 100644
--- a/scene/3d/visual_instance_3d.h
+++ b/scene/3d/visual_instance_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/voxelizer.cpp b/scene/3d/voxelizer.cpp
index 4ae91ae876..b99d753dde 100644
--- a/scene/3d/voxelizer.cpp
+++ b/scene/3d/voxelizer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/voxelizer.h b/scene/3d/voxelizer.h
index 3546fd7729..a0b581d625 100644
--- a/scene/3d/voxelizer.h
+++ b/scene/3d/voxelizer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/world_environment.cpp b/scene/3d/world_environment.cpp
index 05fd45e6b6..cf1c319acc 100644
--- a/scene/3d/world_environment.cpp
+++ b/scene/3d/world_environment.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/world_environment.h b/scene/3d/world_environment.h
index 3fd3dc0b50..3dfba20bf0 100644
--- a/scene/3d/world_environment.h
+++ b/scene/3d/world_environment.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/xr_nodes.cpp b/scene/3d/xr_nodes.cpp
index 47b0536843..7fed34c7c6 100644
--- a/scene/3d/xr_nodes.cpp
+++ b/scene/3d/xr_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/xr_nodes.h b/scene/3d/xr_nodes.h
index 6aa7709485..7cd6e2ac57 100644
--- a/scene/3d/xr_nodes.h
+++ b/scene/3d/xr_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_blend_space_1d.cpp b/scene/animation/animation_blend_space_1d.cpp
index e426e98def..41e1318b1f 100644
--- a/scene/animation/animation_blend_space_1d.cpp
+++ b/scene/animation/animation_blend_space_1d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_blend_space_1d.h b/scene/animation/animation_blend_space_1d.h
index 816d3c9d4e..6edbc4e319 100644
--- a/scene/animation/animation_blend_space_1d.h
+++ b/scene/animation/animation_blend_space_1d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_blend_space_2d.cpp b/scene/animation/animation_blend_space_2d.cpp
index 5a42e2af7a..c32cc82bd8 100644
--- a/scene/animation/animation_blend_space_2d.cpp
+++ b/scene/animation/animation_blend_space_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_blend_space_2d.h b/scene/animation/animation_blend_space_2d.h
index 2aff678aad..c74afcb8ce 100644
--- a/scene/animation/animation_blend_space_2d.h
+++ b/scene/animation/animation_blend_space_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_blend_tree.cpp b/scene/animation/animation_blend_tree.cpp
index 56995c0c13..24ae01e9d8 100644
--- a/scene/animation/animation_blend_tree.cpp
+++ b/scene/animation/animation_blend_tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_blend_tree.h b/scene/animation/animation_blend_tree.h
index 7241a6bc13..45a9f2e7e1 100644
--- a/scene/animation/animation_blend_tree.h
+++ b/scene/animation/animation_blend_tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_cache.cpp b/scene/animation/animation_cache.cpp
index abb2cf1b65..6ef2da6977 100644
--- a/scene/animation/animation_cache.cpp
+++ b/scene/animation/animation_cache.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_cache.h b/scene/animation/animation_cache.h
index feff1d364a..484b710b06 100644
--- a/scene/animation/animation_cache.h
+++ b/scene/animation/animation_cache.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp
index 36552c966d..ef9f531f04 100644
--- a/scene/animation/animation_node_state_machine.cpp
+++ b/scene/animation/animation_node_state_machine.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -495,6 +495,8 @@ void AnimationNodeStateMachinePlayback::_bind_methods() {
ClassDB::bind_method(D_METHOD("stop"), &AnimationNodeStateMachinePlayback::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimationNodeStateMachinePlayback::is_playing);
ClassDB::bind_method(D_METHOD("get_current_node"), &AnimationNodeStateMachinePlayback::get_current_node);
+ ClassDB::bind_method(D_METHOD("get_current_play_position"), &AnimationNodeStateMachinePlayback::get_current_play_pos);
+ ClassDB::bind_method(D_METHOD("get_current_length"), &AnimationNodeStateMachinePlayback::get_current_length);
ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::get_travel_path);
}
diff --git a/scene/animation/animation_node_state_machine.h b/scene/animation/animation_node_state_machine.h
index ae8975e940..daeb2fabaa 100644
--- a/scene/animation/animation_node_state_machine.h
+++ b/scene/animation/animation_node_state_machine.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp
index 506106687b..8e50c733ae 100644
--- a/scene/animation/animation_player.cpp
+++ b/scene/animation/animation_player.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_player.h b/scene/animation/animation_player.h
index 7f0d5630e1..4532825f5a 100644
--- a/scene/animation/animation_player.h
+++ b/scene/animation/animation_player.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp
index 8b5cc8eda3..e6abbc0c7a 100644
--- a/scene/animation/animation_tree.cpp
+++ b/scene/animation/animation_tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/animation_tree.h b/scene/animation/animation_tree.h
index 166ca04f40..a0171e617b 100644
--- a/scene/animation/animation_tree.h
+++ b/scene/animation/animation_tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/root_motion_view.cpp b/scene/animation/root_motion_view.cpp
index cbf2e4a6ff..5fd936df8e 100644
--- a/scene/animation/root_motion_view.cpp
+++ b/scene/animation/root_motion_view.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/root_motion_view.h b/scene/animation/root_motion_view.h
index 77c51fe47a..063fb8feda 100644
--- a/scene/animation/root_motion_view.h
+++ b/scene/animation/root_motion_view.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/tween.cpp b/scene/animation/tween.cpp
index 1a2a97ada8..8bdb5c7447 100644
--- a/scene/animation/tween.cpp
+++ b/scene/animation/tween.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/animation/tween.h b/scene/animation/tween.h
index 822fcf0b6f..c65a6f850f 100644
--- a/scene/animation/tween.h
+++ b/scene/animation/tween.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/audio/audio_stream_player.cpp b/scene/audio/audio_stream_player.cpp
index 14aae9c7bf..4a9e146696 100644
--- a/scene/audio/audio_stream_player.cpp
+++ b/scene/audio/audio_stream_player.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/audio/audio_stream_player.h b/scene/audio/audio_stream_player.h
index 2d9c4cb481..fa45a39682 100644
--- a/scene/audio/audio_stream_player.h
+++ b/scene/audio/audio_stream_player.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/debugger/scene_debugger.cpp b/scene/debugger/scene_debugger.cpp
index f848fc3e68..4dbe3cc1c4 100644
--- a/scene/debugger/scene_debugger.cpp
+++ b/scene/debugger/scene_debugger.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/debugger/scene_debugger.h b/scene/debugger/scene_debugger.h
index af2d8904b5..51632446f8 100644
--- a/scene/debugger/scene_debugger.h
+++ b/scene/debugger/scene_debugger.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/aspect_ratio_container.cpp b/scene/gui/aspect_ratio_container.cpp
index 672102bf7a..c7f6c0e2da 100644
--- a/scene/gui/aspect_ratio_container.cpp
+++ b/scene/gui/aspect_ratio_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/aspect_ratio_container.h b/scene/gui/aspect_ratio_container.h
index 8ffc4363c3..c95c6a7274 100644
--- a/scene/gui/aspect_ratio_container.h
+++ b/scene/gui/aspect_ratio_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/base_button.cpp b/scene/gui/base_button.cpp
index dadb1bea31..27e33be9d7 100644
--- a/scene/gui/base_button.cpp
+++ b/scene/gui/base_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/base_button.h b/scene/gui/base_button.h
index 661801216d..b349b75761 100644
--- a/scene/gui/base_button.h
+++ b/scene/gui/base_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/box_container.cpp b/scene/gui/box_container.cpp
index fdd88d155f..a00d755c9c 100644
--- a/scene/gui/box_container.cpp
+++ b/scene/gui/box_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/box_container.h b/scene/gui/box_container.h
index c4d75c3cf1..8285c2b9a2 100644
--- a/scene/gui/box_container.h
+++ b/scene/gui/box_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/button.cpp b/scene/gui/button.cpp
index 0cdfa9457e..119f3539e1 100644
--- a/scene/gui/button.cpp
+++ b/scene/gui/button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/button.h b/scene/gui/button.h
index f367448b86..d633fddc8a 100644
--- a/scene/gui/button.h
+++ b/scene/gui/button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/center_container.cpp b/scene/gui/center_container.cpp
index 1a72f3ca4d..f2d1dee0fc 100644
--- a/scene/gui/center_container.cpp
+++ b/scene/gui/center_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/center_container.h b/scene/gui/center_container.h
index 638843c389..ee8b2e0e48 100644
--- a/scene/gui/center_container.h
+++ b/scene/gui/center_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/check_box.cpp b/scene/gui/check_box.cpp
index bb274195f4..9df328dd11 100644
--- a/scene/gui/check_box.cpp
+++ b/scene/gui/check_box.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/check_box.h b/scene/gui/check_box.h
index cc00524698..9fb0aea218 100644
--- a/scene/gui/check_box.h
+++ b/scene/gui/check_box.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/check_button.cpp b/scene/gui/check_button.cpp
index 2dd6cd1cb2..a8bf449355 100644
--- a/scene/gui/check_button.cpp
+++ b/scene/gui/check_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/check_button.h b/scene/gui/check_button.h
index 99a12a3270..29c557ce89 100644
--- a/scene/gui/check_button.h
+++ b/scene/gui/check_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/code_edit.cpp b/scene/gui/code_edit.cpp
index 59cfbccf99..28a0ea0100 100644
--- a/scene/gui/code_edit.cpp
+++ b/scene/gui/code_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/code_edit.h b/scene/gui/code_edit.h
index c989e5ed79..d0c39ec0f1 100644
--- a/scene/gui/code_edit.h
+++ b/scene/gui/code_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp
index a80506029c..6c81ef0998 100644
--- a/scene/gui/color_picker.cpp
+++ b/scene/gui/color_picker.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/color_picker.h b/scene/gui/color_picker.h
index 128664b49d..3695820a79 100644
--- a/scene/gui/color_picker.h
+++ b/scene/gui/color_picker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/color_rect.cpp b/scene/gui/color_rect.cpp
index 0c38b93c60..e35d37d520 100644
--- a/scene/gui/color_rect.cpp
+++ b/scene/gui/color_rect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/color_rect.h b/scene/gui/color_rect.h
index 61d57f7cca..5c650f9f01 100644
--- a/scene/gui/color_rect.h
+++ b/scene/gui/color_rect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/container.cpp b/scene/gui/container.cpp
index 38e938ebea..03bade6702 100644
--- a/scene/gui/container.cpp
+++ b/scene/gui/container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/container.h b/scene/gui/container.h
index b789bcf3b0..5e60ca04dc 100644
--- a/scene/gui/container.h
+++ b/scene/gui/container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp
index 78abacea42..ad21c351d0 100644
--- a/scene/gui/control.cpp
+++ b/scene/gui/control.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/control.h b/scene/gui/control.h
index ea336e3c59..ac2a1b35de 100644
--- a/scene/gui/control.h
+++ b/scene/gui/control.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/dialogs.cpp b/scene/gui/dialogs.cpp
index 199af936a6..773c609a70 100644
--- a/scene/gui/dialogs.cpp
+++ b/scene/gui/dialogs.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/dialogs.h b/scene/gui/dialogs.h
index 8f6e0e86f9..e450a3c30a 100644
--- a/scene/gui/dialogs.h
+++ b/scene/gui/dialogs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/file_dialog.cpp b/scene/gui/file_dialog.cpp
index fa29bedd62..5765d6b932 100644
--- a/scene/gui/file_dialog.cpp
+++ b/scene/gui/file_dialog.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/file_dialog.h b/scene/gui/file_dialog.h
index 3649a30756..626bb78d42 100644
--- a/scene/gui/file_dialog.h
+++ b/scene/gui/file_dialog.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/gradient_edit.cpp b/scene/gui/gradient_edit.cpp
index e67045e10a..d18fff887d 100644
--- a/scene/gui/gradient_edit.cpp
+++ b/scene/gui/gradient_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/gradient_edit.h b/scene/gui/gradient_edit.h
index 6e950703bb..189b33f563 100644
--- a/scene/gui/gradient_edit.h
+++ b/scene/gui/gradient_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/graph_edit.cpp b/scene/gui/graph_edit.cpp
index ce68aeeeed..d5b12b6bb6 100644
--- a/scene/gui/graph_edit.cpp
+++ b/scene/gui/graph_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/graph_edit.h b/scene/gui/graph_edit.h
index d081789784..4525152bd5 100644
--- a/scene/gui/graph_edit.h
+++ b/scene/gui/graph_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/graph_node.cpp b/scene/gui/graph_node.cpp
index eaee086b81..9f5c87377f 100644
--- a/scene/gui/graph_node.cpp
+++ b/scene/gui/graph_node.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/graph_node.h b/scene/gui/graph_node.h
index 08ae0d465d..cf66586e6b 100644
--- a/scene/gui/graph_node.h
+++ b/scene/gui/graph_node.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/grid_container.cpp b/scene/gui/grid_container.cpp
index a08a348a18..11335db54a 100644
--- a/scene/gui/grid_container.cpp
+++ b/scene/gui/grid_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/grid_container.h b/scene/gui/grid_container.h
index 79d4aee284..8045c94b9a 100644
--- a/scene/gui/grid_container.h
+++ b/scene/gui/grid_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp
index 30610c63b5..69ca96b28e 100644
--- a/scene/gui/item_list.cpp
+++ b/scene/gui/item_list.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/item_list.h b/scene/gui/item_list.h
index 281814e178..d08823c398 100644
--- a/scene/gui/item_list.h
+++ b/scene/gui/item_list.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/label.cpp b/scene/gui/label.cpp
index d70f07c0a8..bd89fe441c 100644
--- a/scene/gui/label.cpp
+++ b/scene/gui/label.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/label.h b/scene/gui/label.h
index 386297f582..219c6af39e 100644
--- a/scene/gui/label.h
+++ b/scene/gui/label.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp
index 921c9875b3..5f0bb453f3 100644
--- a/scene/gui/line_edit.cpp
+++ b/scene/gui/line_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -584,7 +584,7 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
if (handled) {
accept_event();
- } else if (!k->get_command() || (k->get_command() && k->get_alt())) {
+ } else if (!k->get_command()) {
if (k->get_unicode() >= 32 && k->get_keycode() != KEY_DELETE) {
if (editable) {
selection_delete();
diff --git a/scene/gui/line_edit.h b/scene/gui/line_edit.h
index e7b2a34eed..1e7495e734 100644
--- a/scene/gui/line_edit.h
+++ b/scene/gui/line_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/link_button.cpp b/scene/gui/link_button.cpp
index b66ee514dc..495529017a 100644
--- a/scene/gui/link_button.cpp
+++ b/scene/gui/link_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/link_button.h b/scene/gui/link_button.h
index 8c1daef166..5ab6aba122 100644
--- a/scene/gui/link_button.h
+++ b/scene/gui/link_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/margin_container.cpp b/scene/gui/margin_container.cpp
index b674b492d8..0e9610d0a3 100644
--- a/scene/gui/margin_container.cpp
+++ b/scene/gui/margin_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/margin_container.h b/scene/gui/margin_container.h
index 12e230d9d7..b782976ada 100644
--- a/scene/gui/margin_container.h
+++ b/scene/gui/margin_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/menu_button.cpp b/scene/gui/menu_button.cpp
index b98b3f7094..94cb5ef0f4 100644
--- a/scene/gui/menu_button.cpp
+++ b/scene/gui/menu_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/menu_button.h b/scene/gui/menu_button.h
index 65b46d5b69..cd4ed5bcb2 100644
--- a/scene/gui/menu_button.h
+++ b/scene/gui/menu_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/nine_patch_rect.cpp b/scene/gui/nine_patch_rect.cpp
index 72754f375a..c274eb5c10 100644
--- a/scene/gui/nine_patch_rect.cpp
+++ b/scene/gui/nine_patch_rect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/nine_patch_rect.h b/scene/gui/nine_patch_rect.h
index 91d24ada8f..fcf25018aa 100644
--- a/scene/gui/nine_patch_rect.h
+++ b/scene/gui/nine_patch_rect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/option_button.cpp b/scene/gui/option_button.cpp
index 8fdd3db4e7..4f274595a2 100644
--- a/scene/gui/option_button.cpp
+++ b/scene/gui/option_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/option_button.h b/scene/gui/option_button.h
index fec7695969..9cb296baa9 100644
--- a/scene/gui/option_button.h
+++ b/scene/gui/option_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/panel.cpp b/scene/gui/panel.cpp
index 28cc056d6e..995e985c3a 100644
--- a/scene/gui/panel.cpp
+++ b/scene/gui/panel.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/panel.h b/scene/gui/panel.h
index e2c1ddc91d..84fd6aaead 100644
--- a/scene/gui/panel.h
+++ b/scene/gui/panel.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/panel_container.cpp b/scene/gui/panel_container.cpp
index 051b4de825..11d822c5e1 100644
--- a/scene/gui/panel_container.cpp
+++ b/scene/gui/panel_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/panel_container.h b/scene/gui/panel_container.h
index 92743f2c47..f27ca7fad7 100644
--- a/scene/gui/panel_container.h
+++ b/scene/gui/panel_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/popup.cpp b/scene/gui/popup.cpp
index 791c78e2b4..36bcca61a7 100644
--- a/scene/gui/popup.cpp
+++ b/scene/gui/popup.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/popup.h b/scene/gui/popup.h
index 48e7ea9452..0355405d7c 100644
--- a/scene/gui/popup.h
+++ b/scene/gui/popup.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp
index e1a324efb3..e777e6c26b 100644
--- a/scene/gui/popup_menu.cpp
+++ b/scene/gui/popup_menu.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -72,9 +72,7 @@ Size2 PopupMenu::_get_contents_minimum_size() const {
}
size.width += items[i].text_buf->get_size().x;
- if (i > 0) {
- size.height += vseparation;
- }
+ size.height += vseparation;
if (items[i].accel || (items[i].shortcut.is_valid() && items[i].shortcut->is_valid())) {
int accel_w = hseparation * 2;
@@ -152,9 +150,7 @@ int PopupMenu::_get_mouse_over(const Point2 &p_over) const {
}
for (int i = 0; i < items.size(); i++) {
- if (i > 0) {
- ofs.y += vseparation;
- }
+ ofs.y += i > 0 ? vseparation : (float)vseparation / 2;
ofs.y += MAX(items[i].get_icon_size().height, items[i].text_buf->get_size().y);
@@ -506,10 +502,8 @@ void PopupMenu::_draw_items() {
// Loop through all items and draw each.
for (int i = 0; i < items.size(); i++) {
- // If not the first item, add the separation space between items.
- if (i > 0) {
- ofs.y += vseparation;
- }
+ // For the first item only add half a separation. For all other items, add a whole separation to the offset.
+ ofs.y += i > 0 ? vseparation : (float)vseparation / 2;
_shape_item(i);
@@ -519,9 +513,9 @@ void PopupMenu::_draw_items() {
if (i == mouse_over) {
if (rtl) {
- hover->draw(ci, Rect2(item_ofs + Point2(-hseparation + scroll_width, -vseparation / 2), Size2(display_width + hseparation * 2, h + vseparation)));
+ hover->draw(ci, Rect2(item_ofs + Point2(scroll_width, -vseparation / 2), Size2(display_width, h + vseparation)));
} else {
- hover->draw(ci, Rect2(item_ofs + Point2(-hseparation, -vseparation / 2), Size2(display_width + hseparation * 2, h + vseparation)));
+ hover->draw(ci, Rect2(item_ofs + Point2(0, -vseparation / 2), Size2(display_width, h + vseparation)));
}
}
@@ -1349,10 +1343,10 @@ void PopupMenu::remove_item(int p_idx) {
child_controls_changed();
}
-void PopupMenu::add_separator(const String &p_text) {
+void PopupMenu::add_separator(const String &p_text, int p_id) {
Item sep;
sep.separator = true;
- sep.id = -1;
+ sep.id = p_id;
if (p_text != String()) {
sep.text = p_text;
sep.xl_text = tr(p_text);
@@ -1600,7 +1594,7 @@ void PopupMenu::_bind_methods() {
ClassDB::bind_method(D_METHOD("remove_item", "idx"), &PopupMenu::remove_item);
- ClassDB::bind_method(D_METHOD("add_separator", "label"), &PopupMenu::add_separator, DEFVAL(String()));
+ ClassDB::bind_method(D_METHOD("add_separator", "label", "id"), &PopupMenu::add_separator, DEFVAL(String()), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("clear"), &PopupMenu::clear);
ClassDB::bind_method(D_METHOD("_set_items"), &PopupMenu::_set_items);
@@ -1636,7 +1630,6 @@ void PopupMenu::_bind_methods() {
void PopupMenu::popup(const Rect2 &p_bounds) {
moved = Vector2();
popup_time_msec = OS::get_singleton()->get_ticks_msec();
- set_as_minsize();
Popup::popup(p_bounds);
}
diff --git a/scene/gui/popup_menu.h b/scene/gui/popup_menu.h
index a082fcf0e7..c050e61d50 100644
--- a/scene/gui/popup_menu.h
+++ b/scene/gui/popup_menu.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -228,7 +228,7 @@ public:
void remove_item(int p_idx);
- void add_separator(const String &p_text = String());
+ void add_separator(const String &p_text = String(), int p_id = -1);
void clear();
diff --git a/scene/gui/progress_bar.cpp b/scene/gui/progress_bar.cpp
index c111ddff58..1b33cc6ffb 100644
--- a/scene/gui/progress_bar.cpp
+++ b/scene/gui/progress_bar.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/progress_bar.h b/scene/gui/progress_bar.h
index f00f993adf..3317846108 100644
--- a/scene/gui/progress_bar.h
+++ b/scene/gui/progress_bar.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/range.cpp b/scene/gui/range.cpp
index 6342109660..b9ac6d7505 100644
--- a/scene/gui/range.cpp
+++ b/scene/gui/range.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/range.h b/scene/gui/range.h
index 9ba367aaa4..68ff46bd74 100644
--- a/scene/gui/range.h
+++ b/scene/gui/range.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/reference_rect.cpp b/scene/gui/reference_rect.cpp
index 773acb2713..6d7f2cfd57 100644
--- a/scene/gui/reference_rect.cpp
+++ b/scene/gui/reference_rect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/reference_rect.h b/scene/gui/reference_rect.h
index becbbf47c5..7097e83a15 100644
--- a/scene/gui/reference_rect.h
+++ b/scene/gui/reference_rect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/rich_text_effect.cpp b/scene/gui/rich_text_effect.cpp
index 5b201f45d3..39718a269a 100644
--- a/scene/gui/rich_text_effect.cpp
+++ b/scene/gui/rich_text_effect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/rich_text_effect.h b/scene/gui/rich_text_effect.h
index 1aa62c1c83..f2e2823eff 100644
--- a/scene/gui/rich_text_effect.h
+++ b/scene/gui/rich_text_effect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp
index 82f2106432..4f4d5ece4a 100644
--- a/scene/gui/rich_text_label.cpp
+++ b/scene/gui/rich_text_label.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/rich_text_label.h b/scene/gui/rich_text_label.h
index 99d8cb5863..f828a8cd1a 100644
--- a/scene/gui/rich_text_label.h
+++ b/scene/gui/rich_text_label.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/scroll_bar.cpp b/scene/gui/scroll_bar.cpp
index 1a4d19eab3..79a0de35fc 100644
--- a/scene/gui/scroll_bar.cpp
+++ b/scene/gui/scroll_bar.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/scroll_bar.h b/scene/gui/scroll_bar.h
index 358ed74965..7dd71cc269 100644
--- a/scene/gui/scroll_bar.h
+++ b/scene/gui/scroll_bar.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/scroll_container.cpp b/scene/gui/scroll_container.cpp
index af9c5cb0c5..52feb2ab23 100644
--- a/scene/gui/scroll_container.cpp
+++ b/scene/gui/scroll_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/scroll_container.h b/scene/gui/scroll_container.h
index d2f5e87822..7e32cbed1c 100644
--- a/scene/gui/scroll_container.h
+++ b/scene/gui/scroll_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/separator.cpp b/scene/gui/separator.cpp
index 4f7e5720b8..3cb8ccf135 100644
--- a/scene/gui/separator.cpp
+++ b/scene/gui/separator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/separator.h b/scene/gui/separator.h
index eec989cfea..1ac0f2c503 100644
--- a/scene/gui/separator.h
+++ b/scene/gui/separator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/shortcut.cpp b/scene/gui/shortcut.cpp
index f8c7bc44a7..cbbcf9e069 100644
--- a/scene/gui/shortcut.cpp
+++ b/scene/gui/shortcut.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/shortcut.h b/scene/gui/shortcut.h
index 176958b397..ea91f29b5d 100644
--- a/scene/gui/shortcut.h
+++ b/scene/gui/shortcut.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/slider.cpp b/scene/gui/slider.cpp
index 3dd5e022f0..0edf1856de 100644
--- a/scene/gui/slider.cpp
+++ b/scene/gui/slider.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/slider.h b/scene/gui/slider.h
index b4b56f2856..292931b7b5 100644
--- a/scene/gui/slider.h
+++ b/scene/gui/slider.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/spin_box.cpp b/scene/gui/spin_box.cpp
index a4de4a0408..037a60810e 100644
--- a/scene/gui/spin_box.cpp
+++ b/scene/gui/spin_box.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/spin_box.h b/scene/gui/spin_box.h
index 1b3dc9d79e..0647ec005b 100644
--- a/scene/gui/spin_box.h
+++ b/scene/gui/spin_box.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/split_container.cpp b/scene/gui/split_container.cpp
index 1e85bba0e3..d6f2df1d8c 100644
--- a/scene/gui/split_container.cpp
+++ b/scene/gui/split_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/split_container.h b/scene/gui/split_container.h
index e345016f3d..46a6792206 100644
--- a/scene/gui/split_container.h
+++ b/scene/gui/split_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/subviewport_container.cpp b/scene/gui/subviewport_container.cpp
index c5f56fe8e2..68eef0f96b 100644
--- a/scene/gui/subviewport_container.cpp
+++ b/scene/gui/subviewport_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/subviewport_container.h b/scene/gui/subviewport_container.h
index e82ad772ce..91fc29d377 100644
--- a/scene/gui/subviewport_container.h
+++ b/scene/gui/subviewport_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp
index ddb2b1fe47..7f0d7b6e7b 100644
--- a/scene/gui/tab_container.cpp
+++ b/scene/gui/tab_container.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/tab_container.h b/scene/gui/tab_container.h
index 9ff56afe6e..58742c5be8 100644
--- a/scene/gui/tab_container.h
+++ b/scene/gui/tab_container.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/tabs.cpp b/scene/gui/tabs.cpp
index d332a5cbc6..3bf71d6c01 100644
--- a/scene/gui/tabs.cpp
+++ b/scene/gui/tabs.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/tabs.h b/scene/gui/tabs.h
index bf62ba7210..4396981004 100644
--- a/scene/gui/tabs.h
+++ b/scene/gui/tabs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp
index d044d2421b..7557d36298 100644
--- a/scene/gui/text_edit.cpp
+++ b/scene/gui/text_edit.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1285,8 +1285,7 @@ void TextEdit::_notification(int p_what) {
if (draw_tabs && ((glyphs[j].flags & TextServer::GRAPHEME_IS_TAB) == TextServer::GRAPHEME_IS_TAB)) {
int yofs = (text_height - cache.tab_icon->get_height()) / 2 - ldata->get_line_ascent(line_wrap_index);
cache.tab_icon->draw(ci, Point2(char_ofs + char_margin + ofs_x, ofs_y + yofs), current_color);
- }
- if (draw_spaces && ((glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE)) {
+ } else if (draw_spaces && ((glyphs[j].flags & TextServer::GRAPHEME_IS_SPACE) == TextServer::GRAPHEME_IS_SPACE)) {
int yofs = (text_height - cache.space_icon->get_height()) / 2 - ldata->get_line_ascent(line_wrap_index);
int xofs = (glyphs[j].advance * glyphs[j].repeat - cache.space_icon->get_width()) / 2;
cache.space_icon->draw(ci, Point2(char_ofs + char_margin + ofs_x + xofs, ofs_y + yofs), current_color);
@@ -3619,7 +3618,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
return;
}
- if (!keycode_handled && (!k->get_command() || (k->get_command() && k->get_alt()))) { // For German keyboards.
+ if (!keycode_handled && !k->get_command()) { // For German keyboards.
if (k->get_unicode() >= 32) {
if (readonly) {
diff --git a/scene/gui/text_edit.h b/scene/gui/text_edit.h
index 3f16ed1366..d5b9b46fe2 100644
--- a/scene/gui/text_edit.h
+++ b/scene/gui/text_edit.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/texture_button.cpp b/scene/gui/texture_button.cpp
index 4187d77083..23c48b0906 100644
--- a/scene/gui/texture_button.cpp
+++ b/scene/gui/texture_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/texture_button.h b/scene/gui/texture_button.h
index 6f7ee65ae4..4b750c3fb1 100644
--- a/scene/gui/texture_button.h
+++ b/scene/gui/texture_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/texture_progress_bar.cpp b/scene/gui/texture_progress_bar.cpp
index 8278bd3689..76564e2b17 100644
--- a/scene/gui/texture_progress_bar.cpp
+++ b/scene/gui/texture_progress_bar.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/texture_progress_bar.h b/scene/gui/texture_progress_bar.h
index 4fab8076fd..ee33a915f7 100644
--- a/scene/gui/texture_progress_bar.h
+++ b/scene/gui/texture_progress_bar.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/texture_rect.cpp b/scene/gui/texture_rect.cpp
index 58e7249284..beb06b7739 100644
--- a/scene/gui/texture_rect.cpp
+++ b/scene/gui/texture_rect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/texture_rect.h b/scene/gui/texture_rect.h
index e39545f679..0f3172f5bd 100644
--- a/scene/gui/texture_rect.h
+++ b/scene/gui/texture_rect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp
index 1921a3779e..a968a83dad 100644
--- a/scene/gui/tree.cpp
+++ b/scene/gui/tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/tree.h b/scene/gui/tree.h
index 82422b8be3..dfc02f760d 100644
--- a/scene/gui/tree.h
+++ b/scene/gui/tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/video_player.cpp b/scene/gui/video_player.cpp
index e118cb0d8d..84d689369b 100644
--- a/scene/gui/video_player.cpp
+++ b/scene/gui/video_player.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/gui/video_player.h b/scene/gui/video_player.h
index 573aec5a2c..089337eed5 100644
--- a/scene/gui/video_player.h
+++ b/scene/gui/video_player.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp
index 8babb1460f..efef49fbf0 100644
--- a/scene/main/canvas_item.cpp
+++ b/scene/main/canvas_item.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/canvas_item.h b/scene/main/canvas_item.h
index 34268c1a78..64eb3f4e0a 100644
--- a/scene/main/canvas_item.h
+++ b/scene/main/canvas_item.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -149,7 +149,7 @@ public:
static void finish_shaders();
static void flush_changes();
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
virtual Shader::Mode get_shader_mode() const override;
diff --git a/scene/main/canvas_layer.cpp b/scene/main/canvas_layer.cpp
index 46cfb968f8..9826d9d4db 100644
--- a/scene/main/canvas_layer.cpp
+++ b/scene/main/canvas_layer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/canvas_layer.h b/scene/main/canvas_layer.h
index 0c68b1ab69..cb10c6299b 100644
--- a/scene/main/canvas_layer.h
+++ b/scene/main/canvas_layer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/http_request.cpp b/scene/main/http_request.cpp
index f484d25dc1..ddcf07c8e9 100644
--- a/scene/main/http_request.cpp
+++ b/scene/main/http_request.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/http_request.h b/scene/main/http_request.h
index 2e8931120b..6f606296e4 100644
--- a/scene/main/http_request.h
+++ b/scene/main/http_request.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/instance_placeholder.cpp b/scene/main/instance_placeholder.cpp
index ca8d5a2ca0..1661984e30 100644
--- a/scene/main/instance_placeholder.cpp
+++ b/scene/main/instance_placeholder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/instance_placeholder.h b/scene/main/instance_placeholder.h
index ec1f8a9b09..fe20fc4760 100644
--- a/scene/main/instance_placeholder.h
+++ b/scene/main/instance_placeholder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index 402d047ccd..1b6f73efe1 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/node.h b/scene/main/node.h
index 9df89fb51d..fc7590c5a4 100644
--- a/scene/main/node.h
+++ b/scene/main/node.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/resource_preloader.cpp b/scene/main/resource_preloader.cpp
index c1d4435687..cd9560db61 100644
--- a/scene/main/resource_preloader.cpp
+++ b/scene/main/resource_preloader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/resource_preloader.h b/scene/main/resource_preloader.h
index 580dc35a57..1b7ea3fb9f 100644
--- a/scene/main/resource_preloader.h
+++ b/scene/main/resource_preloader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 58bc6099f6..f18ac3b801 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index 00d4b25e76..748908c8a6 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/shader_globals_override.cpp b/scene/main/shader_globals_override.cpp
index d072abe546..4485cffff5 100644
--- a/scene/main/shader_globals_override.cpp
+++ b/scene/main/shader_globals_override.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/shader_globals_override.h b/scene/main/shader_globals_override.h
index fea1677ad7..9e666a0ec5 100644
--- a/scene/main/shader_globals_override.h
+++ b/scene/main/shader_globals_override.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/timer.cpp b/scene/main/timer.cpp
index 1c6037d26e..d7b2292ff5 100644
--- a/scene/main/timer.cpp
+++ b/scene/main/timer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/timer.h b/scene/main/timer.h
index 61abf04f59..0604a2d990 100644
--- a/scene/main/timer.h
+++ b/scene/main/timer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index 0185a5f865..4baec0f995 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1538,7 +1538,7 @@ void Viewport::_gui_show_tooltip() {
gui.tooltip_control,
gui.tooltip_control->get_global_transform().xform_inv(gui.last_mouse_pos),
&tooltip_owner);
- tooltip_text.strip_edges();
+ tooltip_text = tooltip_text.strip_edges();
if (tooltip_text.is_empty()) {
return; // Nothing to show.
}
@@ -1580,7 +1580,7 @@ void Viewport::_gui_show_tooltip() {
Point2 tooltip_offset = ProjectSettings::get_singleton()->get("display/mouse_cursor/tooltip_position_offset");
Rect2 r(gui.tooltip_pos + tooltip_offset, gui.tooltip_popup->get_contents_minimum_size());
- Rect2i vr = gui.tooltip_popup->get_parent_visible_window()->get_usable_parent_rect();
+ Rect2i vr = gui.tooltip_popup->get_usable_parent_rect();
if (r.size.x + r.position.x > vr.size.x + vr.position.x) {
r.position.x = vr.position.x + vr.size.x - r.size.x;
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index ffbc3c782a..f0818a9fed 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/window.cpp b/scene/main/window.cpp
index ad87139332..0a541a2d07 100644
--- a/scene/main/window.cpp
+++ b/scene/main/window.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/main/window.h b/scene/main/window.h
index 20f8309952..2ffeff03ff 100644
--- a/scene/main/window.h
+++ b/scene/main/window.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 30077aa642..b809eea43b 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -936,10 +936,10 @@ void register_scene_types() {
OS::get_singleton()->yield(); //may take time to init
for (int i = 0; i < 20; i++) {
- GLOBAL_DEF("layer_names/2d_render/layer_" + itos(i + 1), "");
- GLOBAL_DEF("layer_names/2d_physics/layer_" + itos(i + 1), "");
- GLOBAL_DEF("layer_names/3d_render/layer_" + itos(i + 1), "");
- GLOBAL_DEF("layer_names/3d_physics/layer_" + itos(i + 1), "");
+ GLOBAL_DEF(vformat("layer_names/2d_render/layer_%d", i), "");
+ GLOBAL_DEF(vformat("layer_names/2d_physics/layer_%d", i), "");
+ GLOBAL_DEF(vformat("layer_names/3d_render/layer_%d", i), "");
+ GLOBAL_DEF(vformat("layer_names/3d_physics/layer_%d", i), "");
}
bool default_theme_hidpi = GLOBAL_DEF("gui/theme/use_hidpi", false);
diff --git a/scene/register_scene_types.h b/scene/register_scene_types.h
index 603321991e..1ff542eef8 100644
--- a/scene/register_scene_types.h
+++ b/scene/register_scene_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index f4670ca850..796fe1d106 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/animation.h b/scene/resources/animation.h
index 650a54ebfc..fa374e6ad2 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/audio_stream_sample.cpp b/scene/resources/audio_stream_sample.cpp
index 600a859894..8fdb004e65 100644
--- a/scene/resources/audio_stream_sample.cpp
+++ b/scene/resources/audio_stream_sample.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/audio_stream_sample.h b/scene/resources/audio_stream_sample.h
index d91cdef57d..ba475c0888 100644
--- a/scene/resources/audio_stream_sample.h
+++ b/scene/resources/audio_stream_sample.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/bit_map.cpp b/scene/resources/bit_map.cpp
index f4764bef2d..dfb7a1fdfb 100644
--- a/scene/resources/bit_map.cpp
+++ b/scene/resources/bit_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/bit_map.h b/scene/resources/bit_map.h
index 56ff72c094..7414265cee 100644
--- a/scene/resources/bit_map.h
+++ b/scene/resources/bit_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/box_shape_3d.cpp b/scene/resources/box_shape_3d.cpp
index dcfd211451..fadbf21e43 100644
--- a/scene/resources/box_shape_3d.cpp
+++ b/scene/resources/box_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/box_shape_3d.h b/scene/resources/box_shape_3d.h
index 54840bc696..fce05d61ed 100644
--- a/scene/resources/box_shape_3d.h
+++ b/scene/resources/box_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/camera_effects.cpp b/scene/resources/camera_effects.cpp
index 6b6ed51ed0..695b14939f 100644
--- a/scene/resources/camera_effects.cpp
+++ b/scene/resources/camera_effects.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/camera_effects.h b/scene/resources/camera_effects.h
index 9a26f3d0b2..cf12b6d3c0 100644
--- a/scene/resources/camera_effects.h
+++ b/scene/resources/camera_effects.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp
index e519970f38..6041f4a8b0 100644
--- a/scene/resources/capsule_shape_2d.cpp
+++ b/scene/resources/capsule_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/capsule_shape_2d.h b/scene/resources/capsule_shape_2d.h
index 1caa6c68b8..8c8c1b259b 100644
--- a/scene/resources/capsule_shape_2d.h
+++ b/scene/resources/capsule_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/capsule_shape_3d.cpp b/scene/resources/capsule_shape_3d.cpp
index 5da7f682e5..a0b454a00f 100644
--- a/scene/resources/capsule_shape_3d.cpp
+++ b/scene/resources/capsule_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/capsule_shape_3d.h b/scene/resources/capsule_shape_3d.h
index 432ca5654e..b5b8912445 100644
--- a/scene/resources/capsule_shape_3d.h
+++ b/scene/resources/capsule_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/circle_shape_2d.cpp b/scene/resources/circle_shape_2d.cpp
index dc1bf3b185..ba49587d9d 100644
--- a/scene/resources/circle_shape_2d.cpp
+++ b/scene/resources/circle_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/circle_shape_2d.h b/scene/resources/circle_shape_2d.h
index ac8757e781..a066b773ef 100644
--- a/scene/resources/circle_shape_2d.h
+++ b/scene/resources/circle_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/concave_polygon_shape_2d.cpp b/scene/resources/concave_polygon_shape_2d.cpp
index eecf8afa8f..3d6df3bb9c 100644
--- a/scene/resources/concave_polygon_shape_2d.cpp
+++ b/scene/resources/concave_polygon_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/concave_polygon_shape_2d.h b/scene/resources/concave_polygon_shape_2d.h
index df8cc9920f..98ae341e97 100644
--- a/scene/resources/concave_polygon_shape_2d.h
+++ b/scene/resources/concave_polygon_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/concave_polygon_shape_3d.cpp b/scene/resources/concave_polygon_shape_3d.cpp
index 7cbafcbc4d..358c99ad09 100644
--- a/scene/resources/concave_polygon_shape_3d.cpp
+++ b/scene/resources/concave_polygon_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/concave_polygon_shape_3d.h b/scene/resources/concave_polygon_shape_3d.h
index c17765b9ef..391459a3d7 100644
--- a/scene/resources/concave_polygon_shape_3d.h
+++ b/scene/resources/concave_polygon_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp
index 2b7531c630..656e064356 100644
--- a/scene/resources/convex_polygon_shape_2d.cpp
+++ b/scene/resources/convex_polygon_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/convex_polygon_shape_2d.h b/scene/resources/convex_polygon_shape_2d.h
index 294157bec5..1813b608bd 100644
--- a/scene/resources/convex_polygon_shape_2d.h
+++ b/scene/resources/convex_polygon_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/convex_polygon_shape_3d.cpp b/scene/resources/convex_polygon_shape_3d.cpp
index 29549e1114..770d547231 100644
--- a/scene/resources/convex_polygon_shape_3d.cpp
+++ b/scene/resources/convex_polygon_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/convex_polygon_shape_3d.h b/scene/resources/convex_polygon_shape_3d.h
index f436d2f5d4..edd127c8f4 100644
--- a/scene/resources/convex_polygon_shape_3d.h
+++ b/scene/resources/convex_polygon_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp
index e97f3f8825..123c77a036 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/curve.h b/scene/resources/curve.h
index 6c5f4b7057..f33f3c5abe 100644
--- a/scene/resources/curve.h
+++ b/scene/resources/curve.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/cylinder_shape_3d.cpp b/scene/resources/cylinder_shape_3d.cpp
index bb8c27a60d..3e9cdca872 100644
--- a/scene/resources/cylinder_shape_3d.cpp
+++ b/scene/resources/cylinder_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/cylinder_shape_3d.h b/scene/resources/cylinder_shape_3d.h
index e579e1f7cf..93e8345727 100644
--- a/scene/resources/cylinder_shape_3d.h
+++ b/scene/resources/cylinder_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 7dbf53a43c..dad5622117 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/default_theme/default_theme.h b/scene/resources/default_theme/default_theme.h
index 46f89a9b50..a7b2bec5a4 100644
--- a/scene/resources/default_theme/default_theme.h
+++ b/scene/resources/default_theme/default_theme.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index 32840dd373..b7b5f72fcd 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index a720f2cc47..1676a28b39 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index 667d4af76d..1c06d7b519 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/font.h b/scene/resources/font.h
index fe28e1aea5..086226c082 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/gradient.cpp b/scene/resources/gradient.cpp
index b14d48b099..b87235518f 100644
--- a/scene/resources/gradient.cpp
+++ b/scene/resources/gradient.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/gradient.h b/scene/resources/gradient.h
index 0e8f114383..344a3fd283 100644
--- a/scene/resources/gradient.h
+++ b/scene/resources/gradient.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/height_map_shape_3d.cpp b/scene/resources/height_map_shape_3d.cpp
index 2ae47bcf3c..a32cc1c4df 100644
--- a/scene/resources/height_map_shape_3d.cpp
+++ b/scene/resources/height_map_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/height_map_shape_3d.h b/scene/resources/height_map_shape_3d.h
index 9ee8b49689..eda405fc06 100644
--- a/scene/resources/height_map_shape_3d.h
+++ b/scene/resources/height_map_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/line_shape_2d.cpp b/scene/resources/line_shape_2d.cpp
index bb6d60ffb5..2b08c21c34 100644
--- a/scene/resources/line_shape_2d.cpp
+++ b/scene/resources/line_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/line_shape_2d.h b/scene/resources/line_shape_2d.h
index 7e67a8f67c..043be1eebe 100644
--- a/scene/resources/line_shape_2d.h
+++ b/scene/resources/line_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index ceb2a708dd..445c0d9677 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,6 +36,7 @@
#include "editor/editor_settings.h"
#endif
+#include "scene/main/scene_tree.h"
#include "scene/scene_string_names.h"
void Material::set_next_pass(const Ref<Material> &p_pass) {
@@ -80,6 +81,14 @@ void Material::_validate_property(PropertyInfo &property) const {
}
}
+void Material::inspect_native_shader_code() {
+ SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
+ RID shader = get_shader_rid();
+ if (st && shader.is_valid()) {
+ st->call_group("_native_shader_source_visualizer", "_inspect_shader", shader);
+ }
+}
+
void Material::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
@@ -87,6 +96,9 @@ void Material::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
+ ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
+ ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
+
ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
@@ -260,6 +272,13 @@ Shader::Mode ShaderMaterial::get_shader_mode() const {
return Shader::MODE_SPATIAL;
}
}
+RID ShaderMaterial::get_shader_rid() const {
+ if (shader.is_valid()) {
+ return shader->get_rid();
+ } else {
+ return RID();
+ }
+}
ShaderMaterial::ShaderMaterial() {
}
diff --git a/scene/resources/material.h b/scene/resources/material.h
index caf28eea18..0048b43c8b 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -47,6 +47,8 @@ class Material : public Resource {
Ref<Material> next_pass;
int render_priority;
+ void inspect_native_shader_code();
+
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
static void _bind_methods();
@@ -66,6 +68,7 @@ public:
int get_render_priority() const;
virtual RID get_rid() const override;
+ virtual RID get_shader_rid() const = 0;
virtual Shader::Mode get_shader_mode() const = 0;
Material();
@@ -100,6 +103,8 @@ public:
virtual Shader::Mode get_shader_mode() const override;
+ virtual RID get_shader_rid() const override;
+
ShaderMaterial();
~ShaderMaterial();
};
@@ -736,7 +741,7 @@ public:
static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false);
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
virtual Shader::Mode get_shader_mode() const override;
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index d7a33a87d9..32fede1e5f 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index 32d071199b..2f25ecd60b 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp
index a24cc800df..1b82aca386 100644
--- a/scene/resources/mesh_data_tool.cpp
+++ b/scene/resources/mesh_data_tool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h
index bf9f0dd25f..d8b8d85900 100644
--- a/scene/resources/mesh_data_tool.h
+++ b/scene/resources/mesh_data_tool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh_library.cpp b/scene/resources/mesh_library.cpp
index 09b0d4b038..96d3a5750e 100644
--- a/scene/resources/mesh_library.cpp
+++ b/scene/resources/mesh_library.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh_library.h b/scene/resources/mesh_library.h
index 0d5fb3005b..5c302fcf08 100644
--- a/scene/resources/mesh_library.h
+++ b/scene/resources/mesh_library.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/multimesh.cpp b/scene/resources/multimesh.cpp
index f71cf383e5..050e398ca4 100644
--- a/scene/resources/multimesh.cpp
+++ b/scene/resources/multimesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h
index 16f5998a04..633d754b8e 100644
--- a/scene/resources/multimesh.h
+++ b/scene/resources/multimesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/navigation_mesh.cpp b/scene/resources/navigation_mesh.cpp
index e815da5d45..43c3ef4edc 100644
--- a/scene/resources/navigation_mesh.cpp
+++ b/scene/resources/navigation_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/navigation_mesh.h b/scene/resources/navigation_mesh.h
index b94f4408e1..693c4184bc 100644
--- a/scene/resources/navigation_mesh.h
+++ b/scene/resources/navigation_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index a89858f02a..794b281100 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index fce3891507..a31dcd8d39 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index e2f96c54cb..73b7a5cfe9 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h
index 7e8f05b706..49b48a01b7 100644
--- a/scene/resources/particles_material.h
+++ b/scene/resources/particles_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -340,7 +340,7 @@ public:
void set_sub_emitter_keep_velocity(bool p_enable);
bool get_sub_emitter_keep_velocity() const;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
virtual Shader::Mode get_shader_mode() const override;
diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp
index 59bf8c0e13..d65b0c8927 100644
--- a/scene/resources/physics_material.cpp
+++ b/scene/resources/physics_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h
index e9222ffa1b..dfb2d1480b 100644
--- a/scene/resources/physics_material.h
+++ b/scene/resources/physics_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp
index df98d4cfd4..f292140d6b 100644
--- a/scene/resources/polygon_path_finder.cpp
+++ b/scene/resources/polygon_path_finder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/polygon_path_finder.h b/scene/resources/polygon_path_finder.h
index 44a97b4294..410e1dba52 100644
--- a/scene/resources/polygon_path_finder.h
+++ b/scene/resources/polygon_path_finder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 06e181cb99..a6e9e7b5d2 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/primitive_meshes.h b/scene/resources/primitive_meshes.h
index 02aea9c5c8..d0ca4b10e7 100644
--- a/scene/resources/primitive_meshes.h
+++ b/scene/resources/primitive_meshes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/ray_shape_2d.cpp b/scene/resources/ray_shape_2d.cpp
index 67c4f84749..98fd160810 100644
--- a/scene/resources/ray_shape_2d.cpp
+++ b/scene/resources/ray_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/ray_shape_2d.h b/scene/resources/ray_shape_2d.h
index c8202ca16c..3570b7be52 100644
--- a/scene/resources/ray_shape_2d.h
+++ b/scene/resources/ray_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/ray_shape_3d.cpp b/scene/resources/ray_shape_3d.cpp
index 1705fb0f55..a332bb575f 100644
--- a/scene/resources/ray_shape_3d.cpp
+++ b/scene/resources/ray_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/ray_shape_3d.h b/scene/resources/ray_shape_3d.h
index a1a6702564..2c27d56c63 100644
--- a/scene/resources/ray_shape_3d.h
+++ b/scene/resources/ray_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/rectangle_shape_2d.cpp b/scene/resources/rectangle_shape_2d.cpp
index 645eb4b1ff..a5b909c9a7 100644
--- a/scene/resources/rectangle_shape_2d.cpp
+++ b/scene/resources/rectangle_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/rectangle_shape_2d.h b/scene/resources/rectangle_shape_2d.h
index 57d0c2b9af..8d747c86af 100644
--- a/scene/resources/rectangle_shape_2d.h
+++ b/scene/resources/rectangle_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp
index 58645dbe65..433e3392e3 100644
--- a/scene/resources/resource_format_text.cpp
+++ b/scene/resources/resource_format_text.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/resource_format_text.h b/scene/resources/resource_format_text.h
index ca7b0b021f..e67a13d41a 100644
--- a/scene/resources/resource_format_text.h
+++ b/scene/resources/resource_format_text.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp
index b1001203a1..35439634f8 100644
--- a/scene/resources/segment_shape_2d.cpp
+++ b/scene/resources/segment_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/segment_shape_2d.h b/scene/resources/segment_shape_2d.h
index 31a61ea564..f218955061 100644
--- a/scene/resources/segment_shape_2d.h
+++ b/scene/resources/segment_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index 76d37eaa71..53f3dd1a4b 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shader.h b/scene/resources/shader.h
index 0feaa179b2..a3f9330055 100644
--- a/scene/resources/shader.h
+++ b/scene/resources/shader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp
index 94cecc76eb..6f3897b0cd 100644
--- a/scene/resources/shape_2d.cpp
+++ b/scene/resources/shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shape_2d.h b/scene/resources/shape_2d.h
index 495ffdd38b..f5814c42f8 100644
--- a/scene/resources/shape_2d.h
+++ b/scene/resources/shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shape_3d.cpp b/scene/resources/shape_3d.cpp
index 115d7f74cc..5761a405ce 100644
--- a/scene/resources/shape_3d.cpp
+++ b/scene/resources/shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shape_3d.h b/scene/resources/shape_3d.h
index 5a9c2e3b9c..0644940fd4 100644
--- a/scene/resources/shape_3d.h
+++ b/scene/resources/shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skin.cpp b/scene/resources/skin.cpp
index e88841a531..e2df965138 100644
--- a/scene/resources/skin.cpp
+++ b/scene/resources/skin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skin.h b/scene/resources/skin.h
index e6ed4f1768..64fe24bbe4 100644
--- a/scene/resources/skin.h
+++ b/scene/resources/skin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sky.cpp b/scene/resources/sky.cpp
index 7e32516f94..8fcd92bb89 100644
--- a/scene/resources/sky.cpp
+++ b/scene/resources/sky.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sky.h b/scene/resources/sky.h
index 526ca94317..46f645a53d 100644
--- a/scene/resources/sky.h
+++ b/scene/resources/sky.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 05bb13a1e0..1cdabe4662 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h
index 5411994b7d..8fe015519d 100644
--- a/scene/resources/sky_material.h
+++ b/scene/resources/sky_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -89,7 +89,7 @@ public:
float get_sun_curve() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
ProceduralSkyMaterial();
~ProceduralSkyMaterial();
@@ -114,7 +114,7 @@ public:
Ref<Texture2D> get_panorama() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
PanoramaSkyMaterial();
~PanoramaSkyMaterial();
@@ -180,7 +180,7 @@ public:
Ref<Texture2D> get_night_sky() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
PhysicalSkyMaterial();
~PhysicalSkyMaterial();
diff --git a/scene/resources/sphere_shape_3d.cpp b/scene/resources/sphere_shape_3d.cpp
index 64e0a701b7..008cb3e1d6 100644
--- a/scene/resources/sphere_shape_3d.cpp
+++ b/scene/resources/sphere_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sphere_shape_3d.h b/scene/resources/sphere_shape_3d.h
index 5cad67aea5..eddd2a2132 100644
--- a/scene/resources/sphere_shape_3d.h
+++ b/scene/resources/sphere_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp
index 3c0f485561..93bab1b042 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h
index 52d3160d36..53ce72790a 100644
--- a/scene/resources/style_box.h
+++ b/scene/resources/style_box.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 50308d641a..c1c87be42d 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h
index 0e60bfe389..dcb689bfc0 100644
--- a/scene/resources/surface_tool.h
+++ b/scene/resources/surface_tool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/syntax_highlighter.cpp b/scene/resources/syntax_highlighter.cpp
index 96c7f23981..f3f881a774 100644
--- a/scene/resources/syntax_highlighter.cpp
+++ b/scene/resources/syntax_highlighter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/syntax_highlighter.h b/scene/resources/syntax_highlighter.h
index 62865920d3..c9db8e31a2 100644
--- a/scene/resources/syntax_highlighter.h
+++ b/scene/resources/syntax_highlighter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/text_file.cpp b/scene/resources/text_file.cpp
index e3bd5ce0ae..cf07003720 100644
--- a/scene/resources/text_file.cpp
+++ b/scene/resources/text_file.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/text_file.h b/scene/resources/text_file.h
index fa812b1e67..005075a218 100644
--- a/scene/resources/text_file.h
+++ b/scene/resources/text_file.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/text_line.cpp b/scene/resources/text_line.cpp
index a32d443c6a..ed69c093cf 100644
--- a/scene/resources/text_line.cpp
+++ b/scene/resources/text_line.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/text_line.h b/scene/resources/text_line.h
index 6ed3558bd9..3e0a74a84b 100644
--- a/scene/resources/text_line.h
+++ b/scene/resources/text_line.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/text_paragraph.cpp b/scene/resources/text_paragraph.cpp
index 60e86e95db..94957df510 100644
--- a/scene/resources/text_paragraph.cpp
+++ b/scene/resources/text_paragraph.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/text_paragraph.h b/scene/resources/text_paragraph.h
index 38b2bd9a1d..e58c157b01 100644
--- a/scene/resources/text_paragraph.h
+++ b/scene/resources/text_paragraph.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 730b53b29c..342a97fd85 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index a8d8b785fa..3bbce050f7 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp
index c8bfcdfab4..5279f59d77 100644
--- a/scene/resources/theme.cpp
+++ b/scene/resources/theme.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/theme.h b/scene/resources/theme.h
index ad05e0e2f5..c802ba2536 100644
--- a/scene/resources/theme.h
+++ b/scene/resources/theme.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 4581763e9c..ae536a2928 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h
index 79f1b4aa95..210520350f 100644
--- a/scene/resources/tile_set.h
+++ b/scene/resources/tile_set.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/video_stream.h b/scene/resources/video_stream.h
index 379ba53a34..f960f85521 100644
--- a/scene/resources/video_stream.h
+++ b/scene/resources/video_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index e519647504..2e2077d811 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index a38c2886e2..3c59a922fc 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 0550059c8b..7629f435a5 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 39f463e1ef..35ecaaacb5 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index 7aad3a2e05..cadbd93fed 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h
index 11614f9aa4..ae13367421 100644
--- a/scene/resources/world_2d.h
+++ b/scene/resources/world_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_3d.cpp b/scene/resources/world_3d.cpp
index 1503152b5e..9c0317454b 100644
--- a/scene/resources/world_3d.cpp
+++ b/scene/resources/world_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_3d.h b/scene/resources/world_3d.h
index 93e9c72e59..3d6c33997e 100644
--- a/scene/resources/world_3d.h
+++ b/scene/resources/world_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_margin_shape_3d.cpp b/scene/resources/world_margin_shape_3d.cpp
index 0936fcc657..79cbb3bbe0 100644
--- a/scene/resources/world_margin_shape_3d.cpp
+++ b/scene/resources/world_margin_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_margin_shape_3d.h b/scene/resources/world_margin_shape_3d.h
index 8099592d80..00417c4408 100644
--- a/scene/resources/world_margin_shape_3d.h
+++ b/scene/resources/world_margin_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/scene_string_names.cpp b/scene/scene_string_names.cpp
index a72066e7a8..892802c103 100644
--- a/scene/scene_string_names.cpp
+++ b/scene/scene_string_names.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/scene_string_names.h b/scene/scene_string_names.h
index b4d2429d7f..655e49c6f9 100644
--- a/scene/scene_string_names.h
+++ b/scene/scene_string_names.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp
index a2abbeb686..12cadb9301 100644
--- a/servers/audio/audio_driver_dummy.cpp
+++ b/servers/audio/audio_driver_dummy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h
index 84a566e420..617ffb2c79 100644
--- a/servers/audio/audio_driver_dummy.h
+++ b/servers/audio/audio_driver_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp
index d7279cdf48..3035828c95 100644
--- a/servers/audio/audio_effect.cpp
+++ b/servers/audio/audio_effect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h
index b1be5dfea1..4556db9b93 100644
--- a/servers/audio/audio_effect.h
+++ b/servers/audio/audio_effect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp
index f5eafb7e60..580e061496 100644
--- a/servers/audio/audio_filter_sw.cpp
+++ b/servers/audio/audio_filter_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h
index a7f570fbb4..540d6368e3 100644
--- a/servers/audio/audio_filter_sw.h
+++ b/servers/audio/audio_filter_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp
index 7613e70e64..efdcb916ed 100644
--- a/servers/audio/audio_rb_resampler.cpp
+++ b/servers/audio/audio_rb_resampler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h
index 12ec526adb..7b74e3a2a1 100644
--- a/servers/audio/audio_rb_resampler.h
+++ b/servers/audio/audio_rb_resampler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index a7c9443dcf..91fce5d34e 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h
index 0bbb29b15c..93566783be 100644
--- a/servers/audio/audio_stream.h
+++ b/servers/audio/audio_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp
index 74fdcbc67a..c5c1174670 100644
--- a/servers/audio/effects/audio_effect_amplify.cpp
+++ b/servers/audio/effects/audio_effect_amplify.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h
index 7245bbdcbe..2ece57854c 100644
--- a/servers/audio/effects/audio_effect_amplify.h
+++ b/servers/audio/effects/audio_effect_amplify.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp
index 2b530475f0..1542273a24 100644
--- a/servers/audio/effects/audio_effect_chorus.cpp
+++ b/servers/audio/effects/audio_effect_chorus.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h
index b32b300dfa..f5b023734a 100644
--- a/servers/audio/effects/audio_effect_chorus.h
+++ b/servers/audio/effects/audio_effect_chorus.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp
index 4b0b4dabea..bb4a90f3d6 100644
--- a/servers/audio/effects/audio_effect_compressor.cpp
+++ b/servers/audio/effects/audio_effect_compressor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h
index be187605c5..33c60680fc 100644
--- a/servers/audio/effects/audio_effect_compressor.h
+++ b/servers/audio/effects/audio_effect_compressor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index d6ab14be89..f04ab45ec1 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h
index 3b7f2ea458..ff267d5023 100644
--- a/servers/audio/effects/audio_effect_delay.h
+++ b/servers/audio/effects/audio_effect_delay.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp
index dc5c2cc16f..8f713ace22 100644
--- a/servers/audio/effects/audio_effect_distortion.cpp
+++ b/servers/audio/effects/audio_effect_distortion.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_distortion.h b/servers/audio/effects/audio_effect_distortion.h
index 8149fc3f0a..9da800b79f 100644
--- a/servers/audio/effects/audio_effect_distortion.h
+++ b/servers/audio/effects/audio_effect_distortion.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp
index ed4e7122b5..01ac605bd7 100644
--- a/servers/audio/effects/audio_effect_eq.cpp
+++ b/servers/audio/effects/audio_effect_eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h
index 5a639f64d4..38c63a7d4f 100644
--- a/servers/audio/effects/audio_effect_eq.h
+++ b/servers/audio/effects/audio_effect_eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp
index a5135ee1a6..c2d6074825 100644
--- a/servers/audio/effects/audio_effect_filter.cpp
+++ b/servers/audio/effects/audio_effect_filter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h
index 16940173ba..9a48ccf70b 100644
--- a/servers/audio/effects/audio_effect_filter.h
+++ b/servers/audio/effects/audio_effect_filter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp
index 27f1aaf71f..1a4b01d947 100644
--- a/servers/audio/effects/audio_effect_limiter.cpp
+++ b/servers/audio/effects/audio_effect_limiter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h
index 5204c42759..8f3092c0e2 100644
--- a/servers/audio/effects/audio_effect_limiter.h
+++ b/servers/audio/effects/audio_effect_limiter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp
index 32b7921d1f..238e979e13 100644
--- a/servers/audio/effects/audio_effect_panner.cpp
+++ b/servers/audio/effects/audio_effect_panner.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h
index b4aa7a58b9..0938824c64 100644
--- a/servers/audio/effects/audio_effect_panner.h
+++ b/servers/audio/effects/audio_effect_panner.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp
index ffeaa7d25e..5e4e183ccf 100644
--- a/servers/audio/effects/audio_effect_phaser.cpp
+++ b/servers/audio/effects/audio_effect_phaser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h
index dbf014dbac..563927c678 100644
--- a/servers/audio/effects/audio_effect_phaser.h
+++ b/servers/audio/effects/audio_effect_phaser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp
index fdba1b59a3..2123fe8548 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.cpp
+++ b/servers/audio/effects/audio_effect_pitch_shift.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h
index 0fa4de6b5b..18a9c33968 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.h
+++ b/servers/audio/effects/audio_effect_pitch_shift.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp
index 79388b2dc7..e8832c92a3 100644
--- a/servers/audio/effects/audio_effect_record.cpp
+++ b/servers/audio/effects/audio_effect_record.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h
index 55080539d3..14e646e29d 100644
--- a/servers/audio/effects/audio_effect_record.h
+++ b/servers/audio/effects/audio_effect_record.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp
index f6465abfaf..b8d812680e 100644
--- a/servers/audio/effects/audio_effect_reverb.cpp
+++ b/servers/audio/effects/audio_effect_reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h
index 3a1922bc1d..141ba48e29 100644
--- a/servers/audio/effects/audio_effect_reverb.h
+++ b/servers/audio/effects/audio_effect_reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
index 3f4f11ee8d..7f73f2e880 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.h b/servers/audio/effects/audio_effect_spectrum_analyzer.h
index 0eacd43b57..fba276e2bb 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.h
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp
index 4f9bee83e4..dfdf154aa4 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.cpp
+++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h
index 98ee18ba5a..f99256470b 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.h
+++ b/servers/audio/effects/audio_effect_stereo_enhance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_stream_generator.cpp b/servers/audio/effects/audio_stream_generator.cpp
index aba04550db..d1a05ccf2a 100644
--- a/servers/audio/effects/audio_stream_generator.cpp
+++ b/servers/audio/effects/audio_stream_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/audio_stream_generator.h b/servers/audio/effects/audio_stream_generator.h
index 49bda0fcf9..5d46771f4d 100644
--- a/servers/audio/effects/audio_stream_generator.h
+++ b/servers/audio/effects/audio_stream_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/eq.cpp b/servers/audio/effects/eq.cpp
index 15abeea5f3..2181411b9e 100644
--- a/servers/audio/effects/eq.cpp
+++ b/servers/audio/effects/eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/eq.h b/servers/audio/effects/eq.h
index c908c9c8fb..afd5bf5334 100644
--- a/servers/audio/effects/eq.h
+++ b/servers/audio/effects/eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp
index 1deb1499b5..eb96e21659 100644
--- a/servers/audio/effects/reverb.cpp
+++ b/servers/audio/effects/reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/reverb.h b/servers/audio/effects/reverb.h
index 7dd88f9faf..e7ce55098d 100644
--- a/servers/audio/effects/reverb.h
+++ b/servers/audio/effects/reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index bea5e9e432..295059a1ea 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio_server.h b/servers/audio_server.h
index 83377a5e9e..631fef0f65 100644
--- a/servers/audio_server.h
+++ b/servers/audio_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/camera/camera_feed.cpp b/servers/camera/camera_feed.cpp
index 41f44abae8..be812cf62d 100644
--- a/servers/camera/camera_feed.cpp
+++ b/servers/camera/camera_feed.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/camera/camera_feed.h b/servers/camera/camera_feed.h
index dca583c9de..fc02af4249 100644
--- a/servers/camera/camera_feed.h
+++ b/servers/camera/camera_feed.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/camera_server.cpp b/servers/camera_server.cpp
index 3caea6b7c3..b06f32417c 100644
--- a/servers/camera_server.cpp
+++ b/servers/camera_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/camera_server.h b/servers/camera_server.h
index e09b883eee..97aa8f74ba 100644
--- a/servers/camera_server.h
+++ b/servers/camera_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index e678c6919b..29c1c9fc60 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/display_server.h b/servers/display_server.h
index 42b1562153..fc34a2a228 100644
--- a/servers/display_server.h
+++ b/servers/display_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/navigation_server_2d.cpp b/servers/navigation_server_2d.cpp
index b20f6865cd..df348d2add 100644
--- a/servers/navigation_server_2d.cpp
+++ b/servers/navigation_server_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h
index 895e41558a..7be5a74cb3 100644
--- a/servers/navigation_server_2d.h
+++ b/servers/navigation_server_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/navigation_server_3d.cpp b/servers/navigation_server_3d.cpp
index 8f9b5df589..0e5ae82b0d 100644
--- a/servers/navigation_server_3d.cpp
+++ b/servers/navigation_server_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h
index e6421462b0..3761c3871a 100644
--- a/servers/navigation_server_3d.h
+++ b/servers/navigation_server_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/area_2d_sw.cpp
index 31704c9f66..6485c8d1e9 100644
--- a/servers/physics_2d/area_2d_sw.cpp
+++ b/servers/physics_2d/area_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/area_2d_sw.h
index d6b358a657..3bf603b30d 100644
--- a/servers/physics_2d/area_2d_sw.h
+++ b/servers/physics_2d/area_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/area_pair_2d_sw.cpp
index b1589b203f..21ad57e344 100644
--- a/servers/physics_2d/area_pair_2d_sw.cpp
+++ b/servers/physics_2d/area_pair_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/area_pair_2d_sw.h
index 5e8670b464..4015aad5d1 100644
--- a/servers/physics_2d/area_pair_2d_sw.h
+++ b/servers/physics_2d/area_pair_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index a3eaff9c7f..d0636047b7 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index 1b940a5b54..60d55ab8bd 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index b9f61acb12..6a13453f9f 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/body_pair_2d_sw.h
index ea4d55841a..31ab9b9017 100644
--- a/servers/physics_2d/body_pair_2d_sw.h
+++ b/servers/physics_2d/body_pair_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/broad_phase_2d_basic.cpp b/servers/physics_2d/broad_phase_2d_basic.cpp
index 3bdfc1a973..17424629a9 100644
--- a/servers/physics_2d/broad_phase_2d_basic.cpp
+++ b/servers/physics_2d/broad_phase_2d_basic.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/broad_phase_2d_basic.h b/servers/physics_2d/broad_phase_2d_basic.h
index 97e1c900b9..ca1db360fb 100644
--- a/servers/physics_2d/broad_phase_2d_basic.h
+++ b/servers/physics_2d/broad_phase_2d_basic.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.cpp b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
index 4fca48e771..6cfe6908d1 100644
--- a/servers/physics_2d/broad_phase_2d_hash_grid.cpp
+++ b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.h b/servers/physics_2d/broad_phase_2d_hash_grid.h
index 54994992c9..eb7c8879ac 100644
--- a/servers/physics_2d/broad_phase_2d_hash_grid.h
+++ b/servers/physics_2d/broad_phase_2d_hash_grid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/broad_phase_2d_sw.cpp b/servers/physics_2d/broad_phase_2d_sw.cpp
index 5ba557e70a..7f0af48b1f 100644
--- a/servers/physics_2d/broad_phase_2d_sw.cpp
+++ b/servers/physics_2d/broad_phase_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/broad_phase_2d_sw.h b/servers/physics_2d/broad_phase_2d_sw.h
index e4444cd180..d17ee6e2d6 100644
--- a/servers/physics_2d/broad_phase_2d_sw.h
+++ b/servers/physics_2d/broad_phase_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/collision_object_2d_sw.cpp b/servers/physics_2d/collision_object_2d_sw.cpp
index 6931d96fe4..7a2f312263 100644
--- a/servers/physics_2d/collision_object_2d_sw.cpp
+++ b/servers/physics_2d/collision_object_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h
index 36b7073a5c..2939b4b99f 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/collision_object_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp
index 57c482e280..29242a554b 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/collision_solver_2d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/collision_solver_2d_sat.h b/servers/physics_2d/collision_solver_2d_sat.h
index 6bb485f561..49cc5176f9 100644
--- a/servers/physics_2d/collision_solver_2d_sat.h
+++ b/servers/physics_2d/collision_solver_2d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/collision_solver_2d_sw.cpp
index 0e056691c7..5bd4d498c6 100644
--- a/servers/physics_2d/collision_solver_2d_sw.cpp
+++ b/servers/physics_2d/collision_solver_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/collision_solver_2d_sw.h b/servers/physics_2d/collision_solver_2d_sw.h
index f39cfee0a9..4f12ca9e88 100644
--- a/servers/physics_2d/collision_solver_2d_sw.h
+++ b/servers/physics_2d/collision_solver_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/constraint_2d_sw.h
index d8751f588e..49ae4dd848 100644
--- a/servers/physics_2d/constraint_2d_sw.h
+++ b/servers/physics_2d/constraint_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/joints_2d_sw.cpp
index 35f9d0e0c1..3558848dac 100644
--- a/servers/physics_2d/joints_2d_sw.cpp
+++ b/servers/physics_2d/joints_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/joints_2d_sw.h
index 3c8aab77c8..53e436b539 100644
--- a/servers/physics_2d/joints_2d_sw.h
+++ b/servers/physics_2d/joints_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp
index 223fd0114a..85e24ca537 100644
--- a/servers/physics_2d/physics_server_2d_sw.cpp
+++ b/servers/physics_2d/physics_server_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/physics_server_2d_sw.h
index 9bd9655e2c..3305c0bd3d 100644
--- a/servers/physics_2d/physics_server_2d_sw.h
+++ b/servers/physics_2d/physics_server_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.cpp b/servers/physics_2d/physics_server_2d_wrap_mt.cpp
index 49c38c6ce0..15d875b3b7 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.cpp
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_2d/physics_server_2d_wrap_mt.h
index 1269cadd33..9207081a51 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.h
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index 18ffca850c..24c73314d8 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h
index 66b4ddf0df..ee2730ebb5 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/shape_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index edadcabe0b..c2a6dc828e 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h
index 173157d307..4d737d622f 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/space_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/step_2d_sw.cpp
index 56b31a884d..6613d19729 100644
--- a/servers/physics_2d/step_2d_sw.cpp
+++ b/servers/physics_2d/step_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/step_2d_sw.h
index c1b2d01fb4..83b9130608 100644
--- a/servers/physics_2d/step_2d_sw.h
+++ b/servers/physics_2d/step_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/area_3d_sw.cpp b/servers/physics_3d/area_3d_sw.cpp
index e67112c634..b6c5b3003c 100644
--- a/servers/physics_3d/area_3d_sw.cpp
+++ b/servers/physics_3d/area_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/area_3d_sw.h b/servers/physics_3d/area_3d_sw.h
index a2efe6af51..8a0a1e963b 100644
--- a/servers/physics_3d/area_3d_sw.h
+++ b/servers/physics_3d/area_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/area_pair_3d_sw.cpp b/servers/physics_3d/area_pair_3d_sw.cpp
index a5fb20fe2b..4de5f1ba47 100644
--- a/servers/physics_3d/area_pair_3d_sw.cpp
+++ b/servers/physics_3d/area_pair_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/area_pair_3d_sw.h b/servers/physics_3d/area_pair_3d_sw.h
index 992d4747b9..fbdaa25cbb 100644
--- a/servers/physics_3d/area_pair_3d_sw.h
+++ b/servers/physics_3d/area_pair_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
index 841e593ba3..82356e77ef 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/body_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index 6c6ffc996a..41578778f6 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/body_pair_3d_sw.cpp b/servers/physics_3d/body_pair_3d_sw.cpp
index d8f187a7f8..6012ff1522 100644
--- a/servers/physics_3d/body_pair_3d_sw.cpp
+++ b/servers/physics_3d/body_pair_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/body_pair_3d_sw.h b/servers/physics_3d/body_pair_3d_sw.h
index 5f08d0cfa9..4d049eafdc 100644
--- a/servers/physics_3d/body_pair_3d_sw.h
+++ b/servers/physics_3d/body_pair_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/broad_phase_3d_basic.cpp b/servers/physics_3d/broad_phase_3d_basic.cpp
index 15a5968087..b41c2530da 100644
--- a/servers/physics_3d/broad_phase_3d_basic.cpp
+++ b/servers/physics_3d/broad_phase_3d_basic.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/broad_phase_3d_basic.h b/servers/physics_3d/broad_phase_3d_basic.h
index 361d322e14..54d34e005f 100644
--- a/servers/physics_3d/broad_phase_3d_basic.h
+++ b/servers/physics_3d/broad_phase_3d_basic.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/broad_phase_3d_sw.cpp b/servers/physics_3d/broad_phase_3d_sw.cpp
index 1a20fdd0cb..8aa64034ec 100644
--- a/servers/physics_3d/broad_phase_3d_sw.cpp
+++ b/servers/physics_3d/broad_phase_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/broad_phase_3d_sw.h b/servers/physics_3d/broad_phase_3d_sw.h
index 081e75810f..283c087b96 100644
--- a/servers/physics_3d/broad_phase_3d_sw.h
+++ b/servers/physics_3d/broad_phase_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/broad_phase_octree.cpp b/servers/physics_3d/broad_phase_octree.cpp
index 1ace1a4fcf..11324fa4e4 100644
--- a/servers/physics_3d/broad_phase_octree.cpp
+++ b/servers/physics_3d/broad_phase_octree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/broad_phase_octree.h b/servers/physics_3d/broad_phase_octree.h
index 761a90a051..ee681dda96 100644
--- a/servers/physics_3d/broad_phase_octree.h
+++ b/servers/physics_3d/broad_phase_octree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/collision_object_3d_sw.cpp b/servers/physics_3d/collision_object_3d_sw.cpp
index e12f0659e2..b06ade5ed3 100644
--- a/servers/physics_3d/collision_object_3d_sw.cpp
+++ b/servers/physics_3d/collision_object_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/collision_object_3d_sw.h b/servers/physics_3d/collision_object_3d_sw.h
index e1220f8855..3847b81381 100644
--- a/servers/physics_3d/collision_object_3d_sw.h
+++ b/servers/physics_3d/collision_object_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp
index 85f55ad66d..b8e056f1f4 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/collision_solver_3d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/collision_solver_3d_sat.h b/servers/physics_3d/collision_solver_3d_sat.h
index 5eccfda9ac..97454c0b4a 100644
--- a/servers/physics_3d/collision_solver_3d_sat.h
+++ b/servers/physics_3d/collision_solver_3d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/collision_solver_3d_sw.cpp b/servers/physics_3d/collision_solver_3d_sw.cpp
index e2bfaf990d..1150696b84 100644
--- a/servers/physics_3d/collision_solver_3d_sw.cpp
+++ b/servers/physics_3d/collision_solver_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/collision_solver_3d_sw.h b/servers/physics_3d/collision_solver_3d_sw.h
index 13f54ca8fb..81d87e9773 100644
--- a/servers/physics_3d/collision_solver_3d_sw.h
+++ b/servers/physics_3d/collision_solver_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/constraint_3d_sw.h b/servers/physics_3d/constraint_3d_sw.h
index 081ddb0382..2571335c43 100644
--- a/servers/physics_3d/constraint_3d_sw.h
+++ b/servers/physics_3d/constraint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp
index e14949543e..dafd2feb8b 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h
index dec0f269e1..be3ba4e664 100644
--- a/servers/physics_3d/gjk_epa.h
+++ b/servers/physics_3d/gjk_epa.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
index 789d6687a4..7b10257157 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
index c713d8cf17..c38edc5737 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
index 9ce5ebb7ed..7eb49e657b 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
index 7b98177066..2ae6fe85fa 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
index c6fbc0f55f..2b9f0038b4 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/hinge_joint_3d_sw.h
index c5af888eca..028a8b8c72 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.h
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/jacobian_entry_3d_sw.h b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
index 1737c21b3d..2829a5caf7 100644
--- a/servers/physics_3d/joints/jacobian_entry_3d_sw.h
+++ b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
index f028ad88f9..9f708ce151 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/pin_joint_3d_sw.h
index 0181a4455b..e28fbec6cd 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.h
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
index dd6cc04f7c..0adc471797 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/slider_joint_3d_sw.h
index 37394a1580..196e60d19d 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.h
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/joints_3d_sw.h b/servers/physics_3d/joints_3d_sw.h
index 6a010ee771..cad05b6702 100644
--- a/servers/physics_3d/joints_3d_sw.h
+++ b/servers/physics_3d/joints_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index 07a7498fec..274de8411c 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h
index 1183bd0322..9b6b113677 100644
--- a/servers/physics_3d/physics_server_3d_sw.h
+++ b/servers/physics_3d/physics_server_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index 107f850ebd..f2adcc1072 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h
index 2a2cd42255..851c0d9443 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/shape_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index d9170cd986..2b2b5122da 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h
index 668afa832c..eed3d86a72 100644
--- a/servers/physics_3d/space_3d_sw.h
+++ b/servers/physics_3d/space_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/step_3d_sw.cpp b/servers/physics_3d/step_3d_sw.cpp
index 9a2a0073a1..d9370de6a3 100644
--- a/servers/physics_3d/step_3d_sw.cpp
+++ b/servers/physics_3d/step_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/step_3d_sw.h b/servers/physics_3d/step_3d_sw.h
index 9dbb61308f..55c48ec0eb 100644
--- a/servers/physics_3d/step_3d_sw.h
+++ b/servers/physics_3d/step_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index 1ea8985543..a6f64f5848 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index f7607d5dd5..dd38855199 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index fabd661970..27ebe32e50 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index ed3a7e87a4..303825f37c 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index 29e5ca3f77..58bcdf5802 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/register_server_types.h b/servers/register_server_types.h
index 7d1dad37af..f6a65cb653 100644
--- a/servers/register_server_types.h
+++ b/servers/register_server_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index ece6e84920..2d2847e6ca 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h
index ec2389bcb5..7496a413ee 100644
--- a/servers/rendering/renderer_canvas_cull.h
+++ b/servers/rendering/renderer_canvas_cull.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp
index 9c7251763d..1945435586 100644
--- a/servers/rendering/renderer_canvas_render.cpp
+++ b/servers/rendering/renderer_canvas_render.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h
index ca95abcf65..f08986b021 100644
--- a/servers/rendering/renderer_canvas_render.h
+++ b/servers/rendering/renderer_canvas_render.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_compositor.cpp b/servers/rendering/renderer_compositor.cpp
index e8c4a236fa..8861522d34 100644
--- a/servers/rendering/renderer_compositor.cpp
+++ b/servers/rendering/renderer_compositor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
index f328330efa..919ae2c6da 100644
--- a/servers/rendering/renderer_compositor.h
+++ b/servers/rendering/renderer_compositor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index b33255b54b..6e1d61ff94 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -992,21 +992,21 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
- ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.screen_size.x;
- ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.screen_size.y;
+ ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
+ ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
ssao.gather_push_constant.pass = i;
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 2);
RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
- int x_groups = ((p_settings.screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
- int y_groups = ((p_settings.screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int x_groups = ((p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int y_groups = ((p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(p_compute_list, x_groups, y_groups, 1);
}
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
-void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets) {
+void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
/* FIRST PASS */
@@ -1018,21 +1018,21 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 0;
- u.ids.push_back(depth_mipmaps[1]);
+ u.ids.push_back(p_depth_mipmaps[1]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
- u.ids.push_back(depth_mipmaps[2]);
+ u.ids.push_back(p_depth_mipmaps[2]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
- u.ids.push_back(depth_mipmaps[3]);
+ u.ids.push_back(p_depth_mipmaps[3]);
uniforms.push_back(u);
}
ssao.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
@@ -1051,8 +1051,8 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
ssao.downsample_push_constant.z_near = p_projection.get_z_near();
ssao.downsample_push_constant.z_far = p_projection.get_z_far();
}
- ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.screen_size.x;
- ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.screen_size.y;
+ ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius;
int downsample_pipeline = SSAO_DOWNSAMPLE;
@@ -1068,14 +1068,14 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[0]), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1);
if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.downsample_uniform_set, 2);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
- int x_groups = (MAX(1, p_settings.screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
- int y_groups = (MAX(1, p_settings.screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int x_groups = (MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int y_groups = (MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -1084,8 +1084,8 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
/* SECOND PASS */
// Sample SSAO
{
- ssao.gather_push_constant.screen_size[0] = p_settings.screen_size.x;
- ssao.gather_push_constant.screen_size[1] = p_settings.screen_size.y;
+ ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
+ ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
@@ -1122,7 +1122,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
- ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_size.x) * (p_settings.quarter_size.y) * 255);
+ ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255);
ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
ssao.gather_push_constant.detail_intensity = p_settings.detail;
@@ -1192,8 +1192,8 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
gather_ssao(compute_list, p_ao_pong_slices, p_settings, true);
//generate importance map
- int x_groups = (p_settings.quarter_size.x - 1) / 8 + 1;
- int y_groups = (p_settings.quarter_size.y - 1) / 8 + 1;
+ int x_groups = (p_settings.quarter_screen_size.x - 1) / 8 + 1;
+ int y_groups = (p_settings.quarter_screen_size.y - 1) / 8 + 1;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 0);
@@ -1268,8 +1268,8 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
- int x_groups = ((p_settings.screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
- int y_groups = ((p_settings.screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int x_groups = ((p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
+ int y_groups = ((p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)) - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
}
@@ -1285,8 +1285,8 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
// back to full size
{
ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
- ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.screen_size.x;
- ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.screen_size.y;
+ ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
int interleave_pipeline = SSAO_INTERLEAVE_HALF;
@@ -1307,8 +1307,8 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
- int x_groups = (p_settings.screen_size.x - 1) / 8 + 1;
- int y_groups = (p_settings.screen_size.y - 1) / 8 + 1;
+ int x_groups = (p_settings.full_screen_size.x - 1) / 8 + 1;
+ int y_groups = (p_settings.full_screen_size.y - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 8731466dea..e2cdd0c3d8 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -745,9 +745,9 @@ public:
float fadeout_from = 50.0;
float fadeout_to = 300.0;
- Size2i screen_size = Size2i();
+ Size2i full_screen_size = Size2i();
Size2i half_screen_size = Size2i();
- Size2i quarter_size = Size2i();
+ Size2i quarter_screen_size = Size2i();
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
diff --git a/servers/rendering/renderer_rd/light_cluster_builder.cpp b/servers/rendering/renderer_rd/light_cluster_builder.cpp
index b76b41ba26..bb807ca4ca 100644
--- a/servers/rendering/renderer_rd/light_cluster_builder.cpp
+++ b/servers/rendering/renderer_rd/light_cluster_builder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/light_cluster_builder.h b/servers/rendering/renderer_rd/light_cluster_builder.h
index 0767a96817..8f77ece6f5 100644
--- a/servers/rendering/renderer_rd/light_cluster_builder.h
+++ b/servers/rendering/renderer_rd/light_cluster_builder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index 8319e3eed1..b2b919c40e 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index 2f91c3c3b5..b1c8f21ecc 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 8efd7b2dca..5b3c3c703f 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -2239,6 +2239,11 @@ Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringNa
return Variant();
}
+RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
+ RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
+ return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
+}
+
RendererCanvasRenderRD::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
@@ -2489,7 +2494,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["COLOR"] = "color";
actions.renames["NORMAL"] = "normal";
actions.renames["NORMAL_MAP"] = "normal_map";
- actions.renames["NORMAL_MAP_DEPTH"] = "normal_depth";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["TEXTURE"] = "color_texture";
actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
actions.renames["NORMAL_TEXTURE"] = "normal_texture";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 203d7a4890..cb947d7180 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -188,6 +188,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
ShaderData();
virtual ~ShaderData();
};
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 4ae7e68219..be2552bd32 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -154,12 +154,9 @@ void RendererCompositorRD::initialize() {
}
}
-ThreadWorkPool RendererCompositorRD::thread_work_pool;
uint64_t RendererCompositorRD::frame = 1;
void RendererCompositorRD::finalize() {
- thread_work_pool.finish();
-
memdelete(scene);
memdelete(canvas);
memdelete(storage);
@@ -174,7 +171,6 @@ RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
singleton = this;
- thread_work_pool.init();
time = 0;
storage = memnew(RendererStorageRD);
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 877f47d702..cb85fc79e0 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -90,8 +90,6 @@ public:
virtual bool is_low_end() const { return false; }
- static ThreadWorkPool thread_work_pool;
-
static RendererCompositorRD *singleton;
RendererCompositorRD();
~RendererCompositorRD() {}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
index e4f418bdb3..1d07741296 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -394,6 +394,12 @@ Variant RendererSceneRenderForward::ShaderData::get_default_parameter(const Stri
return Variant();
}
+RS::ShaderNativeSourceCode RendererSceneRenderForward::ShaderData::get_native_source_code() const {
+ RendererSceneRenderForward *scene_singleton = (RendererSceneRenderForward *)RendererSceneRenderForward::singleton;
+
+ return scene_singleton->shader.scene_shader.version_get_native_source_code(version);
+}
+
RendererSceneRenderForward::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
@@ -806,252 +812,89 @@ bool RendererSceneRenderForward::free(RID p_rid) {
return false;
}
-void RendererSceneRenderForward::_fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi, bool p_has_opaque_gi) {
- uint32_t lightmap_captures_used = 0;
-
- for (int i = 0; i < p_element_count; i++) {
- const RenderList::Element *e = p_elements[i];
- InstanceData &id = scene_state.instances[i];
- bool store_transform = true;
- id.flags = 0;
- id.mask = e->instance->layer_mask;
- id.instance_uniforms_ofs = e->instance->instance_allocated_shader_parameters_offset >= 0 ? e->instance->instance_allocated_shader_parameters_offset : 0;
-
- if (e->instance->base_type == RS::INSTANCE_MULTIMESH) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- uint32_t stride;
- if (storage->multimesh_get_transform_format(e->instance->base) == RS::MULTIMESH_TRANSFORM_2D) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
- stride = 2;
- } else {
- stride = 3;
- }
- if (storage->multimesh_uses_colors(e->instance->base)) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
- stride += 1;
- }
- if (storage->multimesh_uses_custom_data(e->instance->base)) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
- stride += 1;
- }
-
- id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
- } else if (e->instance->base_type == RS::INSTANCE_PARTICLES) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- uint32_t stride;
- if (false) { // 2D particles
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
- stride = 2;
- } else {
- stride = 3;
- }
-
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
- stride += 1;
-
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
- stride += 1;
-
- id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
-
- if (!storage->particles_is_using_local_coords(e->instance->base)) {
- store_transform = false;
- }
-
- } else if (e->instance->base_type == RS::INSTANCE_MESH) {
- if (e->instance->skeleton.is_valid()) {
- id.flags |= INSTANCE_DATA_FLAG_SKELETON;
- }
- }
-
- if (store_transform) {
- RendererStorageRD::store_transform(e->instance->transform, id.transform);
- RendererStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
- } else {
- RendererStorageRD::store_transform(Transform(), id.transform);
- RendererStorageRD::store_transform(Transform(), id.normal_transform);
- }
-
- if (p_for_depth) {
- id.gi_offset = 0xFFFFFFFF;
- continue;
- }
-
- if (e->instance->lightmap) {
- int32_t lightmap_index = storage->lightmap_get_array_index(e->instance->lightmap->base);
- if (lightmap_index >= 0) {
- id.gi_offset = lightmap_index;
- id.gi_offset |= e->instance->lightmap_slice_index << 12;
- id.gi_offset |= e->instance->lightmap_cull_index << 20;
- id.lightmap_uv_scale[0] = e->instance->lightmap_uv_scale.position.x;
- id.lightmap_uv_scale[1] = e->instance->lightmap_uv_scale.position.y;
- id.lightmap_uv_scale[2] = e->instance->lightmap_uv_scale.size.width;
- id.lightmap_uv_scale[3] = e->instance->lightmap_uv_scale.size.height;
- id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
- if (storage->lightmap_uses_spherical_harmonics(e->instance->lightmap->base)) {
- id.flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
- }
- } else {
- id.gi_offset = 0xFFFFFFFF;
- }
- } else if (!e->instance->lightmap_sh.is_empty()) {
- if (lightmap_captures_used < scene_state.max_lightmap_captures) {
- const Color *src_capture = e->instance->lightmap_sh.ptr();
- LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
- for (int j = 0; j < 9; j++) {
- lcd.sh[j * 4 + 0] = src_capture[j].r;
- lcd.sh[j * 4 + 1] = src_capture[j].g;
- lcd.sh[j * 4 + 2] = src_capture[j].b;
- lcd.sh[j * 4 + 3] = src_capture[j].a;
- }
- id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
- id.gi_offset = lightmap_captures_used;
- lightmap_captures_used++;
- }
-
- } else {
- if (p_has_opaque_gi) {
- id.flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
- }
-
- if (!low_end && !e->instance->gi_probe_instances.is_empty()) {
- uint32_t written = 0;
- for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) {
- RID probe = e->instance->gi_probe_instances[j];
-
- uint32_t index = gi_probe_instance_get_render_index(probe);
-
- if (written == 0) {
- id.gi_offset = index;
- id.flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
- written = 1;
- } else {
- id.gi_offset = index << 16;
- written = 2;
- break;
- }
- }
- if (written == 0) {
- id.gi_offset = 0xFFFFFFFF;
- } else if (written == 1) {
- id.gi_offset |= 0xFFFF0000;
- }
- } else {
- if (p_has_sdfgi && (e->instance->baked_light || e->instance->dynamic_gi)) {
- id.flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
- }
- id.gi_offset = 0xFFFFFFFF;
- }
- }
- }
-
- RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true);
- if (lightmap_captures_used) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
- }
-}
-
/// RENDERING ///
-void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
+template <RendererSceneRenderForward::PassMode p_pass_mode>
+void RendererSceneRenderForward::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
RD::DrawListID draw_list = p_draw_list;
RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
//global scope bindings
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
- MaterialData *prev_material = nullptr;
+ RID prev_material_uniform_set;
RID prev_vertex_array_rd;
RID prev_index_array_rd;
RID prev_pipeline_rd;
RID prev_xforms_uniform_set;
- PushConstant push_constant;
- zeromem(&push_constant, sizeof(PushConstant));
- push_constant.bake_uv2_offset[0] = p_uv_offset.x;
- push_constant.bake_uv2_offset[1] = p_uv_offset.y;
+ bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
+
+ float old_offset[2] = { 0, 0 };
+
+ for (uint32_t i = p_from_element; i < p_to_element; i++) {
+ const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
+
+ RID material_uniform_set;
+ ShaderData *shader;
+ void *mesh_surface;
+
+ if (shadow_pass) {
+ material_uniform_set = surf->material_uniform_set_shadow;
+ shader = surf->shader_shadow;
+ mesh_surface = surf->surface_shadow;
+
+ } else {
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+ mesh_surface = surf->surface;
+ }
- for (int i = 0; i < p_element_count; i++) {
- const RenderList::Element *e = p_elements[i];
+ if (!mesh_surface) {
+ continue;
+ }
- MaterialData *material = e->material;
- ShaderData *shader = material->shader_data;
- RID xforms_uniform_set;
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ old_offset[0] = surf->owner->push_constant.lightmap_uv_scale[0];
+ old_offset[1] = surf->owner->push_constant.lightmap_uv_scale[1];
+ surf->owner->push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
+ surf->owner->push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
+ }
//find cull variant
ShaderData::CullVariant cull_variant;
- if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL || p_pass_mode == PASS_MODE_SDF || ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && e->instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)) {
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || p_params->pass_mode == PASS_MODE_SDF || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
} else {
- bool mirror = e->instance->mirror;
- if (p_reverse_cull) {
+ bool mirror = surf->owner->mirror;
+ if (p_params->reverse_cull) {
mirror = !mirror;
}
cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
}
- //find primitive and vertex format
- RS::PrimitiveType primitive;
- void *mesh_surface = nullptr;
-
- switch (e->instance->base_type) {
- case RS::INSTANCE_MESH: {
- mesh_surface = storage->mesh_get_surface(e->instance->base, e->surface_index);
-
- primitive = storage->mesh_surface_get_primitive(mesh_surface);
- if (e->instance->skeleton.is_valid()) {
- xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
- }
- } break;
- case RS::INSTANCE_MULTIMESH: {
- RID mesh = storage->multimesh_get_mesh(e->instance->base);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
-
- mesh_surface = storage->mesh_get_surface(e->instance->base, e->surface_index);
-
- primitive = storage->mesh_surface_get_primitive(mesh_surface);
-
- xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
- } break;
- case RS::INSTANCE_IMMEDIATE: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case RS::INSTANCE_PARTICLES: {
- RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
-
- mesh_surface = storage->mesh_get_surface(e->instance->base, e->surface_index & 0xFFFF);
-
- primitive = storage->mesh_surface_get_primitive(mesh_surface);
-
- xforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
- }
+ RS::PrimitiveType primitive = surf->primitive;
+ RID xforms_uniform_set = surf->owner->transforms_uniform_set;
ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
- switch (p_pass_mode) {
+ switch (p_params->pass_mode) {
case PASS_MODE_COLOR:
case PASS_MODE_COLOR_TRANSPARENT: {
- if (e->uses_lightmap) {
+ if (surf->sort.uses_lightmap) {
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
- } else if (e->uses_forward_gi) {
+ } else if (surf->sort.uses_forward_gi) {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
} else {
shader_version = SHADER_VERSION_COLOR_PASS;
}
} break;
case PASS_MODE_COLOR_SPECULAR: {
- if (e->uses_lightmap) {
+ if (surf->sort.uses_lightmap) {
shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
} else {
shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
@@ -1086,40 +929,37 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
RID vertex_array_rd;
RID index_array_rd;
- if (mesh_surface) {
- if (e->instance->mesh_instance.is_valid()) { //skeleton and blend shape
- storage->mesh_instance_surface_get_vertex_arrays_and_format(e->instance->mesh_instance, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
- } else {
- storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
- }
-
- if (p_screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(mesh_surface)) {
- Vector3 support_min = e->instance->transformed_aabb.get_support(-p_lod_plane.normal);
- Vector3 support_max = e->instance->transformed_aabb.get_support(p_lod_plane.normal);
-
- float distance_min = p_lod_plane.distance_to(support_min);
- float distance_max = p_lod_plane.distance_to(support_max);
+ //skeleton and blend shape
+ if (surf->owner->mesh_instance.is_valid()) {
+ storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ } else {
+ storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ }
- float distance = 0.0;
+ if (p_params->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(mesh_surface)) {
+ //lod
+ Vector3 support_min = surf->owner->transformed_aabb.get_support(-p_params->lod_plane.normal);
+ Vector3 support_max = surf->owner->transformed_aabb.get_support(p_params->lod_plane.normal);
- if (distance_min * distance_max < 0.0) {
- //crossing plane
- distance = 0.0;
- } else if (distance_min >= 0.0) {
- distance = distance_min;
- } else if (distance_max <= 0.0) {
- distance = -distance_max;
- }
+ float distance_min = p_params->lod_plane.distance_to(support_min);
+ float distance_max = p_params->lod_plane.distance_to(support_max);
- Vector3 model_scale_vec = e->instance->transform.basis.get_scale_abs();
+ float distance = 0.0;
- float model_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
+ if (distance_min * distance_max < 0.0) {
+ //crossing plane
+ distance = 0.0;
+ } else if (distance_min >= 0.0) {
+ distance = distance_min;
+ } else if (distance_max <= 0.0) {
+ distance = -distance_max;
+ }
- index_array_rd = storage->mesh_surface_get_index_array_with_lod(mesh_surface, model_scale * e->instance->lod_bias, distance * p_lod_distance_multiplier, p_screen_lod_threshold);
+ index_array_rd = storage->mesh_surface_get_index_array_with_lod(mesh_surface, surf->owner->lod_model_scale * surf->owner->lod_bias, distance * p_params->lod_distance_multiplier, p_params->screen_lod_threshold);
- } else {
- index_array_rd = storage->mesh_surface_get_index_array(mesh_surface);
- }
+ } else {
+ //no lod
+ index_array_rd = storage->mesh_surface_get_index_array(mesh_surface);
}
if (prev_vertex_array_rd != vertex_array_rd) {
@@ -1134,7 +974,7 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
prev_index_array_rd = index_array_rd;
}
- RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_force_wireframe);
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
if (pipeline_rd != prev_pipeline_rd) {
// checking with prev shader does not make so much sense, as
@@ -1148,39 +988,89 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
prev_xforms_uniform_set = xforms_uniform_set;
}
- if (material != prev_material) {
+ if (material_uniform_set != prev_material_uniform_set) {
//update uniform set
- if (material->uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, MATERIAL_UNIFORM_SET);
+ if (material_uniform_set.is_valid()) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
}
- prev_material = material;
+ prev_material_uniform_set = material_uniform_set;
}
- push_constant.index = i;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &surf->owner->push_constant, sizeof(GeometryInstanceForward::PushConstant));
- switch (e->instance->base_type) {
- case RS::INSTANCE_MESH: {
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
- } break;
- case RS::INSTANCE_MULTIMESH: {
- uint32_t instances = storage->multimesh_get_instances_to_draw(e->instance->base);
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
- } break;
- case RS::INSTANCE_IMMEDIATE: {
- } break;
- case RS::INSTANCE_PARTICLES: {
- uint32_t instances = storage->particles_get_amount(e->instance->base);
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), surf->owner->instance_count);
+
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ surf->owner->push_constant.lightmap_uv_scale[0] = old_offset[0];
+ surf->owner->push_constant.lightmap_uv_scale[1] = old_offset[1];
}
}
}
+void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+ //use template for faster performance (pass mode comparisons are inlined)
+
+ switch (p_params->pass_mode) {
+ case PASS_MODE_COLOR: {
+ _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_SPECULAR: {
+ _render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW: {
+ _render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ _render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH: {
+ _render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
+ _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE: {
+ _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ _render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SDF: {
+ _render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ }
+}
+
+void RendererSceneRenderForward::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
+ uint32_t render_total = p_params->element_count;
+ uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t render_from = p_thread * render_total / total_threads;
+ uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
+ _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
+}
+
+void RendererSceneRenderForward::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
+ p_params->framebuffer_format = fb_format;
+
+ if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RendererSceneRenderForward::_render_list_thread_function, p_params);
+ RD::get_singleton()->draw_list_end();
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ _render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
+ RD::get_singleton()->draw_list_end();
+ }
+}
+
void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
@@ -1413,128 +1303,7 @@ void RendererSceneRenderForward::_setup_environment(RID p_environment, RID p_ren
RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
}
-void RendererSceneRenderForward::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
- RID m_src;
-
- m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
-
- if (unlikely(get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
- m_src = overdraw_material;
- } else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
- m_src = default_material;
- }
- }
-
- MaterialData *material = nullptr;
-
- if (m_src.is_valid()) {
- material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
- m_src = default_material;
- }
-
- ERR_FAIL_COND(!material);
-
- _add_geometry_with_material(p_instance, p_surface, material, m_src, p_pass_mode, p_geometry_index, p_using_sdfgi);
-
- while (material->next_pass.is_valid()) {
- material = (MaterialData *)storage->material_get_data(material->next_pass, RendererStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- break;
- }
- _add_geometry_with_material(p_instance, p_surface, material, material->next_pass, p_pass_mode, p_geometry_index, p_using_sdfgi);
- }
-}
-
-void RendererSceneRenderForward::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
- bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
- bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
- bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
- bool has_alpha = has_base_alpha || has_blend_alpha;
-
- if (p_material->shader_data->uses_sss) {
- scene_state.used_sss = true;
- }
-
- if (p_material->shader_data->uses_screen_texture) {
- scene_state.used_screen_texture = true;
- }
-
- if (p_material->shader_data->uses_depth_texture) {
- scene_state.used_depth_texture = true;
- }
-
- if (p_material->shader_data->uses_normal_texture) {
- scene_state.used_normal_texture = true;
- }
-
- if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
- if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !p_material->shader_data->uses_depth_pre_pass) || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED || p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
- //conditions in which no depth pass should be processed
- return;
- }
-
- if ((p_pass_mode != PASS_MODE_DEPTH_MATERIAL && p_pass_mode != PASS_MODE_SDF) && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
- //shader does not use discard and does not write a vertex position, use generic material
- if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
- } else if ((p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
- }
- }
-
- has_alpha = false;
- }
-
- has_alpha = has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED;
-
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
-
- if (!e) {
- return;
- }
-
- e->instance = p_instance;
- e->material = p_material;
- e->surface_index = p_surface;
- e->sort_key = 0;
-
- if (e->material->last_pass != render_pass) {
- if (!RD::get_singleton()->uniform_set_is_valid(e->material->uniform_set)) {
- //uniform set no longer valid, probably a texture changed
- storage->material_force_update_textures(p_material_rid, RendererStorageRD::SHADER_TYPE_3D);
- }
- e->material->last_pass = render_pass;
- e->material->index = scene_state.current_material_index++;
- if (e->material->shader_data->last_pass != render_pass) {
- e->material->shader_data->last_pass = scene_state.current_material_index++;
- e->material->shader_data->index = scene_state.current_shader_index++;
- }
- }
- e->geometry_index = p_geometry_index;
- e->material_index = e->material->index;
- e->uses_instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH;
- e->uses_lightmap = e->instance->lightmap != nullptr || !e->instance->lightmap_sh.is_empty();
- e->uses_forward_gi = has_alpha && (e->instance->gi_probe_instances.size() || p_using_sdfgi);
- e->shader_index = e->shader_index;
- e->depth_layer = e->instance->depth_layer;
- e->priority = p_material->priority;
-
- if (p_material->shader_data->uses_time) {
- RenderingServerDefault::redraw_request();
- }
-}
-
-void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi) {
- scene_state.current_shader_index = 0;
- scene_state.current_material_index = 0;
+void RendererSceneRenderForward::_fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi, bool p_using_opaque_gi) {
scene_state.used_sss = false;
scene_state.used_screen_texture = false;
scene_state.used_normal_texture = false;
@@ -1543,125 +1312,184 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase
Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
near_plane.d += p_cam_projection.get_z_near();
float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
+ uint32_t lightmap_captures_used = 0;
- uint32_t geometry_index = 0;
+ _update_dirty_geometry_instances();
+ render_list.clear();
//fill list
for (int i = 0; i < (int)p_instances.size(); i++) {
- InstanceBase *inst = p_instances[i];
-
- inst->depth = near_plane.distance_to(inst->transform.origin);
- inst->depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
+ GeometryInstanceForward *inst = static_cast<GeometryInstanceForward *>(p_instances[i]);
- //add geometry for drawing
- switch (inst->base_type) {
- case RS::INSTANCE_MESH: {
- const RID *materials = nullptr;
- uint32_t surface_count;
+ Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
+ inst->depth = near_plane.distance_to(support_min);
+ uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
- materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
- if (!materials) {
- continue; //nothing to do
- }
+ uint32_t flags = inst->base_flags; //fill flags if appropriate
- const RID *inst_materials = inst->materials.ptr();
+ bool uses_lightmap = false;
+ bool uses_gi = false;
- for (uint32_t j = 0; j < surface_count; j++) {
- RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
+ if (p_pass_mode == PASS_MODE_COLOR) {
+ //setup GI
- uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index);
- _add_geometry(inst, j, material, p_pass_mode, surface_index, p_using_sdfgi);
+ if (inst->lightmap_instance.is_valid()) {
+ int32_t lightmap_cull_index = -1;
+ for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
+ if (scene_state.lightmap_ids[j] == inst->lightmap_instance) {
+ lightmap_cull_index = j;
+ break;
+ }
}
-
- //mesh->last_pass=frame;
-
- } break;
-
- case RS::INSTANCE_MULTIMESH: {
- if (storage->multimesh_get_instances_to_draw(inst->base) == 0) {
- //not visible, 0 instances
- continue;
+ if (lightmap_cull_index >= 0) {
+ inst->push_constant.gi_offset &= 0xFFFF;
+ inst->push_constant.gi_offset |= lightmap_cull_index;
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
+ if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
+ flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
+ }
+ uses_lightmap = true;
+ } else {
+ inst->push_constant.gi_offset = 0xFFFFFFFF;
}
- RID mesh = storage->multimesh_get_mesh(inst->base);
- if (!mesh.is_valid()) {
- continue;
+ } else if (inst->lightmap_sh) {
+ if (lightmap_captures_used < scene_state.max_lightmap_captures) {
+ const Color *src_capture = inst->lightmap_sh->sh;
+ LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
+ for (int j = 0; j < 9; j++) {
+ lcd.sh[j * 4 + 0] = src_capture[j].r;
+ lcd.sh[j * 4 + 1] = src_capture[j].g;
+ lcd.sh[j * 4 + 2] = src_capture[j].b;
+ lcd.sh[j * 4 + 3] = src_capture[j].a;
+ }
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
+ inst->push_constant.gi_offset = lightmap_captures_used;
+ lightmap_captures_used++;
+ uses_lightmap = true;
}
- const RID *materials = nullptr;
- uint32_t surface_count;
-
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
- if (!materials) {
- continue; //nothing to do
+ } else if (!low_end) {
+ if (p_using_opaque_gi) {
+ flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
}
- for (uint32_t j = 0; j < surface_count; j++) {
- uint32_t surface_index = storage->mesh_surface_get_multimesh_render_pass_index(mesh, j, render_pass, &geometry_index);
- _add_geometry(inst, j, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
- }
+ if (inst->gi_probes[0].is_valid()) {
+ uint32_t probe0_index = 0xFFFF;
+ uint32_t probe1_index = 0xFFFF;
- } break;
-#if 0
- case RS::INSTANCE_IMMEDIATE: {
- RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
- ERR_CONTINUE(!immediate);
+ for (uint32_t j = 0; j < scene_state.giprobes_used; j++) {
+ if (scene_state.giprobe_ids[j] == inst->gi_probes[0]) {
+ probe0_index = j;
+ } else if (scene_state.giprobe_ids[j] == inst->gi_probes[1]) {
+ probe1_index = j;
+ }
+ }
- _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
+ if (probe0_index == 0xFFFF && probe1_index != 0xFFFF) {
+ //0 must always exist if a probe exists
+ SWAP(probe0_index, probe1_index);
+ }
- } break;
-#endif
- case RS::INSTANCE_PARTICLES: {
- int draw_passes = storage->particles_get_draw_passes(inst->base);
+ inst->push_constant.gi_offset = probe0_index | (probe1_index << 16);
+ uses_gi = true;
+ } else {
+ if (p_using_sdfgi && inst->can_sdfgi) {
+ flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
+ uses_gi = true;
+ }
+ inst->push_constant.gi_offset = 0xFFFFFFFF;
+ }
+ }
+ }
+ inst->push_constant.flags = flags;
- for (int j = 0; j < draw_passes; j++) {
- RID mesh = storage->particles_get_draw_pass_mesh(inst->base, j);
- if (!mesh.is_valid())
- continue;
+ GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
- const RID *materials = nullptr;
- uint32_t surface_count;
+ while (surf) {
+ surf->sort.uses_forward_gi = 0;
+ surf->sort.uses_lightmap = 0;
- materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
- if (!materials) {
- continue; //nothing to do
+ if (p_pass_mode == PASS_MODE_COLOR) {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ render_list.add_element(surf);
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ render_list.add_alpha_element(surf);
+ if (uses_gi) {
+ surf->sort.uses_forward_gi = 1;
}
+ }
- for (uint32_t k = 0; k < surface_count; k++) {
- uint32_t surface_index = storage->mesh_surface_get_particles_render_pass_index(mesh, j, render_pass, &geometry_index);
- _add_geometry(inst, (j << 16) | k, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
- }
+ if (uses_lightmap) {
+ surf->sort.uses_lightmap = 1;
}
- } break;
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) {
+ scene_state.used_sss = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) {
+ scene_state.used_screen_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) {
+ scene_state.used_normal_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) {
+ scene_state.used_depth_texture = true;
+ }
- default: {
+ } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
+ render_list.add_element(surf);
+ }
+ } else {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ render_list.add_element(surf);
+ }
}
+
+ surf->sort.depth_layer = depth_layer;
+
+ surf = surf->next;
}
}
+
+ if (lightmap_captures_used) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
+ }
}
-void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<InstanceBase *> &p_lightmaps, const Transform &p_cam_transform) {
- uint32_t lightmaps_used = 0;
+void RendererSceneRenderForward::_setup_giprobes(const PagedArray<RID> &p_giprobes) {
+ scene_state.giprobes_used = MIN(p_giprobes.size(), uint32_t(MAX_GI_PROBES));
+ for (uint32_t i = 0; i < scene_state.giprobes_used; i++) {
+ scene_state.giprobe_ids[i] = p_giprobes[i];
+ }
+}
+
+void RendererSceneRenderForward::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
+ scene_state.lightmaps_used = 0;
for (int i = 0; i < (int)p_lightmaps.size(); i++) {
if (i >= (int)scene_state.max_lightmaps) {
break;
}
- InstanceBase *lm = p_lightmaps[i];
- Basis to_lm = lm->transform.basis.inverse() * p_cam_transform.basis;
+ RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]);
+
+ Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
- lm->lightmap_cull_index = i;
- lightmaps_used++;
+ scene_state.lightmap_ids[i] = p_lightmaps[i];
+ scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
+
+ scene_state.lightmaps_used++;
}
- if (lightmaps_used > 0) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * lightmaps_used, scene_state.lightmaps, true);
+ if (scene_state.lightmaps_used > 0) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, true);
}
}
-void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
+void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
RenderBufferDataForward *render_buffer = nullptr;
if (p_render_buffer.is_valid()) {
render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
@@ -1784,12 +1612,12 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
_setup_lightmaps(p_lightmaps, p_cam_transform);
+ _setup_giprobes(p_gi_probes);
_setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
_update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
- render_list.clear();
- _fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi);
+ _fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi, using_sdfgi || using_giprobe);
bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
@@ -1871,12 +1699,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
clear_color = p_default_bg_color;
}
- RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probes);
-
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, false, false, using_sdfgi || using_giprobe);
-
bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
@@ -1887,10 +1711,11 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
if (depth_pre_pass) { //depth pre pass
RENDER_TIMESTAMP("Render Depth Pre-Pass");
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
+
bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
@@ -1917,6 +1742,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
RENDER_TIMESTAMP("Render Opaque Pass");
+ RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probes, p_lightmaps);
+
bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
@@ -1936,13 +1763,13 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+
+ _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
- draw_list = RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
+ RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
RD::get_singleton()->draw_list_end();
}
}
@@ -2021,12 +1848,9 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
render_list.sort_by_reverse_depth_and_priority(true);
- _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, using_sdfgi);
-
{
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
}
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
@@ -2034,7 +1858,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
}
}
-void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedArray<InstanceBase *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
+void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
RENDER_TIMESTAMP("Setup Rendering Shadow");
_update_render_base_uniform_set();
@@ -2049,29 +1873,24 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr
p_screen_lod_threshold = 0.0;
}
- render_list.clear();
-
PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
_fill_render_list(p_instances, pass_mode, p_projection, p_transform);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Shadow");
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
{
//regular forward for now
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, rp_uniform_set, false, Vector2(), p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
}
}
-void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<InstanceBase *> &p_instances) {
+void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
RENDER_TIMESTAMP("Setup Render Collider Heightfield");
_update_render_base_uniform_set();
@@ -2082,29 +1901,24 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb,
_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
- render_list.clear();
-
PassMode pass_mode = PASS_MODE_SHADOW;
_fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Collider Heightield");
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
{
//regular forward for now
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, false, pass_mode, true, rp_uniform_set);
+ _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
}
}
-void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderForward::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering Material");
_update_render_base_uniform_set();
@@ -2116,20 +1930,17 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
_setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
- render_list.clear();
-
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform);
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Material");
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
{
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -2138,12 +1949,12 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
RD::get_singleton()->draw_list_end();
}
}
-void RendererSceneRenderForward::_render_uv2(const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderForward::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
RENDER_TIMESTAMP("Setup Rendering UV2");
_update_render_base_uniform_set();
@@ -2155,20 +1966,17 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<InstanceBase *> &p
_setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
- render_list.clear();
-
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
- RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>(), PagedArray<RID>());
RENDER_TIMESTAMP("Render Material");
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
{
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true);
//regular forward for now
Vector<Color> clear;
clear.push_back(Color(0, 0, 0, 0));
@@ -2196,15 +2004,17 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<InstanceBase *> &p
Vector2 ofs = uv_offsets[i];
ofs.x /= p_region.size.width;
ofs.y /= p_region.size.height;
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, true, ofs); //first wireframe, for pseudo conservative
+ render_list_params.uv_offset = ofs;
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
}
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles
+ render_list_params.uv_offset = Vector2();
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
RD::get_singleton()->draw_list_end();
}
}
-void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<InstanceBase *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
RENDER_TIMESTAMP("Render SDFGI");
_update_render_base_uniform_set();
@@ -2213,12 +2023,10 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
ERR_FAIL_COND(!render_buffer);
render_pass++;
- render_list.clear();
PassMode pass_mode = PASS_MODE_SDF;
_fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform());
render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
@@ -2279,9 +2087,8 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto
E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
}
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(E->get()), render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false); //second regular triangles
- RD::get_singleton()->draw_list_end();
+ RenderListParameters render_list_params(render_list.elements, render_list.element_count, true, pass_mode, true, rp_uniform_set, false);
+ _render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
}
}
@@ -2338,13 +2145,6 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
u.ids.push_back(scene_state.uniform_buffer);
uniforms.push_back(u);
}
- {
- RD::Uniform u;
- u.binding = 4;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.instance_buffer);
- uniforms.push_back(u);
- }
{
RD::Uniform u;
@@ -2378,20 +2178,13 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 11;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids = storage->lightmap_array_get_textures();
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.lightmap_capture_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 13;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture();
u.ids.push_back(decal_atlas);
@@ -2399,7 +2192,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 14;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = storage->decal_atlas_get_texture_srgb();
u.ids.push_back(decal_atlas);
@@ -2407,7 +2200,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
{
RD::Uniform u;
- u.binding = 15;
+ u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_decal_buffer());
uniforms.push_back(u);
@@ -2415,14 +2208,14 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 16;
+ u.binding = 15;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.push_back(get_cluster_builder_texture());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 17;
+ u.binding = 16;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(get_cluster_builder_indices_buffer());
uniforms.push_back(u);
@@ -2430,7 +2223,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 18;
+ u.binding = 17;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (directional_shadow_get_texture().is_valid()) {
u.ids.push_back(directional_shadow_get_texture());
@@ -2443,7 +2236,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 19;
+ u.binding = 18;
u.ids.push_back(storage->global_variables_get_storage_buffer());
uniforms.push_back(u);
}
@@ -2451,7 +2244,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
if (!low_end) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 20;
+ u.binding = 19;
u.ids.push_back(sdfgi_get_ubo());
uniforms.push_back(u);
}
@@ -2460,7 +2253,7 @@ void RendererSceneRenderForward::_update_render_base_uniform_set() {
}
}
-RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes) {
+RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps) {
if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
RD::get_singleton()->free(render_pass_uniform_set);
}
@@ -2515,11 +2308,29 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
u.ids.push_back(texture);
uniforms.push_back(u);
}
-
{
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(scene_state.max_lightmaps);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
+ if (i < p_lightmaps.size()) {
+ RID base = lightmap_instance_get_lightmap(p_lightmaps[i]);
+ RID texture = storage->lightmap_get_texture(base);
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+ u.ids.write[i] = rd_texture;
+ } else {
+ u.ids.write[i] = default_tex;
+ }
+ }
+
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_GI_PROBES; i++) {
@@ -2539,7 +2350,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 4;
+ u.binding = 5;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
@@ -2547,7 +2358,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 5;
+ u.binding = 6;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
@@ -2557,7 +2368,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
if (!low_end) {
{
RD::Uniform u;
- u.binding = 6;
+ u.binding = 7;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
u.ids.push_back(texture);
@@ -2566,7 +2377,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 7;
+ u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = rb ? render_buffers_get_ao_texture(p_render_buffers) : RID();
RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
@@ -2576,7 +2387,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 8;
+ u.binding = 9;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
@@ -2585,7 +2396,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
{
RD::Uniform u;
- u.binding = 9;
+ u.binding = 10;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb && rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
@@ -2593,7 +2404,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 10;
+ u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID t;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
@@ -2606,7 +2417,7 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 11;
+ u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
if (rb && render_buffers_is_sdfgi_enabled(p_render_buffers)) {
u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
@@ -2617,14 +2428,14 @@ RID RendererSceneRenderForward::_setup_render_pass_uniform_set(RID p_render_buff
}
{
RD::Uniform u;
- u.binding = 12;
+ u.binding = 13;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.ids.push_back(rb ? render_buffers_get_gi_probe_buffer(p_render_buffers) : render_buffers_get_default_gi_probe_buffer());
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.binding = 13;
+ u.binding = 14;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID vfog = RID();
if (rb && render_buffers_has_volumetric_fog(p_render_buffers)) {
@@ -2682,10 +2493,24 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
}
{
- // No GIProbes
+ // No Lightmaps
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(scene_state.max_lightmaps);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
+ u.ids.write[i] = default_tex;
+ }
+
+ uniforms.push_back(u);
+ }
+
+ {
+ // No GIProbes
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.ids.resize(MAX_GI_PROBES);
RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
for (int i = 0; i < MAX_GI_PROBES; i++) {
@@ -2699,28 +2524,28 @@ RID RendererSceneRenderForward::_setup_sdfgi_render_pass_uniform_set(RID p_albed
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 4;
+ u.binding = 5;
u.ids.push_back(p_albedo_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
+ u.binding = 6;
u.ids.push_back(p_emission_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
+ u.binding = 7;
u.ids.push_back(p_emission_aniso_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
+ u.binding = 8;
u.ids.push_back(p_geom_facing_texture);
uniforms.push_back(u);
}
@@ -2763,6 +2588,534 @@ void RendererSceneRenderForward::set_time(double p_time, double p_step) {
RendererSceneRenderRD::set_time(p_time, p_step);
}
+void RendererSceneRenderForward::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ if (ginstance->dirty_list_element.in_list()) {
+ return;
+ }
+
+ //clear surface caches
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+
+ ginstance->surface_caches = nullptr;
+
+ geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+}
+
+void RendererSceneRenderForward::_geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+ bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
+ bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
+ bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+
+ uint32_t flags = 0;
+
+ if (p_material->shader_data->uses_sss) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
+ }
+
+ if (p_material->shader_data->uses_screen_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_depth_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_normal_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
+ }
+
+ if (ginstance->data->cast_double_sided_shaodows) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
+ }
+
+ if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) {
+ //material is only meant for alpha pass
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
+ if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED)) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+ } else {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+
+ MaterialData *material_shadow = nullptr;
+ //void *surface_shadow = nullptr;
+ if (!p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
+ material_shadow = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ } else {
+ material_shadow = p_material;
+ }
+
+ GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc();
+
+ sdcache->flags = flags;
+
+ sdcache->shader = p_material->shader_data;
+ sdcache->material_uniform_set = p_material->uniform_set;
+ sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
+ sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
+ sdcache->surface_index = p_surface;
+
+ if (ginstance->data->dirty_dependencies) {
+ storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ }
+
+ //shadow
+ sdcache->shader_shadow = material_shadow->shader_data;
+ sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
+ sdcache->surface_shadow = sdcache->surface; //when adding special shadow meshes, will use this
+
+ sdcache->owner = ginstance;
+
+ sdcache->next = ginstance->surface_caches;
+ ginstance->surface_caches = sdcache;
+
+ //sortkey
+
+ sdcache->sort.sort_key1 = 0;
+ sdcache->sort.sort_key2 = 0;
+
+ sdcache->sort.surface_type = ginstance->data->base_type;
+ sdcache->sort.material_id = p_material_id;
+ sdcache->sort.shader_id = p_shader_id;
+ sdcache->sort.geometry_id = p_mesh.get_local_index();
+ sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
+ sdcache->sort.priority = p_material->priority;
+}
+
+void RendererSceneRenderForward::_geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+ RID m_src;
+
+ m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
+
+ MaterialData *material = nullptr;
+
+ if (m_src.is_valid()) {
+ material = (MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (material) {
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+ } else {
+ material = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ m_src = default_material;
+ }
+
+ ERR_FAIL_COND(!material);
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = (MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
+void RendererSceneRenderForward::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_begin();
+ }
+
+ //add geometry for drawing
+ switch (ginstance->data->base_type) {
+ case RS::INSTANCE_MESH: {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+ RID mesh = ginstance->data->base;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ //if no materials, no surfaces.
+ const RID *inst_materials = ginstance->data->surface_materials.ptr();
+ uint32_t surf_mat_count = ginstance->data->surface_materials.size();
+
+ for (uint32_t j = 0; j < surface_count; j++) {
+ RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
+ _geometry_instance_add_surface(ginstance, j, material, mesh);
+ }
+ }
+
+ ginstance->instance_count = 1;
+
+ } break;
+
+ case RS::INSTANCE_MULTIMESH: {
+ RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
+ if (mesh.is_valid()) {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t j = 0; j < surface_count; j++) {
+ _geometry_instance_add_surface(ginstance, j, materials[j], mesh);
+ }
+ }
+
+ ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+
+ } break;
+#if 0
+ case RS::INSTANCE_IMMEDIATE: {
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
+ ERR_CONTINUE(!immediate);
+
+ _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
+
+ } break;
+#endif
+ case RS::INSTANCE_PARTICLES: {
+ int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
+
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ if (!mesh.is_valid())
+ continue;
+
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t k = 0; k < surface_count; k++) {
+ _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
+ }
+ }
+ }
+
+ ginstance->instance_count = storage->particles_get_amount(ginstance->data->base);
+
+ } break;
+
+ default: {
+ }
+ }
+
+ //Fill push constant
+
+ ginstance->push_constant.instance_uniforms_ofs = ginstance->data->shader_parameters_offset >= 0 ? ginstance->data->shader_parameters_offset : 0;
+ ginstance->push_constant.layer_mask = ginstance->data->layer_mask;
+ ginstance->push_constant.flags = 0;
+ ginstance->push_constant.gi_offset = 0xFFFFFFFF; //disabled
+
+ bool store_transform = true;
+
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ uint32_t stride;
+ if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ stride = 2;
+ } else {
+ stride = 3;
+ }
+ if (storage->multimesh_uses_colors(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ stride += 1;
+ }
+ if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ stride += 1;
+ }
+
+ ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+ ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ uint32_t stride;
+ if (false) { // 2D particles
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ stride = 2;
+ } else {
+ stride = 3;
+ }
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ stride += 1;
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ stride += 1;
+
+ ginstance->base_flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
+
+ if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
+ store_transform = false;
+ }
+ ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
+ if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_SKELETON;
+ ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ if (ginstance->data->dirty_dependencies) {
+ storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ }
+ }
+ }
+
+ if (store_transform) {
+ RendererStorageRD::store_transform(ginstance->data->transform, ginstance->push_constant.transform);
+ } else {
+ RendererStorageRD::store_transform(Transform(), ginstance->push_constant.transform);
+ }
+
+ ginstance->can_sdfgi = false;
+
+ if (lightmap_instance_is_valid(ginstance->lightmap_instance)) {
+ ginstance->push_constant.gi_offset = ginstance->data->lightmap_slice_index << 16;
+ ginstance->push_constant.lightmap_uv_scale[0] = ginstance->data->lightmap_uv_scale.position.x;
+ ginstance->push_constant.lightmap_uv_scale[1] = ginstance->data->lightmap_uv_scale.position.y;
+ ginstance->push_constant.lightmap_uv_scale[2] = ginstance->data->lightmap_uv_scale.size.width;
+ ginstance->push_constant.lightmap_uv_scale[3] = ginstance->data->lightmap_uv_scale.size.height;
+ } else if (!low_end) {
+ if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
+ ginstance->can_sdfgi = true;
+ }
+ }
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_end();
+ ginstance->data->dirty_dependencies = false;
+ }
+
+ ginstance->dirty_list_element.remove_from_list();
+}
+
+void RendererSceneRenderForward::_update_dirty_geometry_instances() {
+ while (geometry_instance_dirty_list.first()) {
+ _geometry_instance_update(geometry_instance_dirty_list.first()->self());
+ }
+}
+
+void RendererSceneRenderForward::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
+ case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_tracker->userdata);
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->instance_count = static_cast<RendererSceneRenderForward *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+ } break;
+ default: {
+ //rest of notifications of no interest
+ } break;
+ }
+}
+void RendererSceneRenderForward::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast<RendererSceneRenderForward *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+}
+
+RendererSceneRender::GeometryInstance *RendererSceneRenderForward::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = storage->get_base_type(p_base);
+ ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
+
+ GeometryInstanceForward *ginstance = geometry_instance_alloc.alloc();
+ ginstance->data = memnew(GeometryInstanceForward::Data);
+
+ ginstance->data->base = p_base;
+ ginstance->data->base_type = type;
+ ginstance->data->dependency_tracker.userdata = ginstance;
+ ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
+ ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
+
+ _geometry_instance_mark_dirty(ginstance);
+
+ return ginstance;
+}
+void RendererSceneRenderForward::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->skeleton = p_skeleton;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RendererSceneRenderForward::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_override = p_override;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RendererSceneRenderForward::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->surface_materials = p_materials;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RendererSceneRenderForward::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->mesh_instance = p_mesh_instance;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ RendererStorageRD::store_transform(p_transform, ginstance->push_constant.transform);
+ ginstance->data->transform = p_transform;
+ ginstance->mirror = p_transform.basis.determinant() < 0;
+ ginstance->data->aabb = p_aabb;
+ ginstance->transformed_aabb = p_transformed_aabb;
+
+ Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
+ // handle non uniform scale here
+
+ float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
+ float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+ ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
+
+ ginstance->lod_model_scale = max_scale;
+}
+void RendererSceneRenderForward::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lod_bias = p_lod_bias;
+}
+void RendererSceneRenderForward::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_baked_light = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_dynamic_gi = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lightmap_instance = p_lightmap_instance;
+ ginstance->data->lightmap_uv_scale = p_lightmap_uv_scale;
+ ginstance->data->lightmap_slice_index = p_lightmap_slice_index;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (p_sh9) {
+ if (ginstance->lightmap_sh == nullptr) {
+ ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ }
+
+ copymem(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ } else {
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ ginstance->lightmap_sh = nullptr;
+ }
+ }
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->shader_parameters_offset = p_offset;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RendererSceneRenderForward::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->data->cast_double_sided_shaodows = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RendererSceneRenderForward::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->layer_mask = p_layer_mask;
+ ginstance->push_constant.layer_mask = p_layer_mask;
+}
+
+void RendererSceneRenderForward::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ }
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+ memdelete(ginstance->data);
+ geometry_instance_alloc.free(ginstance);
+}
+
+uint32_t RendererSceneRenderForward::geometry_instance_get_pair_mask() {
+ return (1 << RS::INSTANCE_GI_PROBE);
+}
+void RendererSceneRenderForward::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+}
+void RendererSceneRenderForward::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+}
+void RendererSceneRenderForward::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+}
+
+Transform RendererSceneRenderForward::geometry_instance_get_transform(GeometryInstance *p_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, Transform());
+ return ginstance->data->transform;
+}
+AABB RendererSceneRenderForward::geometry_instance_get_aabb(GeometryInstance *p_instance) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, AABB());
+ return ginstance->data->aabb;
+}
+
+void RendererSceneRenderForward::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
+ GeometryInstanceForward *ginstance = static_cast<GeometryInstanceForward *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (p_gi_probe_instance_count > 0) {
+ ginstance->gi_probes[0] = p_gi_probe_instances[0];
+ } else {
+ ginstance->gi_probes[0] = RID();
+ }
+
+ if (p_gi_probe_instance_count > 1) {
+ ginstance->gi_probes[1] = p_gi_probe_instances[1];
+ } else {
+ ginstance->gi_probes[1] = RID();
+ }
+}
+
RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_storage) :
RendererSceneRenderRD(p_storage) {
singleton = this;
@@ -2786,11 +3139,10 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
{
//lightmaps
- scene_state.max_lightmaps = storage->lightmap_array_get_size();
+ scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS;
defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
- scene_state.lightmaps = memnew_arr(LightmapData, scene_state.max_lightmaps);
scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
}
{
@@ -3013,12 +3365,6 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
render_list.init();
render_pass = 0;
- {
- scene_state.max_instances = render_list.max_elements;
- scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances);
- scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances);
- }
-
scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
{
@@ -3066,6 +3412,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
sampler.compare_op = RD::COMPARE_OP_LESS;
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
+
+ render_list_thread_threshold = GLOBAL_GET("rendering/forward_renderer/threaded_render_minimum_instances");
}
RendererSceneRenderForward::~RendererSceneRenderForward() {
@@ -3093,11 +3441,8 @@ RendererSceneRenderForward::~RendererSceneRenderForward() {
{
RD::get_singleton()->free(scene_state.uniform_buffer);
- RD::get_singleton()->free(scene_state.instance_buffer);
RD::get_singleton()->free(scene_state.lightmap_buffer);
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
- memdelete_arr(scene_state.instances);
- memdelete_arr(scene_state.lightmaps);
memdelete_arr(scene_state.lightmap_captures);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.h b/servers/rendering/renderer_rd/renderer_scene_render_forward.h
index eca83893c3..3b5a5ad96f 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,6 +31,7 @@
#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_H
#define RENDERING_SERVER_SCENE_RENDER_FORWARD_H
+#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
@@ -46,7 +47,9 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
enum {
SDFGI_MAX_CASCADES = 8,
- MAX_GI_PROBES = 8
+ MAX_GI_PROBES = 8,
+ MAX_LIGHTMAPS = 8,
+ MAX_GI_PROBES_PER_INSTANCE = 2,
};
/* Scene Shader */
@@ -166,6 +169,8 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
ShaderData();
virtual ~ShaderData();
};
@@ -197,14 +202,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
return static_cast<RendererSceneRenderForward *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
- /* Push Constant */
-
- struct PushConstant {
- uint32_t index;
- uint32_t pad;
- float bake_uv2_offset[2];
- };
-
/* Framebuffer */
struct RenderBufferDataForward : public RenderBufferData {
@@ -266,7 +263,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
- RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes);
+ RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps);
struct LightmapData {
float normal_xform[12];
@@ -292,16 +289,6 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
};
- struct InstanceData {
- float transform[16];
- float normal_transform[16];
- uint32_t flags;
- uint32_t instance_uniforms_ofs; //instance_offset in instancing/skeleton buffer
- uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap)
- uint32_t mask;
- float lightmap_uv_scale[4];
- };
-
struct SceneState {
struct UBO {
float projection_matrix[16];
@@ -385,7 +372,10 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID uniform_buffer;
- LightmapData *lightmaps;
+ LightmapData lightmaps[MAX_LIGHTMAPS];
+ RID lightmap_ids[MAX_LIGHTMAPS];
+ bool lightmap_has_sh[MAX_LIGHTMAPS];
+ uint32_t lightmaps_used = 0;
uint32_t max_lightmaps;
RID lightmap_buffer;
@@ -393,47 +383,231 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
- RID instance_buffer;
- InstanceData *instances;
- uint32_t max_instances;
+ RID giprobe_ids[MAX_GI_PROBES];
+ uint32_t giprobes_used = 0;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
bool used_sss = false;
- uint32_t current_shader_index = 0;
- uint32_t current_material_index = 0;
} scene_state;
- /* Render List */
+ static RendererSceneRenderForward *singleton;
+ uint64_t render_pass;
+ double time;
+ RID default_shader;
+ RID default_material;
+ RID overdraw_material_shader;
+ RID overdraw_material;
+ RID wireframe_material_shader;
+ RID wireframe_material;
+ RID default_shader_rd;
+ RID default_shader_sdfgi_rd;
- struct RenderList {
- int max_elements;
+ RID default_vec4_xform_buffer;
+ RID default_vec4_xform_uniform_set;
- struct Element {
- RendererSceneRender::InstanceBase *instance;
- MaterialData *material;
- union {
- struct {
- //from least significant to most significant in sort, TODO: should be endian swapped on big endian
- uint64_t geometry_index : 20;
- uint64_t material_index : 15;
- uint64_t shader_index : 12;
- uint64_t uses_instancing : 1;
- uint64_t uses_forward_gi : 1;
- uint64_t uses_lightmap : 1;
- uint64_t depth_layer : 4;
- uint64_t priority : 8;
- };
-
- uint64_t sort_key;
+ enum PassMode {
+ PASS_MODE_COLOR,
+ PASS_MODE_COLOR_SPECULAR,
+ PASS_MODE_COLOR_TRANSPARENT,
+ PASS_MODE_SHADOW,
+ PASS_MODE_SHADOW_DP,
+ PASS_MODE_DEPTH,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
+ PASS_MODE_DEPTH_MATERIAL,
+ PASS_MODE_SDF,
+ };
+
+ void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
+ void _setup_giprobes(const PagedArray<RID> &p_giprobes);
+ void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
+
+ struct GeometryInstanceSurfaceDataCache;
+
+ struct RenderListParameters {
+ GeometryInstanceSurfaceDataCache **elements = nullptr;
+ int element_count = 0;
+ bool reverse_cull = false;
+ PassMode pass_mode = PASS_MODE_COLOR;
+ bool no_gi = false;
+ RID render_pass_uniform_set;
+ bool force_wireframe = false;
+ Vector2 uv_offset;
+ Plane lod_plane;
+ float lod_distance_multiplier = 0.0;
+ float screen_lod_threshold = 0.0;
+ RD::FramebufferFormatID framebuffer_format = 0;
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) {
+ elements = p_elements;
+ element_count = p_element_count;
+ reverse_cull = p_reverse_cull;
+ pass_mode = p_pass_mode;
+ no_gi = p_no_gi;
+ render_pass_uniform_set = p_render_pass_uniform_set;
+ force_wireframe = p_force_wireframe;
+ uv_offset = p_uv_offset;
+ lod_plane = p_lod_plane;
+ lod_distance_multiplier = p_lod_distance_multiplier;
+ screen_lod_threshold = p_screen_lod_threshold;
+ }
+ };
+
+ template <PassMode p_pass_mode>
+ _FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ LocalVector<RD::DrawListID> thread_draw_lists;
+ void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
+ void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
+
+ uint32_t render_list_thread_threshold = 500;
+
+ void _fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false, bool p_using_opaque_gi = false);
+
+ Map<Size2i, RID> sdfgi_framebuffer_size_cache;
+
+ struct GeometryInstanceData;
+ struct GeometryInstanceForward;
+
+ struct GeometryInstanceLightmapSH {
+ Color sh[9];
+ };
+
+ // Cached data for drawing surfaces
+ struct GeometryInstanceSurfaceDataCache {
+ enum {
+ FLAG_PASS_DEPTH = 1,
+ FLAG_PASS_OPAQUE = 2,
+ FLAG_PASS_ALPHA = 4,
+ FLAG_PASS_SHADOW = 8,
+ FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
+ FLAG_USES_SUBSURFACE_SCATTERING = 2048,
+ FLAG_USES_SCREEN_TEXTURE = 4096,
+ FLAG_USES_DEPTH_TEXTURE = 8192,
+ FLAG_USES_NORMAL_TEXTURE = 16384,
+ FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
+ };
+
+ union {
+ struct {
+ uint32_t geometry_id;
+ uint32_t material_id;
+ uint32_t shader_id;
+ uint32_t surface_type : 4;
+ uint32_t uses_forward_gi : 1; //set during addition
+ uint32_t uses_lightmap : 1; //set during addition
+ uint32_t depth_layer : 4; //set during addition
+ uint32_t priority : 8;
+ };
+ struct {
+ uint64_t sort_key1;
+ uint64_t sort_key2;
};
- uint32_t surface_index;
+ } sort;
+
+ RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
+ uint32_t flags = 0;
+ uint32_t surface_index = 0;
+
+ void *surface = nullptr;
+ RID material_uniform_set;
+ ShaderData *shader = nullptr;
+
+ void *surface_shadow = nullptr;
+ RID material_uniform_set_shadow;
+ ShaderData *shader_shadow = nullptr;
+
+ GeometryInstanceSurfaceDataCache *next = nullptr;
+ GeometryInstanceForward *owner = nullptr;
+ };
+
+ struct GeometryInstanceForward : public GeometryInstance {
+ //used during rendering
+ bool mirror = false;
+ bool non_uniform_scale = false;
+ float lod_bias = 0.0;
+ float lod_model_scale = 1.0;
+ AABB transformed_aabb; //needed for LOD
+ float depth = 0;
+ struct PushConstant {
+ float transform[16];
+ uint32_t flags;
+ uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint32_t layer_mask;
+ float lightmap_uv_scale[4];
+ } push_constant;
+ RID transforms_uniform_set;
+ uint32_t instance_count = 0;
+ RID mesh_instance;
+ bool can_sdfgi = false;
+ //used during setup
+ uint32_t base_flags = 0;
+ RID gi_probes[MAX_GI_PROBES_PER_INSTANCE];
+ RID lightmap_instance;
+ GeometryInstanceLightmapSH *lightmap_sh = nullptr;
+ GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
+ SelfList<GeometryInstanceForward> dirty_list_element;
+
+ struct Data {
+ //data used less often goes into regular heap
+ RID base;
+ RS::InstanceType base_type;
+
+ RID skeleton;
+
+ uint32_t layer_mask = 1;
+
+ Vector<RID> surface_materials;
+ RID material_override;
+ Transform transform;
+ AABB aabb;
+ int32_t shader_parameters_offset = -1;
+
+ bool use_dynamic_gi = false;
+ bool use_baked_light = false;
+ bool cast_double_sided_shaodows = false;
+ bool mirror = false;
+ Rect2 lightmap_uv_scale;
+ uint32_t lightmap_slice_index = 0;
+ bool dirty_dependencies = false;
+
+ RendererStorage::DependencyTracker dependency_tracker;
};
- Element *base_elements;
- Element **elements;
+ Data *data = nullptr;
+
+ GeometryInstanceForward() :
+ dirty_list_element(this) {}
+ };
+
+ static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+
+ SelfList<GeometryInstanceForward>::List geometry_instance_dirty_list;
+
+ PagedAllocator<GeometryInstanceForward> geometry_instance_alloc;
+ PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
+ PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
+
+ void _geometry_instance_add_surface_with_material(GeometryInstanceForward *ginstance, uint32_t p_surface, MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface(GeometryInstanceForward *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
+ void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _update_dirty_geometry_instances();
+
+ bool low_end = false;
+
+ /* Render List */
+
+ struct RenderList {
+ int max_elements;
+
+ GeometryInstanceSurfaceDataCache **elements = nullptr;
int element_count;
int alpha_element_count;
@@ -446,13 +620,13 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
//should eventually be replaced by radix
struct SortByKey {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->sort_key < B->sort_key;
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
}
};
void sort_by_key(bool p_alpha) {
- SortArray<Element *, SortByKey> sorter;
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
@@ -461,14 +635,14 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
}
struct SortByDepth {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->instance->depth < B->instance->depth;
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->owner->depth < B->owner->depth);
}
};
void sort_by_depth(bool p_alpha) { //used for shadows
- SortArray<Element *, SortByDepth> sorter;
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
@@ -477,20 +651,14 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
}
struct SortByReverseDepthAndPriority {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- uint32_t layer_A = uint32_t(A->priority);
- uint32_t layer_B = uint32_t(B->priority);
- if (layer_A == layer_B) {
- return A->instance->depth > B->instance->depth;
- } else {
- return layer_A < layer_B;
- }
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
}
};
void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
- SortArray<Element *, SortByReverseDepthAndPriority> sorter;
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
@@ -498,32 +666,27 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
}
}
- _FORCE_INLINE_ Element *add_element() {
+ _FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
if (element_count + alpha_element_count >= max_elements) {
- return nullptr;
+ return;
}
- elements[element_count] = &base_elements[element_count];
- return elements[element_count++];
+ elements[element_count] = p_element;
+ element_count++;
}
- _FORCE_INLINE_ Element *add_alpha_element() {
+ _FORCE_INLINE_ void add_alpha_element(GeometryInstanceSurfaceDataCache *p_element) {
if (element_count + alpha_element_count >= max_elements) {
- return nullptr;
+ return;
}
int idx = max_elements - alpha_element_count - 1;
- elements[idx] = &base_elements[idx];
+ elements[idx] = p_element;
alpha_element_count++;
- return elements[idx];
}
void init() {
element_count = 0;
alpha_element_count = 0;
- elements = memnew_arr(Element *, max_elements);
- base_elements = memnew_arr(Element, max_elements);
- for (int i = 0; i < max_elements; i++) {
- elements[i] = &base_elements[i]; // assign elements
- }
+ elements = memnew_arr(GeometryInstanceSurfaceDataCache *, max_elements);
}
RenderList() {
@@ -532,63 +695,46 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
~RenderList() {
memdelete_arr(elements);
- memdelete_arr(base_elements);
}
};
RenderList render_list;
- static RendererSceneRenderForward *singleton;
- uint64_t render_pass;
- double time;
- RID default_shader;
- RID default_material;
- RID overdraw_material_shader;
- RID overdraw_material;
- RID wireframe_material_shader;
- RID wireframe_material;
- RID default_shader_rd;
- RID default_shader_sdfgi_rd;
-
- RID default_vec4_xform_buffer;
- RID default_vec4_xform_uniform_set;
-
- enum PassMode {
- PASS_MODE_COLOR,
- PASS_MODE_COLOR_SPECULAR,
- PASS_MODE_COLOR_TRANSPARENT,
- PASS_MODE_SHADOW,
- PASS_MODE_SHADOW_DP,
- PASS_MODE_DEPTH,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
- PASS_MODE_DEPTH_MATERIAL,
- PASS_MODE_SDF,
- };
-
- void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
- void _setup_lightmaps(const PagedArray<InstanceBase *> &p_lightmaps, const Transform &p_cam_transform);
-
- void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi = false, bool p_has_opaque_gi = false);
- void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
- _FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
- _FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
-
- void _fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false);
-
- Map<Size2i, RID> sdfgi_framebuffer_size_cache;
-
- bool low_end = false;
-
protected:
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
- virtual void _render_shadow(RID p_framebuffer, const PagedArray<InstanceBase *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
- virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_uv2(const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<InstanceBase *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<InstanceBase *> &p_instances);
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
+ virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
+ virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
public:
+ virtual GeometryInstance *geometry_instance_create(RID p_base);
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
+
+ virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
+
+ virtual uint32_t geometry_instance_get_pair_mask();
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
+ virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
+
virtual void set_time(double p_time, double p_step);
virtual bool free(RID p_rid);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index dd4762fec8..188bcde8d7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -2674,6 +2674,12 @@ Variant RendererSceneRenderRD::SkyShaderData::get_default_parameter(const String
return Variant();
}
+RS::ShaderNativeSourceCode RendererSceneRenderRD::SkyShaderData::get_native_source_code() const {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ return scene_singleton->sky_shader.shader.version_get_native_source_code(version);
+}
+
RendererSceneRenderRD::SkyShaderData::SkyShaderData() {
valid = false;
}
@@ -4035,6 +4041,19 @@ void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Tran
/////////////////////////////////
+RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
+ LightmapInstance li;
+ li.lightmap = p_lightmap;
+ return lightmap_instance_owner.make_rid(li);
+}
+void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) {
+ LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
+ ERR_FAIL_COND(!li);
+ li->transform = p_transform;
+}
+
+/////////////////////////////////
+
RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) {
GIProbeInstance gi_probe;
gi_probe.probe = p_base;
@@ -4061,7 +4080,7 @@ bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe);
}
-void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<InstanceBase *> &p_dynamic_objects) {
+void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
ERR_FAIL_COND(!gi_probe);
@@ -4578,13 +4597,10 @@ void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_ins
//this could probably be better parallelized in compute..
for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
- InstanceBase *instance = p_dynamic_objects[i];
- //not used, so clear
- instance->depth_layer = 0;
- instance->depth = 0;
+ GeometryInstance *instance = p_dynamic_objects[i];
//transform aabb to giprobe
- AABB aabb = (to_probe_xform * instance->transform).xform(instance->aabb);
+ AABB aabb = (to_probe_xform * geometry_instance_get_transform(instance)).xform(geometry_instance_get_aabb(instance));
//this needs to wrap to grid resolution to avoid jitter
//also extend margin a bit just in case
@@ -5329,9 +5345,9 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
settings.blur_passes = ssao_blur_passes;
settings.fadeout_from = ssao_fadeout_from;
settings.fadeout_to = ssao_fadeout_to;
- settings.screen_size = Size2i(rb->width, rb->height);
+ settings.full_screen_size = Size2i(rb->width, rb->height);
settings.half_screen_size = Size2i(buffer_width, buffer_height);
- settings.quarter_size = Size2i(half_width, half_height);
+ settings.quarter_screen_size = Size2i(half_width, half_height);
storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid);
}
@@ -7101,7 +7117,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::get_singleton()->compute_list_end();
}
-void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold) {
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold) {
Color clear_color;
if (p_render_buffers.is_valid()) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@@ -7177,7 +7193,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
}
}
-void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<InstanceBase *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
+void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold) {
LightInstance *light_instance = light_instance_owner.getornull(p_light);
ERR_FAIL_COND(!light_instance);
@@ -7353,11 +7369,11 @@ void RendererSceneRenderRD::render_shadow(RID p_light, RID p_shadow_atlas, int p
}
}
-void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
_render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
}
-void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<InstanceBase *> &p_instances) {
+void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances) {
//print_line("rendering region " + itos(p_region));
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -7694,7 +7710,7 @@ void RendererSceneRenderRD::render_sdfgi(RID p_render_buffers, int p_region, con
}
}
-void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<InstanceBase *> &p_instances) {
+void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
CameraMatrix cm;
@@ -7844,6 +7860,8 @@ bool RendererSceneRenderRD::free(RID p_rid) {
reflection_probe_instance_owner.free(p_rid);
} else if (decal_instance_owner.owns(p_rid)) {
decal_instance_owner.free(p_rid);
+ } else if (lightmap_instance_owner.owns(p_rid)) {
+ lightmap_instance_owner.free(p_rid);
} else if (gi_probe_instance_owner.owns(p_rid)) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_rid);
if (gi_probe->texture.is_valid()) {
@@ -7979,23 +7997,28 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vecto
//RID sampled_light;
- InstanceBase ins;
+ GeometryInstance *gi = geometry_instance_create(p_base);
- ins.base_type = RSG::storage->get_base_type(p_base);
- ins.base = p_base;
- ins.materials.resize(RSG::storage->mesh_get_surface_count(p_base));
- for (int i = 0; i < ins.materials.size(); i++) {
- if (i < p_material_overrides.size()) {
- ins.materials.write[i] = p_material_overrides[i];
+ uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
+ Vector<RID> materials;
+ materials.resize(sc);
+
+ for (uint32_t i = 0; i < sc; i++) {
+ if (i < (uint32_t)p_material_overrides.size()) {
+ materials.write[i] = p_material_overrides[i];
}
}
+ geometry_instance_set_surface_materials(gi, materials);
+
if (cull_argument.size() == 0) {
cull_argument.push_back(nullptr);
}
- cull_argument[0] = &ins;
+ cull_argument[0] = gi;
_render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
+ geometry_instance_free(gi);
+
TypedArray<Image> ret;
{
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index e4dc98571e..3f9c117602 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -109,12 +109,12 @@ protected:
void _setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment);
void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, const PagedArray<RID> &p_gi_probes, uint32_t &r_gi_probes_used);
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
- virtual void _render_shadow(RID p_framebuffer, const PagedArray<InstanceBase *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) = 0;
- virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_uv2(const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<InstanceBase *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
- virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<InstanceBase *> &p_instances) = 0;
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color, float p_screen_lod_threshold) = 0;
+ virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0) = 0;
+ virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
@@ -137,8 +137,8 @@ protected:
void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, const PagedArray<RID> &p_gi_probes);
// needed for a single argument calls (material and uv2)
- PagedArrayPool<InstanceBase *> cull_argument_pool;
- PagedArray<InstanceBase *> cull_argument; //need this to exist
+ PagedArrayPool<GeometryInstance *> cull_argument_pool;
+ PagedArray<GeometryInstance *> cull_argument; //need this to exist
private:
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
double time_step = 0;
@@ -233,6 +233,7 @@ private:
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
SkyShaderData();
virtual ~SkyShaderData();
};
@@ -374,6 +375,15 @@ private:
mutable RID_Owner<DecalInstance> decal_instance_owner;
+ /* LIGHTMAP INSTANCE */
+
+ struct LightmapInstance {
+ RID lightmap;
+ Transform transform;
+ };
+
+ mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
+
/* GIPROBE INSTANCE */
struct GIProbeLight {
@@ -1473,6 +1483,9 @@ private:
bool low_end = false;
public:
+ virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
+
/* SHADOW ATLAS API */
RID shadow_atlas_create();
@@ -1822,10 +1835,25 @@ public:
return decal->transform;
}
+ virtual RID lightmap_instance_create(RID p_lightmap);
+ virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform);
+ _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
+ return lightmap_instance_owner.getornull(p_lightmap_instance) != nullptr;
+ }
+
+ _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
+ LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
+ return li->lightmap;
+ }
+ _FORCE_INLINE_ Transform lightmap_instance_get_transform(RID p_lightmap_instance) {
+ LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap_instance);
+ return li->transform;
+ }
+
RID gi_probe_instance_create(RID p_base);
void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
bool gi_probe_needs_update(RID p_probe) const;
- void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::InstanceBase *> &p_dynamic_objects);
+ void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects);
void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi_probe_quality = p_quality; }
@@ -1900,16 +1928,16 @@ public:
float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
- void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
+ void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
- void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<InstanceBase *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0);
+ void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0);
- void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
- void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<InstanceBase *> &p_instances);
+ void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances);
void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result);
- void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<InstanceBase *> &p_instances);
+ void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances);
virtual void set_scene_pass(uint64_t p_pass) {
scene_pass = p_pass;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 4e4c941431..1ffc024d42 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1438,7 +1438,7 @@ void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) {
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
Material *material = E->get();
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
_material_queue_update(material, true, true);
}
}
@@ -1499,6 +1499,15 @@ void RendererStorageRD::shader_set_data_request_function(ShaderType p_shader_typ
shader_data_request_func[p_shader_type] = p_function;
}
+RS::ShaderNativeSourceCode RendererStorageRD::shader_get_native_source_code(RID p_shader) const {
+ Shader *shader = shader_owner.getornull(p_shader);
+ ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
+ if (shader->data) {
+ return shader->data->get_native_source_code();
+ }
+ return RS::ShaderNativeSourceCode();
+}
+
/* COMMON MATERIAL API */
RID RendererStorageRD::material_create() {
@@ -1547,7 +1556,8 @@ void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
}
if (p_shader.is_null()) {
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ material->shader_id = 0;
return;
}
@@ -1555,6 +1565,7 @@ void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
ERR_FAIL_COND(!shader);
material->shader = shader;
material->shader_type = shader->type;
+ material->shader_id = p_shader.get_local_index();
shader->owners.insert(material);
if (shader->type == SHADER_TYPE_MAX) {
@@ -1568,7 +1579,7 @@ void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
material->data->set_next_pass(material->next_pass);
material->data->set_render_priority(material->priority);
//updating happens later
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
_material_queue_update(material, true, true);
}
@@ -1613,7 +1624,7 @@ void RendererStorageRD::material_set_next_pass(RID p_material, RID p_next_materi
material->data->set_next_pass(p_next_material);
}
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
}
void RendererStorageRD::material_set_render_priority(RID p_material, int priority) {
@@ -1663,10 +1674,10 @@ void RendererStorageRD::material_get_instance_shader_parameters(RID p_material,
}
}
-void RendererStorageRD::material_update_dependency(RID p_material, InstanceBaseDependency *p_instance) {
+void RendererStorageRD::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
Material *material = material_owner.getornull(p_material);
ERR_FAIL_COND(!material);
- p_instance->update_dependency(&material->instance_dependency);
+ p_instance->update_dependency(&material->dependency);
if (material->next_pass.is_valid()) {
material_update_dependency(material->next_pass, p_instance);
}
@@ -2216,7 +2227,7 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton;
#ifdef TOOLS_ENABLED
Texture *roughness_detect_texture = nullptr;
- RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGNHESS_R;
+ RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
Texture *normal_detect_texture = nullptr;
#endif
@@ -2596,7 +2607,7 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
_mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
}
- mesh->instance_dependency.instance_notify_changed(true, true);
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
mesh->material_cache.clear();
}
@@ -2638,7 +2649,7 @@ void RendererStorageRD::mesh_surface_set_material(RID p_mesh, int p_surface, RID
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
mesh->surfaces[p_surface]->material = p_material;
- mesh->instance_dependency.instance_notify_changed(false, true);
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
mesh->material_cache.clear();
}
@@ -2858,8 +2869,8 @@ void RendererStorageRD::mesh_clear(RID p_mesh) {
MeshInstance *mi = E->get();
_mesh_instance_clear(mi);
}
- mesh->instance_dependency.instance_notify_changed(true, true);
mesh->has_bone_weights = false;
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
@@ -3298,6 +3309,8 @@ void RendererStorageRD::multimesh_allocate(RID p_multimesh, int p_instances, RS:
if (multimesh->instances) {
multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4);
}
+
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH);
}
int RendererStorageRD::multimesh_get_instance_count(RID p_multimesh) const {
@@ -3331,7 +3344,7 @@ void RendererStorageRD::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
}
}
- multimesh->instance_dependency.instance_notify_changed(true, true);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
#define MULTIMESH_DIRTY_REGION_SIZE 512
@@ -3690,7 +3703,7 @@ void RendererStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<float
const float *data = p_buffer.ptr();
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
- multimesh->instance_dependency.instance_notify_changed(true, false);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
@@ -3731,6 +3744,8 @@ void RendererStorageRD::multimesh_set_visible_instances(RID p_multimesh, int p_v
}
multimesh->visible_instances = p_visible;
+
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
}
int RendererStorageRD::multimesh_get_visible_instances(RID p_multimesh) const {
@@ -3788,7 +3803,7 @@ void RendererStorageRD::_update_dirty_multimeshes() {
//aabb is dirty..
_multimesh_re_create_aabb(multimesh, data, visible_instances);
multimesh->aabb_dirty = false;
- multimesh->instance_dependency.instance_notify_changed(true, false);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
@@ -3926,7 +3941,7 @@ void RendererStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
particles->custom_aabb = p_aabb;
- particles->instance_dependency.instance_notify_changed(true, false);
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_set_speed_scale(RID p_particles, float p_scale) {
@@ -4155,24 +4170,18 @@ RID RendererStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass)
return particles->draw_passes[p_pass];
}
-void RendererStorageRD::particles_add_collision(RID p_particles, InstanceBaseDependency *p_instance) {
- RendererSceneRender::InstanceBase *instance = static_cast<RendererSceneRender::InstanceBase *>(p_instance);
-
+void RendererStorageRD::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
- ERR_FAIL_COND(instance->base_type != RS::INSTANCE_PARTICLES_COLLISION);
-
- particles->collisions.insert(instance);
+ particles->collisions.insert(p_particles_collision_instance);
}
-void RendererStorageRD::particles_remove_collision(RID p_particles, InstanceBaseDependency *p_instance) {
- RendererSceneRender::InstanceBase *instance = static_cast<RendererSceneRender::InstanceBase *>(p_instance);
-
+void RendererStorageRD::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
- particles->collisions.erase(instance);
+ particles->collisions.erase(p_particles_collision_instance);
}
void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta) {
@@ -4272,9 +4281,15 @@ void RendererStorageRD::_particles_process(Particles *p_particles, float p_delta
to_particles = p_particles->emission_transform.affine_inverse();
}
uint32_t collision_3d_textures_used = 0;
- for (const Set<RendererSceneRender::InstanceBase *>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
- ParticlesCollision *pc = particles_collision_owner.getornull(E->get()->base);
- Transform to_collider = E->get()->transform;
+ for (const Set<RID>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(E->get());
+ if (!pci || !pci->active) {
+ continue;
+ }
+ ParticlesCollision *pc = particles_collision_owner.getornull(pci->collision);
+ ERR_CONTINUE(!pc);
+
+ Transform to_collider = pci->transform;
if (p_particles->use_local_coords) {
to_collider = to_particles * to_collider;
}
@@ -4687,7 +4702,7 @@ void RendererStorageRD::update_particles() {
RD::get_singleton()->compute_list_end();
}
- particles->instance_dependency.instance_notify_changed(true, false); //make sure shadows are updated
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
@@ -4817,6 +4832,10 @@ Variant RendererStorageRD::ParticlesShaderData::get_default_parameter(const Stri
return Variant();
}
+RS::ShaderNativeSourceCode RendererStorageRD::ParticlesShaderData::get_native_source_code() const {
+ return base_singleton->particles_shader.shader.version_get_native_source_code(version);
+}
+
RendererStorageRD::ParticlesShaderData::ParticlesShaderData() {
valid = false;
}
@@ -4986,7 +5005,7 @@ void RendererStorageRD::particles_collision_set_collision_type(RID p_particles_c
particles_collision->heightfield_texture = RID();
}
particles_collision->type = p_type;
- particles_collision->instance_dependency.instance_notify_changed(true, false);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
@@ -5000,7 +5019,7 @@ void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_co
ERR_FAIL_COND(!particles_collision);
particles_collision->radius = p_radius;
- particles_collision->instance_dependency.instance_notify_changed(true, false);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
@@ -5008,7 +5027,7 @@ void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_coll
ERR_FAIL_COND(!particles_collision);
particles_collision->extents = p_extents;
- particles_collision->instance_dependency.instance_notify_changed(true, false);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) {
@@ -5042,7 +5061,7 @@ void RendererStorageRD::particles_collision_set_field_texture(RID p_particles_co
void RendererStorageRD::particles_collision_height_field_update(RID p_particles_collision) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
ERR_FAIL_COND(!particles_collision);
- particles_collision->instance_dependency.instance_notify_changed(true, false);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
@@ -5096,6 +5115,22 @@ bool RendererStorageRD::particles_collision_is_heightfield(RID p_particles_colli
return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
+RID RendererStorageRD::particles_collision_instance_create(RID p_collision) {
+ ParticlesCollisionInstance pci;
+ pci.collision = p_collision;
+ return particles_collision_instance_owner.make_rid(pci);
+}
+void RendererStorageRD::particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->transform = p_transform;
+}
+void RendererStorageRD::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.getornull(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->active = p_active;
+}
+
/* SKELETON API */
RID RendererStorageRD::skeleton_create() {
@@ -5149,6 +5184,8 @@ void RendererStorageRD::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d
skeleton->uniform_set_mi = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
}
}
+
+ skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_DATA);
}
int RendererStorageRD::skeleton_get_bone_count(RID p_skeleton) const {
@@ -5269,7 +5306,8 @@ void RendererStorageRD::_update_dirty_skeletons() {
skeleton_dirty_list = skeleton->dirty_list;
- skeleton->instance_dependency.instance_notify_changed(true, false);
+ skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_BONES);
+
skeleton->version++;
skeleton->dirty = false;
@@ -5290,17 +5328,20 @@ RID RendererStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
+ light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
+ light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
- light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
- light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 1.0;
+ light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
return light_owner.make_rid(light);
}
@@ -5328,7 +5369,7 @@ void RendererStorageRD::light_set_param(RID p_light, RS::LightParam p_param, flo
case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
case RS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
} break;
default: {
}
@@ -5343,7 +5384,7 @@ void RendererStorageRD::light_set_shadow(RID p_light, bool p_enabled) {
light->shadow = p_enabled;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_set_shadow_color(RID p_light, const Color &p_color) {
@@ -5385,7 +5426,7 @@ void RendererStorageRD::light_set_cull_mask(RID p_light, uint32_t p_mask) {
light->cull_mask = p_mask;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
@@ -5395,7 +5436,7 @@ void RendererStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_ena
light->reverse_cull = p_enabled;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
@@ -5405,7 +5446,7 @@ void RendererStorageRD::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bak
light->bake_mode = p_bake_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
@@ -5415,7 +5456,7 @@ void RendererStorageRD::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_casc
light->max_sdfgi_cascade = p_cascade;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
@@ -5425,7 +5466,7 @@ void RendererStorageRD::light_omni_set_shadow_mode(RID p_light, RS::LightOmniSha
light->omni_shadow_mode = p_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
RS::LightOmniShadowMode RendererStorageRD::light_omni_get_shadow_mode(RID p_light) {
@@ -5441,7 +5482,7 @@ void RendererStorageRD::light_directional_set_shadow_mode(RID p_light, RS::Light
light->directional_shadow_mode = p_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
void RendererStorageRD::light_directional_set_blend_splits(RID p_light, bool p_enable) {
@@ -5450,7 +5491,7 @@ void RendererStorageRD::light_directional_set_blend_splits(RID p_light, bool p_e
light->directional_blend_splits = p_enable;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const {
@@ -5549,7 +5590,7 @@ void RendererStorageRD::reflection_probe_set_update_mode(RID p_probe, RS::Reflec
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
@@ -5586,7 +5627,7 @@ void RendererStorageRD::reflection_probe_set_max_distance(RID p_probe, float p_d
reflection_probe->max_distance = p_distance;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
@@ -5597,7 +5638,7 @@ void RendererStorageRD::reflection_probe_set_extents(RID p_probe, const Vector3
return;
}
reflection_probe->extents = p_extents;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
@@ -5605,7 +5646,7 @@ void RendererStorageRD::reflection_probe_set_origin_offset(RID p_probe, const Ve
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
@@ -5613,7 +5654,7 @@ void RendererStorageRD::reflection_probe_set_as_interior(RID p_probe, bool p_ena
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
@@ -5628,7 +5669,7 @@ void RendererStorageRD::reflection_probe_set_enable_shadows(RID p_probe, bool p_
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
@@ -5636,7 +5677,7 @@ void RendererStorageRD::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_l
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
@@ -5653,7 +5694,7 @@ void RendererStorageRD::reflection_probe_set_lod_threshold(RID p_probe, float p_
reflection_probe->lod_threshold = p_ratio;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
AABB RendererStorageRD::reflection_probe_get_aabb(RID p_probe) const {
@@ -5771,7 +5812,7 @@ void RendererStorageRD::decal_set_extents(RID p_decal, const Vector3 &p_extents)
Decal *decal = decal_owner.getornull(p_decal);
ERR_FAIL_COND(!decal);
decal->extents = p_extents;
- decal->instance_dependency.instance_notify_changed(true, false);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
@@ -5795,7 +5836,7 @@ void RendererStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type,
texture_add_to_decal_atlas(decal->textures[p_type]);
}
- decal->instance_dependency.instance_notify_changed(false, true);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_DECAL);
}
void RendererStorageRD::decal_set_emission_energy(RID p_decal, float p_energy) {
@@ -5820,7 +5861,7 @@ void RendererStorageRD::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
Decal *decal = decal_owner.getornull(p_decal);
ERR_FAIL_COND(!decal);
decal->cull_mask = p_layers;
- decal->instance_dependency.instance_notify_changed(true, false);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
void RendererStorageRD::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
@@ -5977,7 +6018,7 @@ void RendererStorageRD::gi_probe_allocate(RID p_gi_probe, const Transform &p_to_
gi_probe->version++;
gi_probe->data_version++;
- gi_probe->instance_dependency.instance_notify_changed(true, false);
+ gi_probe->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
AABB RendererStorageRD::gi_probe_get_bounds(RID p_gi_probe) const {
@@ -7055,45 +7096,45 @@ void RendererStorageRD::render_target_set_backbuffer_uniform_set(RID p_render_ta
rt->backbuffer_uniform_set = p_uniform_set;
}
-void RendererStorageRD::base_update_dependency(RID p_base, InstanceBaseDependency *p_instance) {
+void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
if (mesh_owner.owns(p_base)) {
Mesh *mesh = mesh_owner.getornull(p_base);
- p_instance->update_dependency(&mesh->instance_dependency);
+ p_instance->update_dependency(&mesh->dependency);
} else if (multimesh_owner.owns(p_base)) {
MultiMesh *multimesh = multimesh_owner.getornull(p_base);
- p_instance->update_dependency(&multimesh->instance_dependency);
+ p_instance->update_dependency(&multimesh->dependency);
if (multimesh->mesh.is_valid()) {
base_update_dependency(multimesh->mesh, p_instance);
}
} else if (reflection_probe_owner.owns(p_base)) {
ReflectionProbe *rp = reflection_probe_owner.getornull(p_base);
- p_instance->update_dependency(&rp->instance_dependency);
+ p_instance->update_dependency(&rp->dependency);
} else if (decal_owner.owns(p_base)) {
Decal *decal = decal_owner.getornull(p_base);
- p_instance->update_dependency(&decal->instance_dependency);
+ p_instance->update_dependency(&decal->dependency);
} else if (gi_probe_owner.owns(p_base)) {
GIProbe *gip = gi_probe_owner.getornull(p_base);
- p_instance->update_dependency(&gip->instance_dependency);
+ p_instance->update_dependency(&gip->dependency);
} else if (lightmap_owner.owns(p_base)) {
Lightmap *lm = lightmap_owner.getornull(p_base);
- p_instance->update_dependency(&lm->instance_dependency);
+ p_instance->update_dependency(&lm->dependency);
} else if (light_owner.owns(p_base)) {
Light *l = light_owner.getornull(p_base);
- p_instance->update_dependency(&l->instance_dependency);
+ p_instance->update_dependency(&l->dependency);
} else if (particles_owner.owns(p_base)) {
Particles *p = particles_owner.getornull(p_base);
- p_instance->update_dependency(&p->instance_dependency);
+ p_instance->update_dependency(&p->dependency);
} else if (particles_collision_owner.owns(p_base)) {
ParticlesCollision *pc = particles_collision_owner.getornull(p_base);
- p_instance->update_dependency(&pc->instance_dependency);
+ p_instance->update_dependency(&pc->dependency);
}
}
-void RendererStorageRD::skeleton_update_dependency(RID p_skeleton, InstanceBaseDependency *p_instance) {
+void RendererStorageRD::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND(!skeleton);
- p_instance->update_dependency(&skeleton->instance_dependency);
+ p_instance->update_dependency(&skeleton->dependency);
}
RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
@@ -8114,12 +8155,13 @@ bool RendererStorageRD::free(RID p_rid) {
_update_queued_materials();
}
material_set_shader(p_rid, RID()); //clean up shader
- material->instance_dependency.instance_notify_deleted(p_rid);
+ material->dependency.deleted_notify(p_rid);
+
material_owner.free(p_rid);
} else if (mesh_owner.owns(p_rid)) {
mesh_clear(p_rid);
Mesh *mesh = mesh_owner.getornull(p_rid);
- mesh->instance_dependency.instance_notify_deleted(p_rid);
+ mesh->dependency.deleted_notify(p_rid);
if (mesh->instances.size()) {
ERR_PRINT("deleting mesh with active instances");
}
@@ -8136,17 +8178,17 @@ bool RendererStorageRD::free(RID p_rid) {
_update_dirty_multimeshes();
multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
MultiMesh *multimesh = multimesh_owner.getornull(p_rid);
- multimesh->instance_dependency.instance_notify_deleted(p_rid);
+ multimesh->dependency.deleted_notify(p_rid);
multimesh_owner.free(p_rid);
} else if (skeleton_owner.owns(p_rid)) {
_update_dirty_skeletons();
skeleton_allocate(p_rid, 0);
Skeleton *skeleton = skeleton_owner.getornull(p_rid);
- skeleton->instance_dependency.instance_notify_deleted(p_rid);
+ skeleton->dependency.deleted_notify(p_rid);
skeleton_owner.free(p_rid);
} else if (reflection_probe_owner.owns(p_rid)) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_rid);
- reflection_probe->instance_dependency.instance_notify_deleted(p_rid);
+ reflection_probe->dependency.deleted_notify(p_rid);
reflection_probe_owner.free(p_rid);
} else if (decal_owner.owns(p_rid)) {
Decal *decal = decal_owner.getornull(p_rid);
@@ -8155,30 +8197,30 @@ bool RendererStorageRD::free(RID p_rid) {
texture_remove_from_decal_atlas(decal->textures[i]);
}
}
- decal->instance_dependency.instance_notify_deleted(p_rid);
+ decal->dependency.deleted_notify(p_rid);
decal_owner.free(p_rid);
} else if (gi_probe_owner.owns(p_rid)) {
gi_probe_allocate(p_rid, Transform(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
GIProbe *gi_probe = gi_probe_owner.getornull(p_rid);
- gi_probe->instance_dependency.instance_notify_deleted(p_rid);
+ gi_probe->dependency.deleted_notify(p_rid);
gi_probe_owner.free(p_rid);
} else if (lightmap_owner.owns(p_rid)) {
lightmap_set_textures(p_rid, RID(), false);
Lightmap *lightmap = lightmap_owner.getornull(p_rid);
- lightmap->instance_dependency.instance_notify_deleted(p_rid);
+ lightmap->dependency.deleted_notify(p_rid);
lightmap_owner.free(p_rid);
} else if (light_owner.owns(p_rid)) {
light_set_projector(p_rid, RID()); //clear projector
// delete the texture
Light *light = light_owner.getornull(p_rid);
- light->instance_dependency.instance_notify_deleted(p_rid);
+ light->dependency.deleted_notify(p_rid);
light_owner.free(p_rid);
} else if (particles_owner.owns(p_rid)) {
Particles *particles = particles_owner.getornull(p_rid);
_particles_free_data(particles);
- particles->instance_dependency.instance_notify_deleted(p_rid);
+ particles->dependency.deleted_notify(p_rid);
particles_owner.free(p_rid);
} else if (particles_collision_owner.owns(p_rid)) {
ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_rid);
@@ -8186,8 +8228,10 @@ bool RendererStorageRD::free(RID p_rid) {
if (particles_collision->heightfield_texture.is_valid()) {
RD::get_singleton()->free(particles_collision->heightfield_texture);
}
- particles_collision->instance_dependency.instance_notify_deleted(p_rid);
+ particles_collision->dependency.deleted_notify(p_rid);
particles_collision_owner.free(p_rid);
+ } else if (particles_collision_instance_owner.owns(p_rid)) {
+ particles_collision_instance_owner.free(p_rid);
} else if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.getornull(p_rid);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index 8cc33f0880..5ef73f0db8 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -127,6 +127,8 @@ public:
virtual bool is_animated() const = 0;
virtual bool casts_shadows() const = 0;
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
+
virtual ~ShaderData() {}
};
@@ -360,6 +362,7 @@ private:
Shader *shader;
//shortcut to shader data and type
ShaderType shader_type;
+ uint32_t shader_id = 0;
bool update_requested;
bool uniform_dirty;
bool texture_dirty;
@@ -367,7 +370,7 @@ private:
Map<StringName, Variant> params;
int32_t priority;
RID next_pass;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
@@ -460,7 +463,7 @@ private:
List<MeshInstance *> instances;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<Mesh> mesh_owner;
@@ -563,7 +566,7 @@ private:
bool dirty = false;
MultiMesh *dirty_list = nullptr;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<MultiMesh> multimesh_owner;
@@ -734,7 +737,7 @@ private:
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
- Set<RendererSceneRender::InstanceBase *> collisions;
+ Set<RID> collisions;
Particles() :
inactive(true),
@@ -761,7 +764,7 @@ private:
clear(true) {
}
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
ParticlesFrameParams frame_params;
};
@@ -839,6 +842,8 @@ private:
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
ParticlesShaderData();
virtual ~ParticlesShaderData();
};
@@ -889,11 +894,19 @@ private:
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<ParticlesCollision> particles_collision_owner;
+ struct ParticlesCollisionInstance {
+ RID collision;
+ Transform transform;
+ bool active = false;
+ };
+
+ mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
+
/* Skeleton */
struct Skeleton {
@@ -911,7 +924,7 @@ private:
uint64_t version = 1;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<Skeleton> skeleton_owner;
@@ -943,7 +956,7 @@ private:
bool directional_sky_only = false;
uint64_t version = 0;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<Light> light_owner;
@@ -966,7 +979,7 @@ private:
uint32_t cull_mask = (1 << 20) - 1;
float lod_threshold = 0.01;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
@@ -987,7 +1000,7 @@ private:
float distance_fade_length = 1;
float normal_fade = 0.0;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
mutable RID_Owner<Decal> decal_owner;
@@ -1025,7 +1038,7 @@ private:
uint32_t version = 1;
uint32_t data_version = 1;
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
GiprobeSdfShaderRD giprobe_sdf_shader;
@@ -1054,7 +1067,7 @@ private:
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
- RendererStorage::InstanceDependency instance_dependency;
+ Dependency dependency;
};
bool using_lightmap_array; //high end uses this
@@ -1330,6 +1343,8 @@ public:
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const;
+
/* COMMON MATERIAL API */
RID material_create();
@@ -1347,11 +1362,16 @@ public:
void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters);
- void material_update_dependency(RID p_material, InstanceBaseDependency *p_instance);
+ void material_update_dependency(RID p_material, DependencyTracker *p_instance);
void material_force_update_textures(RID p_material, ShaderType p_shader_type);
void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
+ _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
+ Material *material = material_owner.getornull(p_material);
+ return material->shader_id;
+ }
+
_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
Material *material = material_owner.getornull(p_material);
if (!material || material->shader_type != p_shader_type) {
@@ -1664,6 +1684,10 @@ public:
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
+ _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
+ return skeleton_owner.getornull(p_skeleton) != nullptr;
+ }
+
_FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, RID());
@@ -1827,8 +1851,8 @@ public:
Color reflection_probe_get_ambient_color(RID p_probe) const;
float reflection_probe_get_ambient_color_energy(RID p_probe) const;
- void base_update_dependency(RID p_base, InstanceBaseDependency *p_instance);
- void skeleton_update_dependency(RID p_skeleton, InstanceBaseDependency *p_instance);
+ void base_update_dependency(RID p_base, DependencyTracker *p_instance);
+ void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance);
/* DECAL API */
@@ -1977,7 +2001,11 @@ public:
_FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const {
return lightmap_probe_capture_update_speed;
}
-
+ _FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+ ERR_FAIL_COND_V(!lm, RID());
+ return lm->light_texture;
+ }
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
@@ -2078,8 +2106,8 @@ public:
return particles->particles_transforms_buffer_uniform_set;
}
- virtual void particles_add_collision(RID p_particles, InstanceBaseDependency *p_instance);
- virtual void particles_remove_collision(RID p_particles, InstanceBaseDependency *p_instance);
+ virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
+ virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance);
/* PARTICLES COLLISION */
@@ -2099,6 +2127,11 @@ public:
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
+ //used from 2D and 3D
+ virtual RID particles_collision_instance_create(RID p_collision);
+ virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform);
+ virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active);
+
/* GLOBAL VARIABLES API */
virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value);
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index e6b6bf26b3..e77141b26c 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index 694f8fff91..d127d8e01c 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 41126218ae..2ae22a8a38 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -351,6 +351,127 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
}
}
+RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
+ Version *version = version_owner.getornull(p_version);
+ RS::ShaderNativeSourceCode source_code;
+ ERR_FAIL_COND_V(!version, source_code);
+
+ source_code.versions.resize(variant_defines.size());
+
+ for (int i = 0; i < source_code.versions.size(); i++) {
+ if (!is_compute) {
+ //vertex stage
+
+ StringBuilder builder;
+
+ builder.append(vertex_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(vertex_code0.get_data()); //first part of vertex
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for vertex and fragment)
+
+ builder.append(vertex_code1.get_data()); //second part of vertex
+
+ builder.append(version->vertex_globals.get_data()); // vertex globals
+
+ builder.append(vertex_code2.get_data()); //third part of vertex
+
+ builder.append(version->vertex_code.get_data()); // code
+
+ builder.append(vertex_code3.get_data()); //fourth of vertex
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "vertex";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+
+ if (!is_compute) {
+ //fragment stage
+
+ StringBuilder builder;
+
+ builder.append(fragment_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(fragment_code0.get_data()); //first part of fragment
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for fragment and fragment)
+
+ builder.append(fragment_code1.get_data()); //first part of fragment
+
+ builder.append(version->fragment_globals.get_data()); // fragment globals
+
+ builder.append(fragment_code2.get_data()); //third part of fragment
+
+ builder.append(version->fragment_light.get_data()); // fragment light
+
+ builder.append(fragment_code3.get_data()); //fourth part of fragment
+
+ builder.append(version->fragment_code.get_data()); // fragment code
+
+ builder.append(fragment_code4.get_data()); //fourth part of fragment
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "fragment";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+
+ if (is_compute) {
+ //compute stage
+
+ StringBuilder builder;
+
+ builder.append(compute_codev.get_data()); // version info (if exists)
+ builder.append("\n"); //make sure defines begin at newline
+ builder.append(general_defines.get_data());
+ builder.append(variant_defines[i].get_data());
+
+ for (int j = 0; j < version->custom_defines.size(); j++) {
+ builder.append(version->custom_defines[j].get_data());
+ }
+
+ builder.append(compute_code0.get_data()); //first part of compute
+
+ builder.append(version->uniforms.get_data()); //uniforms (same for compute and fragment)
+
+ builder.append(compute_code1.get_data()); //second part of compute
+
+ builder.append(version->compute_globals.get_data()); // compute globals
+
+ builder.append(compute_code2.get_data()); //third part of compute
+
+ builder.append(version->compute_code.get_data()); // code
+
+ builder.append(compute_code3.get_data()); //fourth of compute
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "compute";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+ }
+
+ return source_code;
+}
+
void ShaderRD::_compile_version(Version *p_version) {
_clear_version(p_version);
@@ -360,7 +481,7 @@ void ShaderRD::_compile_version(Version *p_version) {
p_version->variants = memnew_arr(RID, variant_defines.size());
#if 1
- RendererCompositorRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
+ RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
#else
for (int i = 0; i < variant_defines.size(); i++) {
_compile_variant(i, p_version);
diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index 05e07d3cf3..a3474c6f93 100644
--- a/servers/rendering/renderer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,6 +36,7 @@
#include "core/templates/map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
+#include "servers/rendering_server.h"
#include <stdio.h>
/**
@@ -133,6 +134,8 @@ public:
void set_variant_enabled(int p_variant, bool p_enabled);
bool is_variant_enabled(int p_variant) const;
+ RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
+
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
virtual ~ShaderRD();
};
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 2a7cae3b4c..9c4e95a7c2 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -497,7 +497,7 @@ void main() {
vec2 shadow_vertex = vertex;
{
- float normal_depth = 1.0;
+ float normal_map_depth = 1.0;
#if defined(NORMAL_MAP_USED)
vec3 normal_map = vec3(0.0, 0.0, 1.0);
@@ -511,7 +511,7 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
#if defined(NORMAL_MAP_USED)
- normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
+ normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/giprobe.glsl
index ea4237a45e..4f4753d147 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe.glsl
@@ -208,6 +208,15 @@ float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
return occlusion; //max(0.0,distance);
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
@@ -220,7 +229,7 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
return false;
}
- attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
+ attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index 05f7637478..0518976322 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -97,8 +97,6 @@ VERTEX_SHADER_GLOBALS
invariant gl_Position;
-layout(location = 7) flat out uint instance_index;
-
#ifdef MODE_DUAL_PARABOLOID
layout(location = 8) out float dp_clip;
@@ -106,22 +104,27 @@ layout(location = 8) out float dp_clip;
#endif
void main() {
- instance_index = draw_call.instance_index;
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
#endif
- mat4 world_matrix = instances.data[instance_index].transform;
- mat3 world_normal_matrix = mat3(instances.data[instance_index].normal_transform);
+ mat4 world_matrix = draw_call.transform;
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH)) {
+ mat3 world_normal_matrix;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ world_normal_matrix = inverse(mat3(world_matrix));
+ } else {
+ world_normal_matrix = mat3(world_matrix);
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH)) {
//multimesh, instances are for it
- uint offset = (instances.data[instance_index].flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK;
+ uint offset = (draw_call.flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK;
offset *= gl_InstanceIndex;
mat4 matrix;
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
offset += 2;
} else {
@@ -129,14 +132,14 @@ void main() {
offset += 3;
}
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
#ifdef COLOR_USED
color_interp *= transforms.data[offset];
#endif
offset += 1;
}
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
instance_custom = transforms.data[offset];
}
@@ -144,10 +147,6 @@ void main() {
matrix = transpose(matrix);
world_matrix = world_matrix * matrix;
world_normal_matrix = world_normal_matrix * mat3(matrix);
-
- } else {
- //not a multimesh, instances are for multiple draw calls
- instance_index += gl_InstanceIndex;
}
vec3 vertex = vertex_attrib;
@@ -162,7 +161,7 @@ void main() {
#endif
#if 0
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_SKELETON)) {
+ if (bool(draw_call.flags & INSTANCE_FLAGS_SKELETON)) {
//multimesh, instances are for it
uvec2 bones_01 = uvec2(bone_attrib.x & 0xFFFF, bone_attrib.x >> 16) * 3;
@@ -305,7 +304,7 @@ VERTEX_SHADER_CODE
#endif
#ifdef MODE_RENDER_MATERIAL
if (scene_data.material_uv2_mode) {
- gl_Position.xy = (uv2_attrib.xy + draw_call.bake_uv2_offset) * 2.0 - 1.0;
+ gl_Position.xy = (uv2_attrib.xy + draw_call.lightmap_uv_scale.xy) * 2.0 - 1.0;
gl_Position.z = 0.00001;
gl_Position.w = 1.0;
}
@@ -345,8 +344,6 @@ layout(location = 5) in vec3 tangent_interp;
layout(location = 6) in vec3 binormal_interp;
#endif
-layout(location = 7) flat in uint instance_index;
-
#ifdef MODE_DUAL_PARABOLOID
layout(location = 8) in float dp_clip;
@@ -355,8 +352,7 @@ layout(location = 8) in float dp_clip;
//defines to keep compatibility with vertex
-#define world_matrix instances.data[instance_index].transform
-#define world_normal_matrix instances.data[instance_index].normal_transform
+#define world_matrix draw_call.transform
#define projection_matrix scene_data.projection_matrix
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
@@ -895,6 +891,15 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
#endif //USE_NO_SHADOWS
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
@@ -920,9 +925,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
- float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
+ float omni_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
float light_attenuation = omni_attenuation;
vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
@@ -1209,9 +1213,8 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
inout vec3 specular_light) {
vec3 light_rel_vec = lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
- float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), attenuation_energy.x);
+ float spot_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
vec3 spot_dir = lights.data[idx].direction;
vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle);
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
@@ -1855,7 +1858,7 @@ void main() {
vec3 normal_map = vec3(0.5);
#endif
- float normal_depth = 1.0;
+ float normal_map_depth = 1.0;
vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
@@ -1931,7 +1934,7 @@ FRAGMENT_SHADER_CODE
normal_map.xy = normal_map.xy * 2.0 - 1.0;
normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
- normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_depth));
+ normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
#endif
@@ -1971,7 +1974,7 @@ FRAGMENT_SHADER_CODE
for (uint i = 0; i < decal_count; i++) {
uint decal_index = cluster_data.indices[decal_pointer + i];
- if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) {
+ if (!bool(decals.data[decal_index].mask & draw_call.layer_mask)) {
continue; //not masked
}
@@ -2102,8 +2105,8 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP
//lightmap
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
- uint index = instances.data[instance_index].gi_offset;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = draw_call.gi_offset;
vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
const float c1 = 0.429043;
@@ -2122,12 +2125,12 @@ FRAGMENT_SHADER_CODE
2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
- } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
- bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
- uint ofs = instances.data[instance_index].gi_offset & 0xFFF;
+ } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
+ bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
+ uint ofs = draw_call.gi_offset & 0xFFFF;
vec3 uvw;
- uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
- uvw.z = float((instances.data[instance_index].gi_offset >> 12) & 0xFF);
+ uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
+ uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@@ -2136,7 +2139,7 @@ FRAGMENT_SHADER_CODE
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- uint idx = instances.data[instance_index].gi_offset >> 20;
+ uint idx = draw_call.gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
ambient_light += lm_light_l0 * 0.282095f;
@@ -2156,7 +2159,7 @@ FRAGMENT_SHADER_CODE
}
#elif defined(USE_FORWARD_GI)
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
//make vertex orientation the world one, but still align to camera
vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
@@ -2228,9 +2231,9 @@ FRAGMENT_SHADER_CODE
}
}
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
- uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
+ uint index1 = draw_call.gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
@@ -2242,7 +2245,7 @@ FRAGMENT_SHADER_CODE
vec4 spec_accum = vec4(0.0);
gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
- uint index2 = instances.data[instance_index].gi_offset >> 16;
+ uint index2 = draw_call.gi_offset >> 16;
if (index2 != 0xFFFF) {
gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
@@ -2261,7 +2264,7 @@ FRAGMENT_SHADER_CODE
}
#elif !defined(LOW_END_MODE)
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
ivec2 coord;
@@ -2343,7 +2346,7 @@ FRAGMENT_SHADER_CODE
{ //directional light
for (uint i = 0; i < scene_data.directional_light_count; i++) {
- if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
continue; //not masked
}
@@ -2613,7 +2616,7 @@ FRAGMENT_SHADER_CODE
for (uint i = 0; i < omni_light_count; i++) {
uint light_index = cluster_data.indices[omni_light_pointer + i];
- if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
continue; //not masked
}
@@ -2651,7 +2654,7 @@ FRAGMENT_SHADER_CODE
for (uint i = 0; i < spot_light_count; i++) {
uint light_index = cluster_data.indices[spot_light_pointer + i];
- if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
continue; //not masked
}
@@ -2822,9 +2825,9 @@ FRAGMENT_SHADER_CODE
normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
#ifdef MODE_RENDER_GIPROBE
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
- uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- uint index2 = instances.data[instance_index].gi_offset >> 16;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ uint index1 = draw_call.gi_offset & 0xFFFF;
+ uint index2 = draw_call.gi_offset >> 16;
giprobe_buffer.x = index1 & 0xFF;
giprobe_buffer.y = index2 & 0xFF;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
index 17ed22f58a..87ce74ba88 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
@@ -12,9 +12,12 @@
#endif
layout(push_constant, binding = 0, std430) uniform DrawCall {
- uint instance_index;
- uint pad; //16 bits minimum size
- vec2 bake_uv2_offset; //used for bake to uv2, ignored otherwise
+ mat4 transform;
+ uint flags;
+ uint instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint layer_mask;
+ vec4 lightmap_uv_scale;
}
draw_call;
@@ -134,21 +137,7 @@ scene_data;
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
#define INSTANCE_FLAGS_SKELETON (1 << 19)
-
-struct InstanceData {
- mat4 transform;
- mat4 normal_transform;
- uint flags;
- uint instance_uniforms_ofs; //base offset in global buffer for instance variables
- uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
- uint layer_mask;
- vec4 lightmap_uv_scale;
-};
-
-layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
- InstanceData data[];
-}
-instances;
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 20)
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
LightData data[];
@@ -177,35 +166,33 @@ layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
}
lightmaps;
-layout(set = 0, binding = 11) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-
struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 11, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 13) uniform texture2D decal_atlas;
-layout(set = 0, binding = 14) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 12) uniform texture2D decal_atlas;
+layout(set = 0, binding = 13) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 15, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 14, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 16) uniform utexture3D cluster_texture;
+layout(set = 0, binding = 15) uniform utexture3D cluster_texture;
-layout(set = 0, binding = 17, std430) restrict readonly buffer ClusterData {
+layout(set = 0, binding = 16, std430) restrict readonly buffer ClusterData {
uint indices[];
}
cluster_data;
-layout(set = 0, binding = 18) uniform texture2D directional_shadow_atlas;
+layout(set = 0, binding = 17) uniform texture2D directional_shadow_atlas;
-layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 18, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -219,7 +206,7 @@ struct SDFGIProbeCascadeData {
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 20, std140) uniform SDFGI {
+layout(set = 0, binding = 19, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -269,18 +256,20 @@ layout(set = 1, binding = 1) uniform textureCubeArray reflection_atlas;
layout(set = 1, binding = 2) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 3) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+
#ifndef LOW_END_MODE
-layout(set = 1, binding = 3) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+layout(set = 1, binding = 4) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
#endif
/* Set 3, Render Buffers */
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 1, binding = 4) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 1, binding = 5) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 1, binding = 6) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 1, binding = 7) uniform restrict uimage3D geom_facing_grid;
+layout(r16ui, set = 1, binding = 5) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 1, binding = 6) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 1, binding = 7) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 1, binding = 8) uniform restrict uimage3D geom_facing_grid;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
@@ -289,17 +278,17 @@ layout(r32ui, set = 1, binding = 7) uniform restrict uimage3D geom_facing_grid;
#else
-layout(set = 1, binding = 4) uniform texture2D depth_buffer;
-layout(set = 1, binding = 5) uniform texture2D color_buffer;
+layout(set = 1, binding = 5) uniform texture2D depth_buffer;
+layout(set = 1, binding = 6) uniform texture2D color_buffer;
#ifndef LOW_END_MODE
-layout(set = 1, binding = 6) uniform texture2D normal_roughness_buffer;
-layout(set = 1, binding = 7) uniform texture2D ao_buffer;
-layout(set = 1, binding = 8) uniform texture2D ambient_buffer;
-layout(set = 1, binding = 9) uniform texture2D reflection_buffer;
-layout(set = 1, binding = 10) uniform texture2DArray sdfgi_lightprobe_texture;
-layout(set = 1, binding = 11) uniform texture3D sdfgi_occlusion_cascades;
+layout(set = 1, binding = 7) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 8) uniform texture2D ao_buffer;
+layout(set = 1, binding = 9) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 10) uniform texture2D reflection_buffer;
+layout(set = 1, binding = 11) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 1, binding = 12) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
mat4 xform;
@@ -317,12 +306,12 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 1, binding = 12, std140) uniform GIProbes {
+layout(set = 1, binding = 13, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
-layout(set = 1, binding = 13) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 14) uniform texture3D volumetric_fog_texture;
#endif // LOW_END_MODE
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 61e4bf5e18..30dbf5871f 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -112,6 +112,15 @@ vec2 octahedron_encode(vec3 n) {
return n.xy;
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
uint voxel_index = uint(gl_GlobalInvocationID.x);
@@ -184,14 +193,15 @@ void main() {
direction = normalize(rel_vec);
light_distance = length(rel_vec);
rel_vec.y /= params.y_mult;
- attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
+
} break;
case LIGHT_TYPE_SPOT: {
vec3 rel_vec = lights.data[i].position - position;
direction = normalize(rel_vec);
light_distance = length(rel_vec);
rel_vec.y /= params.y_mult;
- attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction));
if (angle > lights.data[i].spot_angle) {
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 315ef8fa13..231f8f91ec 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -88,7 +88,7 @@ counter;
layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, binding = 3, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index 13b162f0c9..498a6ddb5b 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -169,6 +169,15 @@ vec3 hash3f(uvec3 x) {
return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
@@ -270,14 +279,14 @@ void main() {
uint light_index = cluster_data.indices[omni_light_pointer + i];
vec3 light_pos = lights.data[i].position;
- float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius;
+ float d = distance(lights.data[i].position, view_pos);
vec3 shadow_attenuation = vec3(1.0);
- if (d < 1.0) {
+ if (d * lights.data[i].inv_radius < 1.0) {
vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
- float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+ float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
@@ -326,14 +335,14 @@ void main() {
vec3 light_pos = lights.data[i].position;
vec3 light_rel_vec = lights.data[i].position - view_pos;
- float d = length(light_rel_vec) * lights.data[i].inv_radius;
+ float d = length(light_rel_vec);
vec3 shadow_attenuation = vec3(1.0);
- if (d < 1.0) {
+ if (d * lights.data[i].inv_radius < 1.0) {
vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
- float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+ float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
vec3 spot_dir = lights.data[i].direction;
vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);
diff --git a/servers/rendering/renderer_scene.cpp b/servers/rendering/renderer_scene.cpp
index 1da8fc59de..dd544d4f3f 100644
--- a/servers/rendering/renderer_scene.cpp
+++ b/servers/rendering/renderer_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
index 22af720ae7..c483898fed 100644
--- a/servers/rendering/renderer_scene.h
+++ b/servers/rendering/renderer_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 94f5788683..d3979521b1 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -135,7 +135,7 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
}
- } else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
@@ -147,7 +147,7 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
}
- } else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
@@ -174,7 +174,7 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
}
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_GI_PROBE) && B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
@@ -195,7 +195,8 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
gi_probe->lights.insert(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
- RSG::storage->particles_add_collision(A->base, B);
+ InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
+ RSG::storage->particles_add_collision(A->base, collision->instance);
}
}
@@ -225,7 +226,7 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
}
- } else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
@@ -237,7 +238,7 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
}
- } else if (self->pair_volumes_to_mesh && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
@@ -264,7 +265,7 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
}
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_GI_PROBE) && B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
@@ -284,7 +285,8 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
gi_probe->lights.erase(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
- RSG::storage->particles_remove_collision(A->base, B);
+ InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
+ RSG::storage->particles_remove_collision(A->base, collision->instance);
}
}
@@ -386,6 +388,9 @@ void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
p_instance->mesh_instance = RID();
}
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ scene_render->geometry_instance_set_mesh_instance(geom->geometry_instance, p_instance->mesh_instance);
+
if (p_instance->scenario && p_instance->array_index >= 0) {
InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
if (p_instance->mesh_instance.is_valid()) {
@@ -421,6 +426,13 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
}
switch (instance->base_type) {
+ case RS::INSTANCE_MESH:
+ case RS::INSTANCE_MULTIMESH:
+ case RS::INSTANCE_IMMEDIATE:
+ case RS::INSTANCE_PARTICLES: {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_free(geom->geometry_instance);
+ } break;
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
@@ -439,6 +451,10 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
}
scene_render->free(light->instance);
} break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
+ RSG::storage->free(collision->instance);
+ } break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
scene_render->free(reflection_probe->instance);
@@ -457,6 +473,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
while (lightmap_data->users.front()) {
instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
}
+ scene_render->free(lightmap_data->instance);
} break;
case RS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
@@ -514,8 +531,29 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
case RS::INSTANCE_PARTICLES: {
InstanceGeometryData *geom = memnew(InstanceGeometryData);
instance->base_data = geom;
+ geom->geometry_instance = scene_render->geometry_instance_create(p_base);
+
+ scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton);
+ scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override);
+ scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials);
+ scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb);
+ scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask);
+ scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, instance->lod_bias);
+ scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, instance->baked_light);
+ scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi);
+ scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
+ scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
+ if (instance->lightmap_sh.size() == 9) {
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
+ }
} break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
+ collision->instance = RSG::storage->particles_collision_instance_create(p_base);
+ RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
+ instance->base_data = collision;
+ } break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
reflection_probe->owner = instance;
@@ -533,7 +571,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
case RS::INSTANCE_LIGHTMAP: {
InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
instance->base_data = lightmap_data;
- //lightmap_data->instance = scene_render->lightmap_data_instance_create(p_base);
+ lightmap_data->instance = scene_render->lightmap_instance_create(p_base);
} break;
case RS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = memnew(InstanceGIProbeData);
@@ -558,7 +596,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
}
//forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
- RSG::storage->base_update_dependency(p_base, instance);
+ RSG::storage->base_update_dependency(p_base, &instance->dependency_tracker);
}
_instance_queue_update(instance, true, true);
@@ -659,6 +697,11 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
if (instance->scenario && instance->array_index >= 0) {
instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
}
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, p_mask);
+ }
}
void RendererSceneCull::instance_set_transform(RID p_instance, const Transform &p_transform) {
@@ -739,6 +782,11 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
} else if (instance->indexer_id.is_valid()) {
_unpair_instance(instance);
}
+
+ if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
+ InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
+ RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
+ }
}
inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
@@ -782,12 +830,17 @@ void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton)
if (p_skeleton.is_valid()) {
//update the dependency now, so if cleared, we remove it
- RSG::storage->skeleton_update_dependency(p_skeleton, instance);
+ RSG::storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
}
- _instance_update_mesh_instance(instance);
-
_instance_queue_update(instance, true, true);
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ _instance_update_mesh_instance(instance);
+
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_skeleton(geom->geometry_instance, p_skeleton);
+ }
}
void RendererSceneCull::instance_set_exterior(RID p_instance, bool p_enabled) {
@@ -892,6 +945,11 @@ void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceF
}
}
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, p_enabled);
+ }
+
} break;
case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
if (p_enabled == instance->dynamic_gi) {
@@ -907,6 +965,11 @@ void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceF
//once out of octree, can be changed
instance->dynamic_gi = p_enabled;
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, p_enabled);
+ }
+
} break;
case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
instance->redraw_if_visible = p_enabled;
@@ -948,6 +1011,11 @@ void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instanc
}
}
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
+ }
+
_instance_queue_update(instance, false, true);
}
@@ -957,6 +1025,11 @@ void RendererSceneCull::instance_geometry_set_material_override(RID p_instance,
instance->material_override = p_material;
_instance_queue_update(instance, false, true);
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_material_override(geom->geometry_instance, p_material);
+ }
}
void RendererSceneCull::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
@@ -981,9 +1054,17 @@ void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lig
instance->lightmap_uv_scale = p_lightmap_uv_scale;
instance->lightmap_slice_index = p_slice_index;
+ RID lightmap_instance_rid;
+
if (lightmap_instance) {
InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
lightmap_data->users.insert(instance);
+ lightmap_instance_rid = lightmap_data->instance;
+ }
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, lightmap_instance_rid, p_lightmap_uv_scale, p_slice_index);
}
}
@@ -992,16 +1073,21 @@ void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_l
ERR_FAIL_COND(!instance);
instance->lod_bias = p_lod_bias;
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, p_lod_bias);
+ }
}
void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
- Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
+ Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
if (!E) {
- RendererSceneRender::InstanceBase::InstanceShaderParameter isp;
+ Instance::InstanceShaderParameter isp;
isp.index = -1;
isp.info = PropertyInfo();
isp.value = p_value;
@@ -1042,7 +1128,7 @@ void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instan
const_cast<RendererSceneCull *>(this)->update_dirty_instances();
Vector<StringName> names;
- for (Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
+ for (Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
names.push_back(E->key());
}
names.sort_custom<StringName::AlphCompare>();
@@ -1079,9 +1165,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
}
- }
-
- if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ } else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
@@ -1090,35 +1174,49 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
}
- }
-
- if (p_instance->base_type == RS::INSTANCE_DECAL) {
+ } else if (p_instance->base_type == RS::INSTANCE_DECAL) {
InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
- }
+ } else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
+ InstanceLightmapData *lightmap = static_cast<InstanceLightmapData *>(p_instance->base_data);
- if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
+ scene_render->lightmap_instance_set_transform(lightmap->instance, p_instance->transform);
+ } else if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
scene_render->gi_probe_instance_set_transform_to_data(gi_probe->probe_instance, p_instance->transform);
- }
-
- if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
+ } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
- }
+ } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
+ InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
- if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
//remove materials no longer used and un-own them
if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
heightfield_particle_colliders_update_list.insert(p_instance);
}
+ RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
}
if (p_instance->aabb.has_no_surface()) {
return;
}
+ if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
+ //if this moved, update the captured objects
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
+ //erase dependencies, since no longer a lightmap
+
+ for (Set<Instance *>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
+ Instance *geom = E->get();
+ _instance_queue_update(geom, true, false);
+ }
+ }
+
+ AABB new_aabb;
+ new_aabb = p_instance->transform.xform(p_instance->aabb);
+ p_instance->transformed_aabb = new_aabb;
+
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
//make sure lights are updated if it casts shadow
@@ -1137,29 +1235,13 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
if (!p_instance->lightmap_sh.is_empty()) {
p_instance->lightmap_sh.clear(); //don't need SH
p_instance->lightmap_target_sh.clear(); //don't need SH
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, nullptr);
}
}
- }
- if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
- //if this moved, update the captured objects
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
- //erase dependencies, since no longer a lightmap
-
- for (Set<Instance *>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
- Instance *geom = E->get();
- _instance_queue_update(geom, true, false);
- }
+ scene_render->geometry_instance_set_transform(geom->geometry_instance, p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
}
- p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
-
- AABB new_aabb;
-
- new_aabb = p_instance->transform.xform(p_instance->aabb);
-
- p_instance->transformed_aabb = new_aabb;
-
if (p_instance->scenario == nullptr || !p_instance->visible || Math::is_zero_approx(p_instance->transform.basis.determinant())) {
p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
return;
@@ -1195,17 +1277,26 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
idata.base_rid = p_instance->base;
switch (p_instance->base_type) {
+ case RS::INSTANCE_MESH:
+ case RS::INSTANCE_MULTIMESH:
+ case RS::INSTANCE_IMMEDIATE:
+ case RS::INSTANCE_PARTICLES: {
+ idata.instance_geometry = static_cast<InstanceGeometryData *>(p_instance->base_data)->geometry_instance;
+ } break;
case RS::INSTANCE_LIGHT: {
- idata.instance_data_rid = static_cast<InstanceLightData *>(p_instance->base_data)->instance;
+ idata.instance_data_rid = static_cast<InstanceLightData *>(p_instance->base_data)->instance.get_id();
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
- idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance;
+ idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
} break;
case RS::INSTANCE_DECAL: {
- idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance;
+ idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance.get_id();
+ } break;
+ case RS::INSTANCE_LIGHTMAP: {
+ idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
} break;
case RS::INSTANCE_GI_PROBE: {
- idata.instance_data_rid = static_cast<InstanceGIProbeData *>(p_instance->base_data)->probe_instance;
+ idata.instance_data_rid = static_cast<InstanceGIProbeData *>(p_instance->base_data)->probe_instance.get_id();
} break;
default: {
}
@@ -1258,10 +1349,8 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
pair.pair_mask |= 1 << RS::INSTANCE_GI_PROBE;
pair.pair_mask |= 1 << RS::INSTANCE_LIGHTMAP;
- if (pair_volumes_to_mesh) {
- pair.pair_mask |= 1 << RS::INSTANCE_DECAL;
- pair.pair_mask |= 1 << RS::INSTANCE_REFLECTION_PROBE;
- }
+ pair.pair_mask |= geometry_instance_pair_mask;
+
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
} else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
@@ -1271,7 +1360,10 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
pair.pair_mask |= (1 << RS::INSTANCE_GI_PROBE);
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
}
- } else if (pair_volumes_to_mesh && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == RS::INSTANCE_DECAL)) {
+ } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) {
+ pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
+ pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
+ } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) {
pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
@@ -1325,10 +1417,12 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) {
p_instance->array_index = -1;
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
// Clear these now because the InstanceData containing the dirty flags is gone
- p_instance->light_instances.clear();
- p_instance->reflection_probe_instances.clear();
- //p_instance->decal_instances.clear(); will implement later
- p_instance->gi_probe_instances.clear();
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+
+ scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, nullptr, 0);
+ scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0);
+ scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0);
+ scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, nullptr, 0);
}
}
@@ -1486,6 +1580,8 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
}
}
}
+
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, p_instance->lightmap_sh.ptr());
}
void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
@@ -1849,7 +1945,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
}
- geometry_instances_to_shadow_render.push_back(instance);
+ geometry_instances_to_shadow_render.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
}
RSG::storage->update_mesh_instances();
@@ -1922,7 +2018,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
}
- geometry_instances_to_shadow_render.push_back(instance);
+ geometry_instances_to_shadow_render.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
}
RSG::storage->update_mesh_instances();
@@ -1980,7 +2076,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
}
}
- geometry_instances_to_shadow_render.push_back(instance);
+ geometry_instances_to_shadow_render.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
}
RSG::storage->update_mesh_instances();
@@ -2128,6 +2224,222 @@ void RendererSceneCull::render_camera(RID p_render_buffers, Ref<XRInterface> &p_
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1, p_screen_lod_threshold);
};
+void RendererSceneCull::_frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data) {
+ uint32_t cull_total = cull_data->scenario->instance_data.size();
+ uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t cull_from = p_thread * cull_total / total_threads;
+ uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
+
+ _frustum_cull(*cull_data, frustum_cull_result_threads[p_thread], cull_from, cull_to);
+}
+
+void RendererSceneCull::_frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
+ uint64_t frame_number = RSG::rasterizer->get_frame_number();
+ float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
+
+ uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
+ uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
+
+ RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
+
+ for (uint64_t i = p_from; i < p_to; i++) {
+ bool mesh_visible = false;
+
+ if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->frustum)) {
+ InstanceData &idata = cull_data.scenario->instance_data[i];
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+
+ if ((cull_data.visible_layers & idata.layer_mask) == 0) {
+ //failure
+ } else if (base_type == RS::INSTANCE_LIGHT) {
+ cull_result.lights.push_back(idata.instance);
+ cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
+ if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
+ scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
+ }
+
+ } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ if (cull_data.render_reflection_probe != idata.instance) {
+ //avoid entering The Matrix
+
+ if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
+ cull_data.cull->lock.lock();
+ if (!reflection_probe->update_list.in_list()) {
+ reflection_probe->render_step = 0;
+ reflection_probe_render_list.add_last(&reflection_probe->update_list);
+ }
+ cull_data.cull->lock.unlock();
+
+ idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
+ }
+
+ if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
+ cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
+ }
+ }
+ } else if (base_type == RS::INSTANCE_DECAL) {
+ cull_result.decals.push_back(RID::from_uint64(idata.instance_data_rid));
+
+ } else if (base_type == RS::INSTANCE_GI_PROBE) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(idata.instance->base_data);
+ cull_data.cull->lock.lock();
+ if (!gi_probe->update_element.in_list()) {
+ gi_probe_update_list.add(&gi_probe->update_element);
+ }
+ cull_data.cull->lock.unlock();
+ cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
+
+ } else if (base_type == RS::INSTANCE_LIGHTMAP) {
+ cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
+ } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
+ bool keep = true;
+
+ if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ if (base_type == RS::INSTANCE_MESH) {
+ mesh_visible = true;
+ } else if (base_type == RS::INSTANCE_PARTICLES) {
+ //particles visible? process them
+ if (RSG::storage->particles_is_inactive(idata.base_rid)) {
+ //but if nothing is going on, don't do it.
+ keep = false;
+ } else {
+ cull_data.cull->lock.lock();
+ RSG::storage->particles_request_process(idata.base_rid);
+ cull_data.cull->lock.unlock();
+ RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized());
+ //particles visible? request redraw
+ RenderingServerDefault::redraw_request();
+ }
+ }
+
+ if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
+
+ for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ instance_pair_buffer[idx++] = light->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }
+
+ scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
+ }
+
+ if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
+
+ for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
+
+ instance_pair_buffer[idx++] = reflection_probe->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }
+
+ scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
+ }
+
+ if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
+ //InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ //todo for GLES3
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
+ /*for (Set<Instance *>::Element *E = geom->dec.front(); E; E = E->next()) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
+
+ instance_pair_buffer[idx++] = reflection_probe->instance;
+ if (idx==MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }*/
+ //scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, light_instances, idx);
+ }
+
+ if (idata.flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
+ for (Set<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
+ InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
+
+ instance_pair_buffer[idx++] = gi_probe->probe_instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }
+
+ scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
+ }
+
+ if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.is_empty() && !idata.instance->lightmap_sh.is_empty()) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ Color *sh = idata.instance->lightmap_sh.ptrw();
+ const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
+ for (uint32_t j = 0; j < 9; j++) {
+ sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
+ }
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, sh);
+ idata.instance->last_frame_pass = frame_number;
+ }
+
+ if (keep) {
+ cull_result.geometry_instances.push_back(idata.instance_geometry);
+ }
+ }
+ }
+
+ for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
+ for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
+ if (cull_data.scenario->instance_aabbs[i].in_frustum(cull_data.cull->shadows[j].cascades[k].frustum)) {
+ InstanceData &idata = cull_data.scenario->instance_data[i];
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+
+ if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
+ cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
+ mesh_visible = true;
+ }
+ }
+ }
+ }
+
+ for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
+ if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
+ InstanceData &idata = cull_data.scenario->instance_data[i];
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+
+ if (base_type == RS::INSTANCE_LIGHT) {
+ InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
+ if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
+ if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
+ sdfgi_last_light_index = i;
+ sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
+ cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
+ }
+ }
+ } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
+ cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
+ mesh_visible = true;
+ }
+ }
+ }
+ }
+
+ if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
+ cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
+ }
+ }
+}
+
void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows) {
// Note, in stereo rendering:
// - p_cam_transform will be a transform in the middle of our two eyes
@@ -2153,9 +2465,6 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
- uint64_t frame_number = RSG::rasterizer->get_frame_number();
- float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
-
/* STEP 2 - CULL */
cull.frustum = Frustum(planes);
@@ -2163,13 +2472,6 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
Vector<RID> directional_lights;
// directional lights
{
- //reset shadows
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- cull.shadows[i].cascades[j].cull_result.clear();
- }
- }
-
cull.shadow_count = 0;
Vector<Instance *> lights_with_shadow;
@@ -2206,18 +2508,7 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
{ //sdfgi
cull.sdfgi.region_count = 0;
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- cull.sdfgi.region_cull_result[i].clear();
- }
-
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- cull.sdfgi.cascade_lights[i].clear();
- }
-
if (p_render_buffers.is_valid()) {
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- cull.sdfgi.cascade_lights[i].clear();
- }
cull.sdfgi.cascade_light_count = 0;
uint32_t prev_cascade = 0xFFFFFFFF;
@@ -2239,209 +2530,53 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
}
}
- {
- //pre-clear results
- geometry_instances_to_render.clear();
- light_cull_result.clear();
- lightmap_cull_result.clear();
- reflection_probe_instance_cull_result.clear();
- light_instance_cull_result.clear();
- gi_probe_instance_cull_result.clear();
- lightmap_cull_result.clear();
- decal_instance_cull_result.clear();
- mesh_instance_cull_result.clear();
- }
+ frustum_cull_result.clear();
{
- uint64_t cull_count = scenario->instance_data.size();
- uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
- uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
-
- for (uint64_t i = 0; i < cull_count; i++) {
- bool mesh_visible = false;
-
- if (scenario->instance_aabbs[i].in_frustum(cull.frustum)) {
- InstanceData &idata = scenario->instance_data[i];
- uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
-
- if ((p_visible_layers & idata.layer_mask) == 0) {
- //failure
- } else if (base_type == RS::INSTANCE_LIGHT) {
- light_cull_result.push_back(idata.instance);
- light_instance_cull_result.push_back(idata.instance_data_rid);
- if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
- scene_render->light_instance_mark_visible(idata.instance_data_rid); //mark it visible for shadow allocation later
- }
-
- } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
- if (render_reflection_probe != idata.instance) {
- //avoid entering The Matrix
-
- if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(idata.instance_data_rid)) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
- cull.lock.lock();
- if (!reflection_probe->update_list.in_list()) {
- reflection_probe->render_step = 0;
- reflection_probe_render_list.add_last(&reflection_probe->update_list);
- }
- cull.lock.unlock();
-
- idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
- }
-
- if (scene_render->reflection_probe_instance_has_reflection(idata.instance_data_rid)) {
- reflection_probe_instance_cull_result.push_back(idata.instance_data_rid);
- }
- }
- } else if (base_type == RS::INSTANCE_DECAL) {
- decal_instance_cull_result.push_back(idata.instance_data_rid);
-
- } else if (base_type == RS::INSTANCE_GI_PROBE) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(idata.instance->base_data);
- cull.lock.lock();
- if (!gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
- }
- cull.lock.unlock();
- gi_probe_instance_cull_result.push_back(idata.instance_data_rid);
-
- } else if (base_type == RS::INSTANCE_LIGHTMAP) {
- lightmap_cull_result.push_back(idata.instance);
- } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
- bool keep = true;
-
- if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
- RenderingServerDefault::redraw_request();
- }
-
- if (base_type == RS::INSTANCE_MESH) {
- mesh_visible = true;
- } else if (base_type == RS::INSTANCE_PARTICLES) {
- //particles visible? process them
- if (RSG::storage->particles_is_inactive(idata.base_rid)) {
- //but if nothing is going on, don't do it.
- keep = false;
- } else {
- cull.lock.lock();
- RSG::storage->particles_request_process(idata.base_rid);
- cull.lock.unlock();
- RSG::storage->particles_set_view_axis(idata.base_rid, -p_cam_transform.basis.get_axis(2).normalized());
- //particles visible? request redraw
- RenderingServerDefault::redraw_request();
- }
- }
-
- if (pair_volumes_to_mesh && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- int l = 0;
- //only called when lights AABB enter/exit this geometry
- idata.instance->light_instances.resize(geom->lights.size());
-
- for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
-
- idata.instance->light_instances.write[l++] = light->instance;
- }
-
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
- }
-
- if (pair_volumes_to_mesh && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- idata.instance->reflection_probe_instances.resize(geom->reflection_probes.size());
-
- for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
-
- idata.instance->reflection_probe_instances.write[l++] = reflection_probe->instance;
- }
-
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
- }
-
- if (pair_volumes_to_mesh && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
- //InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- //todo for GLES3
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
- }
-
- if (idata.flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- idata.instance->gi_probe_instances.resize(geom->gi_probes.size());
-
- for (Set<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
-
- idata.instance->gi_probe_instances.write[l++] = gi_probe->probe_instance;
- }
-
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
- }
-
- if ((idata.flags & InstanceData::FLAG_LIGHTMAP_CAPTURE) && idata.instance->last_frame_pass != frame_number && !idata.instance->lightmap_target_sh.is_empty() && !idata.instance->lightmap_sh.is_empty()) {
- Color *sh = idata.instance->lightmap_sh.ptrw();
- const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
- for (uint32_t j = 0; j < 9; j++) {
- sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
- }
- idata.instance->last_frame_pass = frame_number;
- }
-
- if (keep) {
- geometry_instances_to_render.push_back(idata.instance);
- }
- }
- }
-
- for (uint32_t j = 0; j < cull.shadow_count; j++) {
- for (uint32_t k = 0; k < cull.shadows[j].cascade_count; k++) {
- if (scenario->instance_aabbs[i].in_frustum(cull.shadows[j].cascades[k].frustum)) {
- InstanceData &idata = scenario->instance_data[i];
- uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
-
- if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
- cull.shadows[j].cascades[k].cull_result.push_back(idata.instance);
- mesh_visible = true;
- }
- }
- }
+ uint64_t cull_from = 0;
+ uint64_t cull_to = scenario->instance_data.size();
+
+ FrustumCullData cull_data;
+
+ //prepare for eventual thread usage
+ cull_data.cull = &cull;
+ cull_data.scenario = scenario;
+ cull_data.shadow_atlas = p_shadow_atlas;
+ cull_data.cam_transform = p_cam_transform;
+ cull_data.visible_layers = p_visible_layers;
+ cull_data.render_reflection_probe = render_reflection_probe;
+//#define DEBUG_CULL_TIME
+#ifdef DEBUG_CULL_TIME
+ uint64_t time_from = OS::get_singleton()->get_ticks_usec();
+#endif
+ if (cull_to > thread_cull_threshold) {
+ //multiple threads
+ for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
+ frustum_cull_result_threads[i].clear();
}
- for (uint32_t j = 0; j < cull.sdfgi.region_count; j++) {
- if (scenario->instance_aabbs[i].in_aabb(cull.sdfgi.region_aabb[j])) {
- InstanceData &idata = scenario->instance_data[i];
- uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+ RendererThreadPool::singleton->thread_work_pool.do_work(frustum_cull_result_threads.size(), this, &RendererSceneCull::_frustum_cull_threaded, &cull_data);
- if (base_type == RS::INSTANCE_LIGHT) {
- InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
- if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull.sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
- if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull.sdfgi.region_cascade[j]) {
- sdfgi_last_light_index = i;
- sdfgi_last_light_cascade = cull.sdfgi.region_cascade[j];
- cull.sdfgi.cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
- }
- }
- } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
- cull.sdfgi.region_cull_result[j].push_back(idata.instance);
- mesh_visible = true;
- }
- }
- }
+ for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
+ frustum_cull_result.append_from(frustum_cull_result_threads[i]);
}
- if (mesh_visible && scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
- mesh_instance_cull_result.push_back(scenario->instance_data[i].instance->mesh_instance);
- }
+ } else {
+ //single threaded
+ _frustum_cull(cull_data, frustum_cull_result, cull_from, cull_to);
}
- if (mesh_instance_cull_result.size()) {
- for (uint64_t i = 0; i < mesh_instance_cull_result.size(); i++) {
- RSG::storage->mesh_instance_check_for_update(mesh_instance_cull_result[i]);
+#ifdef DEBUG_CULL_TIME
+ static float time_avg = 0;
+ static uint32_t time_count = 0;
+ time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
+ time_count++;
+ print_line("time taken: " + rtos(time_avg / time_count));
+#endif
+
+ if (frustum_cull_result.mesh_instances.size()) {
+ for (uint64_t i = 0; i < frustum_cull_result.mesh_instances.size(); i++) {
+ RSG::storage->mesh_instance_check_for_update(frustum_cull_result.mesh_instances[i]);
}
RSG::storage->update_mesh_instances();
}
@@ -2454,7 +2589,7 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
// print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
scene_render->light_instance_set_shadow_transform(cull.shadows[i].light_instance, c.projection, c.transform, c.zfar, c.split, j, c.shadow_texel_size, c.bias_scale, c.range_begin, c.uv_scale);
- scene_render->render_shadow(cull.shadows[i].light_instance, p_shadow_atlas, j, c.cull_result, near_plane, p_cam_projection.get_lod_multiplier(), p_screen_lod_threshold);
+ scene_render->render_shadow(cull.shadows[i].light_instance, p_shadow_atlas, j, frustum_cull_result.directional_shadows[i].cascade_geometry_instances[j], near_plane, p_cam_projection.get_lod_multiplier(), p_screen_lod_threshold);
}
}
@@ -2464,19 +2599,19 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
if (cull.sdfgi.region_count > 0) {
//update regions
for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
- scene_render->render_sdfgi(p_render_buffers, i, cull.sdfgi.region_cull_result[i]);
+ scene_render->render_sdfgi(p_render_buffers, i, frustum_cull_result.sdfgi_region_geometry_instances[i]);
}
//check if static lights were culled
bool static_lights_culled = false;
for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
- if (cull.sdfgi.cascade_lights[i].size()) {
+ if (frustum_cull_result.sdfgi_cascade_lights[i].size()) {
static_lights_culled = true;
break;
}
}
if (static_lights_culled) {
- scene_render->render_sdfgi_static_lights(p_render_buffers, cull.sdfgi.cascade_light_count, cull.sdfgi.cascade_light_index, cull.sdfgi.cascade_lights);
+ scene_render->render_sdfgi_static_lights(p_render_buffers, cull.sdfgi.cascade_light_count, cull.sdfgi.cascade_light_index, frustum_cull_result.sdfgi_cascade_lights);
}
}
@@ -2505,8 +2640,8 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
//SortArray<Instance*,_InstanceLightsort> sorter;
//sorter.sort(light_cull_result,light_cull_count);
- for (uint32_t i = 0; i < (uint32_t)light_cull_result.size(); i++) {
- Instance *ins = light_cull_result[i];
+ for (uint32_t i = 0; i < (uint32_t)frustum_cull_result.lights.size(); i++) {
+ Instance *ins = frustum_cull_result.lights[i];
if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
continue;
@@ -2602,7 +2737,7 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
//append the directional lights to the lights culled
for (int i = 0; i < directional_lights.size(); i++) {
- light_instance_cull_result.push_back(directional_lights[i]);
+ frustum_cull_result.light_instances.push_back(directional_lights[i]);
}
}
@@ -2639,7 +2774,7 @@ void RendererSceneCull::_render_scene(RID p_render_buffers, const Transform p_ca
/* PROCESS GEOMETRY AND DRAW SCENE */
RENDER_TIMESTAMP("Render Scene ");
- scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, geometry_instances_to_render, light_instance_cull_result, reflection_probe_instance_cull_result, gi_probe_instance_cull_result, decal_instance_cull_result, lightmap_cull_result, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold);
+ scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, frustum_cull_result.geometry_instances, frustum_cull_result.light_instances, frustum_cull_result.reflections, frustum_cull_result.gi_probes, frustum_cull_result.decals, frustum_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold);
}
void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
@@ -2654,7 +2789,7 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario,
environment = scenario->fallback_environment;
}
RENDER_TIMESTAMP("Render Empty Scene ");
- scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, PagedArray<RendererSceneRender::InstanceBase *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RendererSceneRender::InstanceBase *>(), RID(), RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0, 0);
+ scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0, 0);
#endif
}
@@ -2929,7 +3064,9 @@ void RendererSceneCull::render_probes() {
update_lights = true;
}
- geometry_instances_to_render.clear();
+ frustum_cull_result.geometry_instances.clear();
+
+ RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
for (Set<Instance *>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
Instance *ins = E->get();
@@ -2939,24 +3076,25 @@ void RendererSceneCull::render_probes() {
InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
if (ins->scenario && ins->array_index >= 0 && (ins->scenario->instance_data[ins->array_index].flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY)) {
- //giprobes may be dirty, so update
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->gi_probe_instances.resize(geom->gi_probes.size());
-
+ uint32_t idx = 0;
for (Set<Instance *>::Element *F = geom->gi_probes.front(); F; F = F->next()) {
InstanceGIProbeData *gi_probe2 = static_cast<InstanceGIProbeData *>(F->get()->base_data);
- ins->gi_probe_instances.write[l++] = gi_probe2->probe_instance;
+ instance_pair_buffer[idx++] = gi_probe2->probe_instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
}
+ scene_render->geometry_instance_pair_gi_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
+
ins->scenario->instance_data[ins->array_index].flags &= ~uint32_t(InstanceData::FLAG_GEOM_GI_PROBE_DIRTY);
}
- geometry_instances_to_render.push_back(E->get());
+ frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
}
- scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, geometry_instances_to_render);
+ scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, frustum_cull_result.geometry_instances);
gi_probe_update_list.remove(gi_probe);
@@ -2971,7 +3109,7 @@ void RendererSceneCull::render_particle_colliders() {
if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
//update heightfield
instance_cull_result.clear();
- geometry_instances_to_render.clear();
+ frustum_cull_result.geometry_instances.clear();
struct CullAABB {
PagedArray<Instance *> *result;
@@ -2992,16 +3130,17 @@ void RendererSceneCull::render_particle_colliders() {
if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
continue;
}
- geometry_instances_to_render.push_back(instance);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ frustum_cull_result.geometry_instances.push_back(geom->geometry_instance);
}
- scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, geometry_instances_to_render);
+ scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, frustum_cull_result.geometry_instances);
}
heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
}
}
-void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material) {
+void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
List<RendererStorage::InstanceShaderParam> plist;
RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
for (List<RendererStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
@@ -3016,7 +3155,7 @@ void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<Str
continue; //first one found always has priority
}
- RendererSceneRender::InstanceBase::InstanceShaderParameter isp;
+ Instance::InstanceShaderParameter isp;
isp.index = E->get().index;
isp.info = E->get().info;
isp.default_value = E->get().default_value;
@@ -3035,14 +3174,14 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
if (p_instance->update_dependencies) {
- p_instance->instance_increase_version();
+ p_instance->dependency_tracker.update_begin();
if (p_instance->base.is_valid()) {
- RSG::storage->base_update_dependency(p_instance->base, p_instance);
+ RSG::storage->base_update_dependency(p_instance->base, &p_instance->dependency_tracker);
}
if (p_instance->material_override.is_valid()) {
- RSG::storage->material_update_dependency(p_instance->material_override, p_instance);
+ RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
}
if (p_instance->base_type == RS::INSTANCE_MESH) {
@@ -3059,7 +3198,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
bool can_cast_shadows = true;
bool is_animated = false;
- Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> isparams;
+ Map<StringName, Instance::InstanceShaderParameter> isparams;
if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
can_cast_shadows = false;
@@ -3094,7 +3233,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
- RSG::storage->material_update_dependency(mat, p_instance);
+ RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
}
@@ -3125,7 +3264,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
- RSG::storage->material_update_dependency(mat, p_instance);
+ RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
}
@@ -3133,7 +3272,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
can_cast_shadows = false;
}
- RSG::storage->base_update_dependency(mesh, p_instance);
+ RSG::storage->base_update_dependency(mesh, &p_instance->dependency_tracker);
}
} else if (p_instance->base_type == RS::INSTANCE_IMMEDIATE) {
RID mat = RSG::storage->immediate_get_material(p_instance->base);
@@ -3151,7 +3290,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
if (mat.is_valid()) {
- RSG::storage->material_update_dependency(mat, p_instance);
+ RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
@@ -3182,7 +3321,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
- RSG::storage->material_update_dependency(mat, p_instance);
+ RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
}
}
@@ -3210,7 +3349,9 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
if (p_instance->instance_allocated_shader_parameters) {
p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
- for (Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
+ scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, p_instance->instance_allocated_shader_parameters_offset);
+
+ for (Map<StringName, Instance::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
if (E->get().value.get_type() != Variant::NIL) {
RSG::storage->global_variables_instance_update(p_instance->self, E->get().index, E->get().value);
}
@@ -3218,15 +3359,21 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
} else {
RSG::storage->global_variables_instance_free(p_instance->self);
p_instance->instance_allocated_shader_parameters_offset = -1;
+ scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, -1);
}
}
}
if (p_instance->skeleton.is_valid()) {
- RSG::storage->skeleton_update_dependency(p_instance->skeleton, p_instance);
+ RSG::storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
}
- p_instance->clean_up_dependencies();
+ p_instance->dependency_tracker.update_end();
+
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, p_instance->materials);
+ }
}
_instance_update_list.remove(&p_instance->update_item);
@@ -3322,70 +3469,40 @@ TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const Vector<RI
RendererSceneCull *RendererSceneCull::singleton = nullptr;
+void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
+ scene_render = p_scene_render;
+ geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
+}
+
RendererSceneCull::RendererSceneCull() {
render_pass = 1;
singleton = this;
- pair_volumes_to_mesh = false;
instance_cull_result.set_page_pool(&instance_cull_page_pool);
- mesh_instance_cull_result.set_page_pool(&rid_cull_page_pool);
instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
- instance_sdfgi_cull_result.set_page_pool(&instance_cull_page_pool);
- light_cull_result.set_page_pool(&instance_cull_page_pool);
- geometry_instances_to_render.set_page_pool(&base_instance_cull_page_pool);
- geometry_instances_to_shadow_render.set_page_pool(&base_instance_cull_page_pool);
- lightmap_cull_result.set_page_pool(&base_instance_cull_page_pool);
-
- reflection_probe_instance_cull_result.set_page_pool(&rid_cull_page_pool);
- light_instance_cull_result.set_page_pool(&rid_cull_page_pool);
- gi_probe_instance_cull_result.set_page_pool(&rid_cull_page_pool);
- decal_instance_cull_result.set_page_pool(&rid_cull_page_pool);
-
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- cull.shadows[i].cascades[j].cull_result.set_page_pool(&base_instance_cull_page_pool);
- }
- }
+ geometry_instances_to_shadow_render.set_page_pool(&geometry_instance_cull_page_pool);
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- cull.sdfgi.region_cull_result[i].set_page_pool(&base_instance_cull_page_pool);
- }
-
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- cull.sdfgi.cascade_lights[i].set_page_pool(&rid_cull_page_pool);
+ frustum_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
+ frustum_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
+ frustum_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
}
indexer_update_iterations = GLOBAL_GET("rendering/spatial_indexer/update_iterations_per_frame");
+ thread_cull_threshold = GLOBAL_GET("rendering/spatial_indexer/threaded_cull_minimum_instances");
+ thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
}
RendererSceneCull::~RendererSceneCull() {
instance_cull_result.reset();
- mesh_instance_cull_result.reset();
instance_shadow_cull_result.reset();
- instance_sdfgi_cull_result.reset();
- light_cull_result.reset();
- geometry_instances_to_render.reset();
geometry_instances_to_shadow_render.reset();
- lightmap_cull_result.reset();
-
- reflection_probe_instance_cull_result.reset();
- light_instance_cull_result.reset();
- gi_probe_instance_cull_result.reset();
- decal_instance_cull_result.reset();
-
- for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
- for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
- cull.shadows[i].cascades[j].cull_result.reset();
- }
- }
-
- for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
- cull.sdfgi.region_cull_result[i].reset();
- }
- for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
- cull.sdfgi.cascade_lights[i].reset();
+ frustum_cull_result.reset();
+ for (uint32_t i = 0; i < frustum_cull_result_threads.size(); i++) {
+ frustum_cull_result_threads[i].reset();
}
+ frustum_cull_result_threads.clear();
}
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index b755efd877..796fb14743 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -53,7 +53,8 @@ public:
enum {
SDFGI_MAX_CASCADES = 8,
- SDFGI_MAX_REGIONS_PER_CASCADE = 3
+ SDFGI_MAX_REGIONS_PER_CASCADE = 3,
+ MAX_INSTANCE_PAIRS = 32
};
uint64_t render_pass;
@@ -249,7 +250,10 @@ public:
uint32_t flags = 0;
uint32_t layer_mask = 0; //for fast layer-mask discard
RID base_rid;
- RID instance_data_rid;
+ union {
+ uint64_t instance_data_rid;
+ RendererSceneRender::GeometryInstance *instance_geometry;
+ };
Instance *instance = nullptr;
};
@@ -296,7 +300,7 @@ public:
static void _instance_pair(Instance *p_A, Instance *p_B);
static void _instance_unpair(Instance *p_A, Instance *p_B);
- static void _instance_update_mesh_instance(Instance *p_instance);
+ void _instance_update_mesh_instance(Instance *p_instance);
virtual RID scenario_create();
@@ -325,7 +329,55 @@ public:
virtual ~InstanceBaseData() {}
};
- struct Instance : RendererSceneRender::InstanceBase {
+ struct Instance {
+ RS::InstanceType base_type;
+ RID base;
+
+ RID skeleton;
+ RID material_override;
+
+ RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
+
+ Transform transform;
+
+ float lod_bias;
+
+ Vector<RID> materials;
+
+ RS::ShadowCastingSetting cast_shadows;
+
+ uint32_t layer_mask;
+ //fit in 32 bits
+ bool mirror : 8;
+ bool receive_shadows : 8;
+ bool visible : 8;
+ bool baked_light : 2; //this flag is only to know if it actually did use baked light
+ bool dynamic_gi : 2; //same above for dynamic objects
+ bool redraw_if_visible : 4;
+
+ Instance *lightmap;
+ Rect2 lightmap_uv_scale;
+ int lightmap_slice_index;
+ uint32_t lightmap_cull_index;
+ Vector<Color> lightmap_sh; //spherical harmonic
+
+ AABB aabb;
+ AABB transformed_aabb;
+ AABB prev_transformed_aabb;
+
+ struct InstanceShaderParameter {
+ int32_t index = -1;
+ Variant value;
+ Variant default_value;
+ PropertyInfo info;
+ };
+
+ Map<StringName, InstanceShaderParameter> instance_shader_parameters;
+ bool instance_allocated_shader_parameters = false;
+ int32_t instance_allocated_shader_parameters_offset = -1;
+
+ //
+
RID self;
//scenario stuff
DynamicBVH::ID indexer_id;
@@ -360,23 +412,61 @@ public:
SelfList<InstancePair>::List pairs;
uint64_t pair_check;
- virtual void dependency_deleted(RID p_dependency) {
- if (p_dependency == base) {
- singleton->instance_set_base(self, RID());
- } else if (p_dependency == skeleton) {
- singleton->instance_attach_skeleton(self, RID());
- } else {
- singleton->_instance_queue_update(this, false, true);
+ RendererStorage::DependencyTracker dependency_tracker;
+
+ static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) {
+ Instance *instance = (Instance *)tracker->userdata;
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA:
+ case RendererStorage::DEPENDENCY_CHANGED_AABB: {
+ singleton->_instance_queue_update(instance, true, false);
+
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: {
+ singleton->_instance_queue_update(instance, false, true);
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
+ case RendererStorage::DEPENDENCY_CHANGED_DECAL:
+ case RendererStorage::DEPENDENCY_CHANGED_LIGHT:
+ case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
+ singleton->_instance_queue_update(instance, true, true);
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
+ //ignored
+ } break;
}
}
- virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
- singleton->_instance_queue_update(this, p_aabb, p_dependencies);
+ static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) {
+ Instance *instance = (Instance *)tracker->userdata;
+
+ if (p_dependency == instance->base) {
+ singleton->instance_set_base(instance->self, RID());
+ } else if (p_dependency == instance->skeleton) {
+ singleton->instance_attach_skeleton(instance->self, RID());
+ } else {
+ singleton->_instance_queue_update(instance, false, true);
+ }
}
Instance() :
scenario_item(this),
update_item(this) {
+ base_type = RS::INSTANCE_NONE;
+ cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
+ receive_shadows = true;
+ visible = true;
+ layer_mask = 1;
+ baked_light = false;
+ dynamic_gi = false;
+ redraw_if_visible = false;
+ lightmap_slice_index = 0;
+ lightmap = nullptr;
+ lightmap_cull_index = 0;
+ lod_bias = 1.0;
+
scenario = nullptr;
update_aabb = false;
@@ -399,6 +489,10 @@ public:
pair_check = 0;
array_index = -1;
+
+ dependency_tracker.userdata = this;
+ dependency_tracker.changed_callback = dependency_changed;
+ dependency_tracker.deleted_callback = dependency_deleted;
}
~Instance() {
@@ -415,6 +509,7 @@ public:
void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
struct InstanceGeometryData : public InstanceBaseData {
+ RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
Set<Instance *> lights;
bool can_cast_shadows;
bool material_is_animated;
@@ -458,6 +553,10 @@ public:
SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
+ struct InstanceParticlesCollisionData : public InstanceBaseData {
+ RID instance;
+ };
+
struct InstanceLightData : public InstanceBaseData {
RID instance;
uint64_t last_version;
@@ -523,6 +622,7 @@ public:
SelfList<InstanceGIProbeData>::List gi_probe_update_list;
struct InstanceLightmapData : public InstanceBaseData {
+ RID instance;
Set<Instance *> geometries;
Set<Instance *> users;
@@ -588,38 +688,138 @@ public:
}
};
- struct CullResult {
- PagedArray<Instance *> *result;
- _FORCE_INLINE_ bool operator()(void *p_data) {
- Instance *p_instance = (Instance *)p_data;
- result->push_back(p_instance);
- return false;
- }
- };
-
Set<Instance *> heightfield_particle_colliders_update_list;
PagedArrayPool<Instance *> instance_cull_page_pool;
- PagedArrayPool<RendererSceneRender::InstanceBase *> base_instance_cull_page_pool;
+ PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
PagedArrayPool<RID> rid_cull_page_pool;
PagedArray<Instance *> instance_cull_result;
- PagedArray<RID> mesh_instance_cull_result;
- PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_render;
PagedArray<Instance *> instance_shadow_cull_result;
- PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_shadow_render;
- PagedArray<Instance *> instance_sdfgi_cull_result;
- PagedArray<Instance *> light_cull_result;
- PagedArray<RendererSceneRender::InstanceBase *> lightmap_cull_result;
- PagedArray<RID> reflection_probe_instance_cull_result;
- PagedArray<RID> light_instance_cull_result;
+ PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances_to_shadow_render;
+
+ struct FrustumCullResult {
+ PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
+ PagedArray<Instance *> lights;
+ PagedArray<RID> light_instances;
+ PagedArray<RID> lightmaps;
+ PagedArray<RID> reflections;
+ PagedArray<RID> decals;
+ PagedArray<RID> gi_probes;
+ PagedArray<RID> mesh_instances;
+
+ struct DirectionalShadow {
+ PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
+ } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
+
+ PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
+ PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
+
+ void clear() {
+ geometry_instances.clear();
+ lights.clear();
+ light_instances.clear();
+ lightmaps.clear();
+ reflections.clear();
+ decals.clear();
+ gi_probes.clear();
+ mesh_instances.clear();
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].clear();
+ }
+ }
- PagedArray<RID> gi_probe_instance_cull_result;
- PagedArray<RID> decal_instance_cull_result;
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].clear();
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].clear();
+ }
+ }
+
+ void reset() {
+ geometry_instances.reset();
+ lights.reset();
+ light_instances.reset();
+ lightmaps.reset();
+ reflections.reset();
+ decals.reset();
+ gi_probes.reset();
+ mesh_instances.reset();
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].reset();
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].reset();
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].reset();
+ }
+ }
+
+ void append_from(FrustumCullResult &p_cull_result) {
+ geometry_instances.merge_unordered(p_cull_result.geometry_instances);
+ lights.merge_unordered(p_cull_result.lights);
+ light_instances.merge_unordered(p_cull_result.light_instances);
+ lightmaps.merge_unordered(p_cull_result.lightmaps);
+ reflections.merge_unordered(p_cull_result.reflections);
+ decals.merge_unordered(p_cull_result.decals);
+ gi_probes.merge_unordered(p_cull_result.gi_probes);
+ mesh_instances.merge_unordered(p_cull_result.mesh_instances);
+
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
+ }
+ }
+
+ void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
+ geometry_instances.set_page_pool(p_geometry_instance_pool);
+ light_instances.set_page_pool(p_rid_pool);
+ lights.set_page_pool(p_instance_pool);
+ lightmaps.set_page_pool(p_rid_pool);
+ reflections.set_page_pool(p_rid_pool);
+ decals.set_page_pool(p_rid_pool);
+ mesh_instances.set_page_pool(p_rid_pool);
+ for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
+ }
+ }
+ };
+
+ FrustumCullResult frustum_cull_result;
+ LocalVector<FrustumCullResult> frustum_cull_result_threads;
+
+ uint32_t thread_cull_threshold = 200;
RID_PtrOwner<Instance> instance_owner;
- bool pair_volumes_to_mesh; // used in traditional forward, unnecesary on clustered
+ uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered
virtual RID instance_create();
@@ -653,7 +853,7 @@ public:
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
- void _update_instance_shader_parameters_from_material(Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
+ void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
@@ -687,8 +887,6 @@ public:
real_t range_begin;
Vector2 uv_scale;
- PagedArray<RendererSceneRender::InstanceBase *> cull_result;
-
} cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
uint32_t cascade_count;
@@ -698,12 +896,10 @@ public:
struct SDFGI {
//have arrays here because SDFGI functions expects this, plus regions can have areas
- PagedArray<RendererSceneRender::InstanceBase *> region_cull_result[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
uint32_t region_count = 0;
- PagedArray<RID> cascade_lights[SDFGI_MAX_CASCADES];
uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
uint32_t cascade_light_count = 0;
@@ -714,6 +910,18 @@ public:
Frustum frustum;
} cull;
+ struct FrustumCullData {
+ Cull *cull;
+ Scenario *scenario;
+ RID shadow_atlas;
+ Transform cam_transform;
+ uint32_t visible_layers;
+ Instance *render_reflection_probe;
+ };
+
+ void _frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data);
+ void _frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
@@ -828,6 +1036,8 @@ public:
bool free(RID p_rid);
+ void set_scene_render(RendererSceneRender *p_scene_render);
+
RendererSceneCull();
virtual ~RendererSceneCull();
};
diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp
index 2c36c5c59d..f27bdc6798 100644
--- a/servers/rendering/renderer_scene_render.cpp
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index d5e8f391cd..85353c400d 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -41,6 +41,34 @@ public:
MAX_DIRECTIONAL_LIGHTS = 8,
MAX_DIRECTIONAL_LIGHT_CASCADES = 4
};
+
+ struct GeometryInstance {
+ virtual ~GeometryInstance() {}
+ };
+
+ virtual GeometryInstance *geometry_instance_create(RID p_base) = 0;
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) = 0;
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) = 0;
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) = 0;
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) = 0;
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) = 0;
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) = 0;
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) = 0;
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) = 0;
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) = 0;
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) = 0;
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) = 0;
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) = 0;
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) = 0;
+
+ virtual uint32_t geometry_instance_get_pair_mask() = 0;
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) = 0;
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) = 0;
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) = 0;
+ virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) = 0;
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) = 0;
+
/* SHADOW ATLAS API */
virtual RID
@@ -55,8 +83,6 @@ public:
/* SDFGI UPDATE */
- struct InstanceBase;
-
virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0;
virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0;
virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0;
@@ -134,83 +160,6 @@ public:
virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
- struct InstanceBase : public RendererStorage::InstanceBaseDependency {
- RS::InstanceType base_type;
- RID base;
-
- RID skeleton;
- RID material_override;
-
- RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
-
- Transform transform;
-
- float lod_bias;
-
- int depth_layer;
- uint32_t layer_mask;
-
- //RID sampled_light;
-
- Vector<RID> materials;
- Vector<RID> light_instances;
- Vector<RID> reflection_probe_instances;
- Vector<RID> gi_probe_instances;
-
- RS::ShadowCastingSetting cast_shadows;
-
- //fit in 32 bits
- bool mirror : 8;
- bool receive_shadows : 8;
- bool visible : 8;
- bool baked_light : 2; //this flag is only to know if it actually did use baked light
- bool dynamic_gi : 2; //this flag is only to know if it actually did use baked light
- bool redraw_if_visible : 4;
-
- float depth; //used for sorting
-
- InstanceBase *lightmap;
- Rect2 lightmap_uv_scale;
- int lightmap_slice_index;
- uint32_t lightmap_cull_index;
- Vector<Color> lightmap_sh; //spherical harmonic
-
- AABB aabb;
- AABB transformed_aabb;
- AABB prev_transformed_aabb;
-
- struct InstanceShaderParameter {
- int32_t index = -1;
- Variant value;
- Variant default_value;
- PropertyInfo info;
- };
-
- Map<StringName, InstanceShaderParameter> instance_shader_parameters;
- bool instance_allocated_shader_parameters = false;
- int32_t instance_allocated_shader_parameters_offset = -1;
-
- InstanceBase() {
- base_type = RS::INSTANCE_NONE;
- cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
- receive_shadows = true;
- visible = true;
- depth_layer = 0;
- layer_mask = 1;
- instance_version = 0;
- baked_light = false;
- dynamic_gi = false;
- redraw_if_visible = false;
- lightmap_slice_index = 0;
- lightmap = nullptr;
- lightmap_cull_index = 0;
- lod_bias = 1.0;
- }
-
- virtual ~InstanceBase() {
- }
- };
-
virtual RID light_instance_create(RID p_light) = 0;
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) = 0;
@@ -235,20 +184,23 @@ public:
virtual RID decal_instance_create(RID p_decal) = 0;
virtual void decal_instance_set_transform(RID p_decal, const Transform &p_transform) = 0;
+ virtual RID lightmap_instance_create(RID p_lightmap) = 0;
+ virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) = 0;
+
virtual RID gi_probe_instance_create(RID p_gi_probe) = 0;
virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0;
virtual bool gi_probe_needs_update(RID p_probe) const = 0;
- virtual void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::InstanceBase *> &p_dynamic_objects) = 0;
+ virtual void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) = 0;
virtual void gi_probe_set_quality(RS::GIProbeQuality) = 0;
- virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold) = 0;
+ virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold) = 0;
- virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<InstanceBase *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0) = 0;
- virtual void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<InstanceBase *> &p_instances) = 0;
+ virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0) = 0;
+ virtual void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void render_sdfgi(RID p_render_buffers, int p_region, const PagedArray<GeometryInstance *> &p_instances) = 0;
virtual void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_lights) = 0;
- virtual void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<InstanceBase *> &p_instances) = 0;
+ virtual void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) = 0;
virtual void set_scene_pass(uint64_t p_pass) = 0;
virtual void set_time(double p_time, double p_step) = 0;
diff --git a/servers/rendering/renderer_storage.cpp b/servers/rendering/renderer_storage.cpp
index 1b2773e404..a402ecc668 100644
--- a/servers/rendering/renderer_storage.cpp
+++ b/servers/rendering/renderer_storage.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,28 +32,31 @@
RendererStorage *RendererStorage::base_singleton = nullptr;
-void RendererStorage::InstanceDependency::instance_notify_changed(bool p_aabb, bool p_dependencies) {
- for (Map<InstanceBaseDependency *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
- E->key()->dependency_changed(p_aabb, p_dependencies);
+void RendererStorage::Dependency::changed_notify(DependencyChangedNotification p_notification) {
+ for (Map<DependencyTracker *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
+ if (E->key()->changed_callback) {
+ E->key()->changed_callback(p_notification, E->key());
+ }
}
}
-void RendererStorage::InstanceDependency::instance_notify_deleted(RID p_deleted) {
- for (Map<InstanceBaseDependency *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
- E->key()->dependency_deleted(p_deleted);
+void RendererStorage::Dependency::deleted_notify(const RID &p_rid) {
+ for (Map<DependencyTracker *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
+ if (E->key()->deleted_callback) {
+ E->key()->deleted_callback(p_rid, E->key());
+ }
}
- for (Map<InstanceBaseDependency *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
+ for (Map<DependencyTracker *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
E->key()->dependencies.erase(this);
}
-
instances.clear();
}
-RendererStorage::InstanceDependency::~InstanceDependency() {
+RendererStorage::Dependency::~Dependency() {
#ifdef DEBUG_ENABLED
if (instances.size()) {
WARN_PRINT("Leaked instance dependency: Bug - did not call instance_notify_deleted when freeing.");
- for (Map<InstanceBaseDependency *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
+ for (Map<DependencyTracker *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
E->key()->dependencies.erase(this);
}
}
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index 895a7a5be8..64c23c7803 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,43 +37,59 @@ class RendererStorage {
Color default_clear_color;
public:
- struct InstanceBaseDependency;
+ enum DependencyChangedNotification {
+ DEPENDENCY_CHANGED_AABB,
+ DEPENDENCY_CHANGED_MATERIAL,
+ DEPENDENCY_CHANGED_MESH,
+ DEPENDENCY_CHANGED_MULTIMESH,
+ DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES,
+ DEPENDENCY_CHANGED_DECAL,
+ DEPENDENCY_CHANGED_SKELETON_DATA,
+ DEPENDENCY_CHANGED_SKELETON_BONES,
+ DEPENDENCY_CHANGED_LIGHT,
+ DEPENDENCY_CHANGED_REFLECTION_PROBE,
+ };
+
+ struct DependencyTracker;
- struct InstanceDependency {
- void instance_notify_changed(bool p_aabb, bool p_dependencies);
- void instance_notify_deleted(RID p_deleted);
+protected:
+ struct Dependency {
+ void changed_notify(DependencyChangedNotification p_notification);
+ void deleted_notify(const RID &p_rid);
- ~InstanceDependency();
+ ~Dependency();
private:
- friend struct InstanceBaseDependency;
- Map<InstanceBaseDependency *, uint32_t> instances;
+ friend struct DependencyTracker;
+ Map<DependencyTracker *, uint32_t> instances;
};
- struct InstanceBaseDependency {
- uint32_t instance_version;
- Set<InstanceDependency *> dependencies;
+public:
+ struct DependencyTracker {
+ void *userdata = nullptr;
+ typedef void (*ChangedCallback)(DependencyChangedNotification, DependencyTracker *);
+ typedef void (*DeletedCallback)(const RID &, DependencyTracker *);
- virtual void dependency_deleted(RID p_dependency) {}
- virtual void dependency_changed(bool p_aabb, bool p_dependencies) {}
+ ChangedCallback changed_callback = nullptr;
+ DeletedCallback deleted_callback = nullptr;
- void instance_increase_version() {
+ void update_begin() { // call before updating dependencies
instance_version++;
}
- void update_dependency(InstanceDependency *p_dependency) {
+ void update_dependency(Dependency *p_dependency) { //called internally, can't be used directly, use update functions in Storage
dependencies.insert(p_dependency);
p_dependency->instances[this] = instance_version;
}
- void clean_up_dependencies() {
- List<Pair<InstanceDependency *, Map<InstanceBaseDependency *, uint32_t>::Element *>> to_clean_up;
- for (Set<InstanceDependency *>::Element *E = dependencies.front(); E; E = E->next()) {
- InstanceDependency *dep = E->get();
- Map<InstanceBaseDependency *, uint32_t>::Element *F = dep->instances.find(this);
+ void update_end() { //call after updating dependencies
+ List<Pair<Dependency *, Map<DependencyTracker *, uint32_t>::Element *>> to_clean_up;
+ for (Set<Dependency *>::Element *E = dependencies.front(); E; E = E->next()) {
+ Dependency *dep = E->get();
+ Map<DependencyTracker *, uint32_t>::Element *F = dep->instances.find(this);
ERR_CONTINUE(!F);
if (F->get() != instance_version) {
- Pair<InstanceDependency *, Map<InstanceBaseDependency *, uint32_t>::Element *> p;
+ Pair<Dependency *, Map<DependencyTracker *, uint32_t>::Element *> p;
p.first = dep;
p.second = F;
to_clean_up.push_back(p);
@@ -86,15 +102,20 @@ public:
}
}
- void clear_dependencies() {
- for (Set<InstanceDependency *>::Element *E = dependencies.front(); E; E = E->next()) {
- InstanceDependency *dep = E->get();
+ void clear() { // clear all dependencies
+ for (Set<Dependency *>::Element *E = dependencies.front(); E; E = E->next()) {
+ Dependency *dep = E->get();
dep->instances.erase(this);
}
dependencies.clear();
}
- virtual ~InstanceBaseDependency() { clear_dependencies(); }
+ ~DependencyTracker() { clear(); }
+
+ private:
+ friend struct Dependency;
+ uint32_t instance_version = 0;
+ Set<Dependency *> dependencies;
};
/* TEXTURE API */
@@ -158,6 +179,8 @@ public:
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
+
/* COMMON MATERIAL API */
virtual RID material_create() = 0;
@@ -181,7 +204,7 @@ public:
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
- virtual void material_update_dependency(RID p_material, InstanceBaseDependency *p_instance) = 0;
+ virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) = 0;
/* MESH API */
@@ -349,8 +372,8 @@ public:
virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;
virtual float reflection_probe_get_lod_threshold(RID p_probe) const = 0;
- virtual void base_update_dependency(RID p_base, InstanceBaseDependency *p_instance) = 0;
- virtual void skeleton_update_dependency(RID p_base, InstanceBaseDependency *p_instance) = 0;
+ virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
+ virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
/* DECAL API */
@@ -474,8 +497,8 @@ public:
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis) = 0;
- virtual void particles_add_collision(RID p_particles, InstanceBaseDependency *p_instance) = 0;
- virtual void particles_remove_collision(RID p_particles, InstanceBaseDependency *p_instance) = 0;
+ virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) = 0;
+ virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) = 0;
virtual void update_particles() = 0;
@@ -496,6 +519,11 @@ public:
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0;
+ //used from 2D and 3D
+ virtual RID particles_collision_instance_create(RID p_collision) = 0;
+ virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform) = 0;
+ virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) = 0;
+
/* GLOBAL VARIABLES */
virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) = 0;
diff --git a/servers/rendering/renderer_thread_pool.cpp b/servers/rendering/renderer_thread_pool.cpp
new file mode 100644
index 0000000000..98050dd508
--- /dev/null
+++ b/servers/rendering/renderer_thread_pool.cpp
@@ -0,0 +1,42 @@
+/*************************************************************************/
+/* renderer_thread_pool.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "renderer_thread_pool.h"
+
+RendererThreadPool *RendererThreadPool::singleton = nullptr;
+
+RendererThreadPool::RendererThreadPool() {
+ singleton = this;
+ thread_work_pool.init();
+}
+
+RendererThreadPool::~RendererThreadPool() {
+ thread_work_pool.finish();
+}
diff --git a/servers/rendering/renderer_thread_pool.h b/servers/rendering/renderer_thread_pool.h
new file mode 100644
index 0000000000..ae25415a0d
--- /dev/null
+++ b/servers/rendering/renderer_thread_pool.h
@@ -0,0 +1,45 @@
+/*************************************************************************/
+/* renderer_thread_pool.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERERTHREADPOOL_H
+#define RENDERERTHREADPOOL_H
+
+#include "core/templates/thread_work_pool.h"
+
+class RendererThreadPool {
+public:
+ ThreadWorkPool thread_work_pool;
+
+ static RendererThreadPool *singleton;
+ RendererThreadPool();
+ ~RendererThreadPool();
+};
+
+#endif // RENDERERTHREADPOOL_H
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index ea95eb1189..9956e4050b 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h
index e836d05dfc..c3ff52a836 100644
--- a/servers/rendering/renderer_viewport.h
+++ b/servers/rendering/renderer_viewport.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index e78140bcec..73c86a0a1d 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index b3d4e66f6c..787805ea6a 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp
index 90df85f961..2f11360364 100644
--- a/servers/rendering/rendering_device_binds.cpp
+++ b/servers/rendering/rendering_device_binds.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h
index 5deeec3ffe..e43c3669b5 100644
--- a/servers/rendering/rendering_device_binds.h
+++ b/servers/rendering/rendering_device_binds.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
index da6c3ef6f4..8c6e97a0af 100644
--- a/servers/rendering/rendering_server_default.cpp
+++ b/servers/rendering/rendering_server_default.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -267,7 +267,7 @@ RenderingServerDefault::RenderingServerDefault() {
RSG::rasterizer = RendererCompositor::create();
RSG::storage = RSG::rasterizer->get_storage();
RSG::canvas_render = RSG::rasterizer->get_canvas();
- sr->scene_render = RSG::rasterizer->get_scene();
+ sr->set_scene_render(RSG::rasterizer->get_scene());
frame_profile_frame = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 922cf08f3b..71f459f34a 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -219,6 +219,8 @@ public:
BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
BIND2RC(Variant, shader_get_param_default, RID, const StringName &)
+ BIND1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
+
/* COMMON MATERIAL API */
BIND0R(RID, material_create)
diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp
index b9df36e93a..c0d9988e85 100644
--- a/servers/rendering/rendering_server_globals.cpp
+++ b/servers/rendering/rendering_server_globals.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h
index 580526f7e0..a28a0f5180 100644
--- a/servers/rendering/rendering_server_globals.h
+++ b/servers/rendering/rendering_server_globals.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_server_wrap_mt.cpp b/servers/rendering/rendering_server_wrap_mt.cpp
index 40ad228fd0..3572c4dc78 100644
--- a/servers/rendering/rendering_server_wrap_mt.cpp
+++ b/servers/rendering/rendering_server_wrap_mt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index 1e6c3b8f71..3db90c32df 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -129,6 +129,8 @@ public:
FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
+ FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
+
/* COMMON MATERIAL API */
FUNCRID(material)
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index ba343cf851..0cb9220bb3 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index d8fc316f47..27767378f9 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index e7ab758192..c1fa4a8ca7 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h
index 50f910babb..e59cef6b79 100644
--- a/servers/rendering/shader_types.h
+++ b/servers/rendering/shader_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index e9bfb7ecf5..b87171dc5e 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -865,8 +865,22 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
ERR_FAIL_V(ERR_INVALID_DATA);
} break;
}
-
ERR_FAIL_COND_V(array_len == 0, ERR_INVALID_DATA);
+ } else if (i == RS::ARRAY_BONES) {
+ switch (p_arrays[i].get_type()) {
+ case Variant::PACKED_INT32_ARRAY: {
+ Vector<Vector3> vertexes = p_arrays[RS::ARRAY_VERTEX];
+ Vector<int32_t> bones = p_arrays[i];
+ int32_t bone_8_group_count = bones.size() / (ARRAY_WEIGHTS_SIZE * 2);
+ int32_t vertex_count = vertexes.size();
+ if (vertex_count == bone_8_group_count) {
+ format |= RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
+ }
+ } break;
+ default: {
+ ERR_FAIL_V(ERR_INVALID_DATA);
+ } break;
+ }
} else if (i == RS::ARRAY_INDEX) {
index_array_len = PackedInt32Array(p_arrays[i]).size();
}
@@ -2239,6 +2253,8 @@ void RenderingServer::set_render_loop_enabled(bool p_enabled) {
RenderingServer::RenderingServer() {
//ERR_FAIL_COND(singleton);
+
+ thread_pool = memnew(RendererThreadPool);
singleton = this;
GLOBAL_DEF_RST("rendering/vram_compression/import_bptc", false);
@@ -2369,8 +2385,13 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/spatial_indexer/update_iterations_per_frame", 10);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/spatial_indexer/update_iterations_per_frame", PropertyInfo(Variant::INT, "rendering/spatial_indexer/update_iterations_per_frame", PROPERTY_HINT_RANGE, "0,1024,1"));
+ GLOBAL_DEF("rendering/spatial_indexer/threaded_cull_minimum_instances", 1000);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/spatial_indexer/threaded_cull_minimum_instances", PropertyInfo(Variant::INT, "rendering/spatial_indexer/threaded_cull_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1"));
+ GLOBAL_DEF("rendering/forward_renderer/threaded_render_minimum_instances", 500);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/forward_renderer/threaded_render_minimum_instances", PropertyInfo(Variant::INT, "rendering/forward_renderer/threaded_render_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1"));
}
RenderingServer::~RenderingServer() {
+ memdelete(thread_pool);
singleton = nullptr;
}
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index f403264a96..74bdb344bd 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -39,6 +39,7 @@
#include "core/variant/typed_array.h"
#include "core/variant/variant.h"
#include "servers/display_server.h"
+#include "servers/rendering/renderer_thread_pool.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_language.h"
@@ -52,6 +53,8 @@ class RenderingServer : public Object {
Array _get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, Vector<uint8_t> p_attrib_data, Vector<uint8_t> p_skin_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const;
+ RendererThreadPool *thread_pool = nullptr;
+
protected:
RID _make_test_cube();
void _free_internal_rids();
@@ -130,11 +133,11 @@ public:
virtual void texture_set_detect_normal_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
enum TextureDetectRoughnessChannel {
- TEXTURE_DETECT_ROUGNHESS_R,
- TEXTURE_DETECT_ROUGNHESS_G,
- TEXTURE_DETECT_ROUGNHESS_B,
- TEXTURE_DETECT_ROUGNHESS_A,
- TEXTURE_DETECT_ROUGNHESS_GRAY,
+ TEXTURE_DETECT_ROUGHNESS_R,
+ TEXTURE_DETECT_ROUGHNESS_G,
+ TEXTURE_DETECT_ROUGHNESS_B,
+ TEXTURE_DETECT_ROUGHNESS_A,
+ TEXTURE_DETECT_ROUGHNESS_GRAY,
};
typedef void (*TextureDetectRoughnessCallback)(void *, const String &, TextureDetectRoughnessChannel);
@@ -176,6 +179,19 @@ public:
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
+ struct ShaderNativeSourceCode {
+ struct Version {
+ struct Stage {
+ String name;
+ String code;
+ };
+ Vector<Stage> stages;
+ };
+ Vector<Version> versions;
+ };
+
+ virtual ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
+
/* COMMON MATERIAL API */
enum {
diff --git a/servers/server_wrap_mt_common.h b/servers/server_wrap_mt_common.h
index 4481b296c6..5e18dc1e6d 100644
--- a/servers/server_wrap_mt_common.h
+++ b/servers/server_wrap_mt_common.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/text_server.cpp b/servers/text_server.cpp
index bdd0dbcf4e..da68ceb128 100644
--- a/servers/text_server.cpp
+++ b/servers/text_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/text_server.h b/servers/text_server.h
index a9b8649268..23367de4c8 100644
--- a/servers/text_server.h
+++ b/servers/text_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp
index e9858416ec..9148631899 100644
--- a/servers/xr/xr_interface.cpp
+++ b/servers/xr/xr_interface.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index 8afcf115d2..8039018f35 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp
index 91469b1aec..5341390045 100644
--- a/servers/xr/xr_positional_tracker.cpp
+++ b/servers/xr/xr_positional_tracker.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h
index c0976d3c13..420d818342 100644
--- a/servers/xr/xr_positional_tracker.h
+++ b/servers/xr/xr_positional_tracker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp
index 9d35825ae9..2acc2e398c 100644
--- a/servers/xr_server.cpp
+++ b/servers/xr_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/xr_server.h b/servers/xr_server.h
index d66d4e778a..d3972be838 100644
--- a/servers/xr_server.h
+++ b/servers/xr_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/SCsub b/tests/SCsub
index 7aab28531d..0f3c14f0bd 100644
--- a/tests/SCsub
+++ b/tests/SCsub
@@ -17,6 +17,11 @@ if env["module_gdnative_enabled"]:
if env_tests["platform"] == "windows":
env_tests.Append(CPPDEFINES=[("DOCTEST_THREAD_LOCAL", "")])
+# Increase number of addressable sections in object files
+# due to doctest's heavy use of templates and macros.
+if env_tests.msvc:
+ env_tests.Append(CCFLAGS=["/bigobj"])
+
env_tests.add_source_files(env.tests_sources, "*.cpp")
lib = env_tests.add_library("tests", env.tests_sources)
diff --git a/tests/test_aabb.h b/tests/test_aabb.h
index 404a73a95f..517c4dcefd 100644
--- a/tests/test_aabb.h
+++ b/tests/test_aabb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_astar.h b/tests/test_astar.h
index cd1bd84c15..12664a5ff1 100644
--- a/tests/test_astar.h
+++ b/tests/test_astar.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_basis.h b/tests/test_basis.h
index 00a00b4a5b..11c68f9eb7 100644
--- a/tests/test_basis.h
+++ b/tests/test_basis.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_class_db.h b/tests/test_class_db.h
index f95b98be15..11bf95ae28 100644
--- a/tests/test_class_db.h
+++ b/tests/test_class_db.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_color.h b/tests/test_color.h
index c2bb63b7d0..eb8d7dcbd4 100644
--- a/tests/test_color.h
+++ b/tests/test_color.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_command_queue.h b/tests/test_command_queue.h
index ce42d94475..2f0b75760d 100644
--- a/tests/test_command_queue.h
+++ b/tests/test_command_queue.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_config_file.h b/tests/test_config_file.h
index f910ca4b1f..958341018b 100644
--- a/tests/test_config_file.h
+++ b/tests/test_config_file.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_crypto.h b/tests/test_crypto.h
index 9e219ceec9..8da8c75544 100644
--- a/tests/test_crypto.h
+++ b/tests/test_crypto.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_curve.h b/tests/test_curve.h
index b123ef6325..019941a7ce 100644
--- a/tests/test_curve.h
+++ b/tests/test_curve.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_expression.h b/tests/test_expression.h
index 2b89de4327..0ef60d1a19 100644
--- a/tests/test_expression.h
+++ b/tests/test_expression.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_file_access.h b/tests/test_file_access.h
index a55d846360..00a314644c 100644
--- a/tests/test_file_access.h
+++ b/tests/test_file_access.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_geometry_2d.h b/tests/test_geometry_2d.h
new file mode 100644
index 0000000000..ea02d1114f
--- /dev/null
+++ b/tests/test_geometry_2d.h
@@ -0,0 +1,553 @@
+/*************************************************************************/
+/* test_geometry_2d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TEST_GEOMETRY_2D_H
+#define TEST_GEOMETRY_2D_H
+
+#include "core/math/geometry_2d.h"
+#include "core/templates/vector.h"
+
+#include "thirdparty/doctest/doctest.h"
+
+namespace TestGeometry2D {
+
+TEST_CASE("[Geometry2D] Point in circle") {
+ CHECK(Geometry2D::is_point_in_circle(Vector2(0, 0), Vector2(0, 0), 1.0));
+
+ CHECK(Geometry2D::is_point_in_circle(Vector2(0, 0), Vector2(11.99, 0), 12));
+ CHECK(Geometry2D::is_point_in_circle(Vector2(-11.99, 0), Vector2(0, 0), 12));
+
+ CHECK_FALSE(Geometry2D::is_point_in_circle(Vector2(0, 0), Vector2(12.01, 0), 12));
+ CHECK_FALSE(Geometry2D::is_point_in_circle(Vector2(-12.01, 0), Vector2(0, 0), 12));
+
+ CHECK(Geometry2D::is_point_in_circle(Vector2(7, -42), Vector2(4, -40), 3.7));
+ CHECK_FALSE(Geometry2D::is_point_in_circle(Vector2(7, -42), Vector2(4, -40), 3.5));
+
+ // This tests points on the edge of the circle. They are treated as beeing inside the circle.
+ // In `is_point_in_triangle` and `is_point_in_polygon` they are treated as being outside, so in order the make
+ // the behaviour consistent this may change in the future (see issue #44717 and PR #44274).
+ CHECK(Geometry2D::is_point_in_circle(Vector2(1.0, 0.0), Vector2(0, 0), 1.0));
+ CHECK(Geometry2D::is_point_in_circle(Vector2(0.0, -1.0), Vector2(0, 0), 1.0));
+}
+
+TEST_CASE("[Geometry2D] Point in triangle") {
+ CHECK(Geometry2D::is_point_in_triangle(Vector2(0, 0), Vector2(-1, 1), Vector2(0, -1), Vector2(1, 1)));
+ CHECK_FALSE(Geometry2D::is_point_in_triangle(Vector2(-1.01, 1.0), Vector2(-1, 1), Vector2(0, -1), Vector2(1, 1)));
+
+ CHECK(Geometry2D::is_point_in_triangle(Vector2(3, 2.5), Vector2(1, 4), Vector2(3, 2), Vector2(5, 4)));
+ CHECK(Geometry2D::is_point_in_triangle(Vector2(-3, -2.5), Vector2(-1, -4), Vector2(-3, -2), Vector2(-5, -4)));
+ CHECK_FALSE(Geometry2D::is_point_in_triangle(Vector2(0, 0), Vector2(1, 4), Vector2(3, 2), Vector2(5, 4)));
+
+ // This tests points on the edge of the triangle. They are treated as beeing outside the triangle.
+ // In `is_point_in_circle` they are treated as being inside, so in order the make
+ // the behaviour consistent this may change in the future (see issue #44717 and PR #44274).
+ CHECK_FALSE(Geometry2D::is_point_in_triangle(Vector2(1, 1), Vector2(-1, 1), Vector2(0, -1), Vector2(1, 1)));
+ CHECK_FALSE(Geometry2D::is_point_in_triangle(Vector2(0, 1), Vector2(-1, 1), Vector2(0, -1), Vector2(1, 1)));
+}
+
+TEST_CASE("[Geometry2D] Point in polygon") {
+ Vector<Vector2> p;
+ CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(0, 0), p));
+
+ p.push_back(Vector2(-88, 120));
+ p.push_back(Vector2(-74, -38));
+ p.push_back(Vector2(135, -145));
+ p.push_back(Vector2(425, 70));
+ p.push_back(Vector2(68, 112));
+ p.push_back(Vector2(-120, 370));
+ p.push_back(Vector2(-323, -145));
+ CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(-350, 0), p));
+ CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(-110, 60), p));
+ CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(412, 96), p));
+ CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(83, 130), p));
+ CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(-320, -153), p));
+
+ CHECK(Geometry2D::is_point_in_polygon(Vector2(0, 0), p));
+ CHECK(Geometry2D::is_point_in_polygon(Vector2(-230, 0), p));
+ CHECK(Geometry2D::is_point_in_polygon(Vector2(130, -110), p));
+ CHECK(Geometry2D::is_point_in_polygon(Vector2(370, 55), p));
+ CHECK(Geometry2D::is_point_in_polygon(Vector2(-160, 190), p));
+
+ // This tests points on the edge of the polygon. They are treated as beeing outside the polygon.
+ // In `is_point_in_circle` they are treated as being inside, so in order the make
+ // the behaviour consistent this may change in the future (see issue #44717 and PR #44274).
+ CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(68, 112), p));
+ CHECK_FALSE(Geometry2D::is_point_in_polygon(Vector2(-88, 120), p));
+}
+
+TEST_CASE("[Geometry2D] Polygon clockwise") {
+ Vector<Vector2> p;
+ CHECK_FALSE(Geometry2D::is_polygon_clockwise(p));
+
+ p.push_back(Vector2(5, -5));
+ p.push_back(Vector2(-1, -5));
+ p.push_back(Vector2(-5, -1));
+ p.push_back(Vector2(-1, 3));
+ p.push_back(Vector2(1, 5));
+ CHECK(Geometry2D::is_polygon_clockwise(p));
+
+ p.invert();
+ CHECK_FALSE(Geometry2D::is_polygon_clockwise(p));
+}
+
+TEST_CASE("[Geometry2D] Line intersection") {
+ Vector2 r;
+ CHECK(Geometry2D::line_intersects_line(Vector2(2, 0), Vector2(0, 1), Vector2(0, 2), Vector2(1, 0), r));
+ CHECK(r.is_equal_approx(Vector2(2, 2)));
+
+ CHECK(Geometry2D::line_intersects_line(Vector2(-1, 1), Vector2(1, -1), Vector2(4, 1), Vector2(-1, -1), r));
+ CHECK(r.is_equal_approx(Vector2(1.5, -1.5)));
+
+ CHECK(Geometry2D::line_intersects_line(Vector2(-1, 0), Vector2(-1, -1), Vector2(1, 0), Vector2(1, -1), r));
+ CHECK(r.is_equal_approx(Vector2(0, 1)));
+
+ CHECK_FALSE_MESSAGE(
+ Geometry2D::line_intersects_line(Vector2(-1, 1), Vector2(1, -1), Vector2(0, 1), Vector2(1, -1), r),
+ "Parallel lines should not intersect.");
+}
+
+TEST_CASE("[Geometry2D] Segment intersection.") {
+ Vector2 r;
+
+ CHECK(Geometry2D::segment_intersects_segment(Vector2(-1, 1), Vector2(1, -1), Vector2(1, 1), Vector2(-1, -1), &r));
+ CHECK(r.is_equal_approx(Vector2(0, 0)));
+
+ CHECK_FALSE(Geometry2D::segment_intersects_segment(Vector2(-1, 1), Vector2(1, -1), Vector2(1, 1), Vector2(0.1, 0.1), &r));
+ CHECK_FALSE_MESSAGE(
+ Geometry2D::segment_intersects_segment(Vector2(-1, 1), Vector2(1, -1), Vector2(0, 1), Vector2(1, -1), &r),
+ "Parallel segments should not intersect.");
+}
+
+TEST_CASE("[Geometry2D] Closest point to segment") {
+ Vector2 s[] = { Vector2(-4, -4), Vector2(4, 4) };
+ CHECK(Geometry2D::get_closest_point_to_segment(Vector2(4.1, 4.1), s).is_equal_approx(Vector2(4, 4)));
+ CHECK(Geometry2D::get_closest_point_to_segment(Vector2(-4.1, -4.1), s).is_equal_approx(Vector2(-4, -4)));
+ CHECK(Geometry2D::get_closest_point_to_segment(Vector2(-1, 1), s).is_equal_approx(Vector2(0, 0)));
+}
+
+TEST_CASE("[Geometry2D] Closest point to uncapped segment") {
+ Vector2 s[] = { Vector2(-4, -4), Vector2(4, 4) };
+ CHECK(Geometry2D::get_closest_point_to_segment_uncapped(Vector2(-1, 1), s).is_equal_approx(Vector2(0, 0)));
+ CHECK(Geometry2D::get_closest_point_to_segment_uncapped(Vector2(-4, -6), s).is_equal_approx(Vector2(-5, -5)));
+ CHECK(Geometry2D::get_closest_point_to_segment_uncapped(Vector2(4, 6), s).is_equal_approx(Vector2(5, 5)));
+}
+
+TEST_CASE("[Geometry2D] Closest points between segments") {
+ Vector2 c1, c2;
+ Geometry2D::get_closest_points_between_segments(Vector2(2, 2), Vector2(3, 3), Vector2(4, 4), Vector2(4, 5), c1, c2);
+ CHECK(c1.is_equal_approx(Vector2(3, 3)));
+ CHECK(c2.is_equal_approx(Vector2(4, 4)));
+
+ Geometry2D::get_closest_points_between_segments(Vector2(0, 1), Vector2(-2, -1), Vector2(0, 0), Vector2(2, -2), c1, c2);
+ CHECK(c1.is_equal_approx(Vector2(-0.5, 0.5)));
+ CHECK(c2.is_equal_approx(Vector2(0, 0)));
+
+ Geometry2D::get_closest_points_between_segments(Vector2(-1, 1), Vector2(1, -1), Vector2(1, 1), Vector2(-1, -1), c1, c2);
+ CHECK(c1.is_equal_approx(Vector2(0, 0)));
+ CHECK(c2.is_equal_approx(Vector2(0, 0)));
+}
+
+TEST_CASE("[Geometry2D] Make atlas") {
+ Vector<Point2i> result;
+ Size2i size;
+
+ Vector<Size2i> r;
+ r.push_back(Size2i(2, 2));
+ Geometry2D::make_atlas(r, result, size);
+ CHECK(size == Size2i(2, 2));
+ CHECK(result.size() == r.size());
+
+ r.clear();
+ result.clear();
+ r.push_back(Size2i(1, 2));
+ r.push_back(Size2i(3, 4));
+ r.push_back(Size2i(5, 6));
+ r.push_back(Size2i(7, 8));
+ Geometry2D::make_atlas(r, result, size);
+ CHECK(result.size() == r.size());
+}
+
+TEST_CASE("[Geometry2D] Polygon intersection") {
+ Vector<Point2> a;
+ Vector<Point2> b;
+ Vector<Vector<Point2>> r;
+
+ a.push_back(Point2(30, 60));
+ a.push_back(Point2(70, 5));
+ a.push_back(Point2(200, 40));
+ a.push_back(Point2(80, 200));
+
+ SUBCASE("[Geometry2D] Both polygons are empty") {
+ r = Geometry2D::intersect_polygons(Vector<Point2>(), Vector<Point2>());
+ CHECK_MESSAGE(r.is_empty(), "Both polygons are empty. The intersection should also be empty.");
+ }
+
+ SUBCASE("[Geometry2D] One polygon is empty") {
+ r = Geometry2D::intersect_polygons(a, b);
+ REQUIRE_MESSAGE(r.is_empty(), "One polygon is empty. The intersection should also be empty.");
+ }
+
+ SUBCASE("[Geometry2D] Basic intersection") {
+ b.push_back(Point2(200, 300));
+ b.push_back(Point2(90, 200));
+ b.push_back(Point2(50, 100));
+ b.push_back(Point2(200, 90));
+ r = Geometry2D::intersect_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 1, "The polygons should intersect each other with 1 resulting intersection polygon.");
+ REQUIRE_MESSAGE(r[0].size() == 3, "The resulting intersection polygon should have 3 vertices.");
+ CHECK(r[0][0].is_equal_approx(Point2(86.52174, 191.30436)));
+ CHECK(r[0][1].is_equal_approx(Point2(50, 100)));
+ CHECK(r[0][2].is_equal_approx(Point2(160.52632, 92.63157)));
+ }
+
+ SUBCASE("[Geometry2D] Intersection with one polygon beeing completly inside the other polygon") {
+ b.push_back(Point2(80, 100));
+ b.push_back(Point2(50, 50));
+ b.push_back(Point2(150, 50));
+ r = Geometry2D::intersect_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 1, "The polygons should intersect each other with 1 resulting intersection polygon.");
+ REQUIRE_MESSAGE(r[0].size() == 3, "The resulting intersection polygon should have 3 vertices.");
+ CHECK(r[0][0].is_equal_approx(b[0]));
+ CHECK(r[0][1].is_equal_approx(b[1]));
+ CHECK(r[0][2].is_equal_approx(b[2]));
+ }
+
+ SUBCASE("[Geometry2D] No intersection with 2 non-empty polygons") {
+ b.push_back(Point2(150, 150));
+ b.push_back(Point2(250, 100));
+ b.push_back(Point2(300, 200));
+ r = Geometry2D::intersect_polygons(a, b);
+ REQUIRE_MESSAGE(r.is_empty(), "The polygons should not intersect each other.");
+ }
+
+ SUBCASE("[Geometry2D] Intersection with 2 resulting polygons") {
+ a.clear();
+ a.push_back(Point2(70, 5));
+ a.push_back(Point2(140, 7));
+ a.push_back(Point2(100, 52));
+ a.push_back(Point2(170, 50));
+ a.push_back(Point2(60, 125));
+ b.push_back(Point2(70, 105));
+ b.push_back(Point2(115, 55));
+ b.push_back(Point2(90, 15));
+ b.push_back(Point2(160, 50));
+ r = Geometry2D::intersect_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 2, "The polygons should intersect each other with 2 resulting intersection polygons.");
+ REQUIRE_MESSAGE(r[0].size() == 4, "The resulting intersection polygon should have 4 vertices.");
+ CHECK(r[0][0].is_equal_approx(Point2(70, 105)));
+ CHECK(r[0][1].is_equal_approx(Point2(115, 55)));
+ CHECK(r[0][2].is_equal_approx(Point2(112.894737, 51.63158)));
+ CHECK(r[0][3].is_equal_approx(Point2(159.509537, 50.299728)));
+
+ REQUIRE_MESSAGE(r[1].size() == 3, "The intersection polygon should have 3 vertices.");
+ CHECK(r[1][0].is_equal_approx(Point2(119.692307, 29.846149)));
+ CHECK(r[1][1].is_equal_approx(Point2(107.706421, 43.33028)));
+ CHECK(r[1][2].is_equal_approx(Point2(90, 15)));
+ }
+}
+
+TEST_CASE("[Geometry2D] Merge polygons") {
+ Vector<Point2> a;
+ Vector<Point2> b;
+ Vector<Vector<Point2>> r;
+
+ a.push_back(Point2(225, 180));
+ a.push_back(Point2(160, 230));
+ a.push_back(Point2(20, 212));
+ a.push_back(Point2(50, 115));
+
+ SUBCASE("[Geometry2D] Both polygons are empty") {
+ r = Geometry2D::merge_polygons(Vector<Point2>(), Vector<Point2>());
+ REQUIRE_MESSAGE(r.is_empty(), "Both polygons are empty. The union should also be empty.");
+ }
+
+ SUBCASE("[Geometry2D] One polygon is empty") {
+ r = Geometry2D::merge_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 1, "One polygon is non-empty. There should be 1 resulting merged polygon.");
+ REQUIRE_MESSAGE(r[0].size() == 4, "The resulting merged polygon should have 4 vertices.");
+ CHECK(r[0][0].is_equal_approx(a[0]));
+ CHECK(r[0][1].is_equal_approx(a[1]));
+ CHECK(r[0][2].is_equal_approx(a[2]));
+ CHECK(r[0][3].is_equal_approx(a[3]));
+ }
+
+ SUBCASE("[Geometry2D] Basic merge with 2 polygons") {
+ b.push_back(Point2(180, 190));
+ b.push_back(Point2(60, 140));
+ b.push_back(Point2(160, 80));
+ r = Geometry2D::merge_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 1, "The merged polygons should result in 1 polygon.");
+ REQUIRE_MESSAGE(r[0].size() == 7, "The resulting merged polygon should have 7 vertices.");
+ CHECK(r[0][0].is_equal_approx(Point2(174.791077, 161.350967)));
+ CHECK(r[0][1].is_equal_approx(Point2(225, 180)));
+ CHECK(r[0][2].is_equal_approx(Point2(160, 230)));
+ CHECK(r[0][3].is_equal_approx(Point2(20, 212)));
+ CHECK(r[0][4].is_equal_approx(Point2(50, 115)));
+ CHECK(r[0][5].is_equal_approx(Point2(81.911758, 126.852943)));
+ CHECK(r[0][6].is_equal_approx(Point2(160, 80)));
+ }
+
+ SUBCASE("[Geometry2D] Merge with 2 resulting merged polygons (outline and hole)") {
+ b.push_back(Point2(180, 190));
+ b.push_back(Point2(140, 125));
+ b.push_back(Point2(60, 140));
+ b.push_back(Point2(160, 80));
+ r = Geometry2D::merge_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 2, "The merged polygons should result in 2 polygons.");
+
+ REQUIRE_MESSAGE(!Geometry2D::is_polygon_clockwise(r[0]), "The merged polygon (outline) should be counter-clockwise.");
+ REQUIRE_MESSAGE(r[0].size() == 7, "The resulting merged polygon (outline) should have 7 vertices.");
+ CHECK(r[0][0].is_equal_approx(Point2(174.791077, 161.350967)));
+ CHECK(r[0][1].is_equal_approx(Point2(225, 180)));
+ CHECK(r[0][2].is_equal_approx(Point2(160, 230)));
+ CHECK(r[0][3].is_equal_approx(Point2(20, 212)));
+ CHECK(r[0][4].is_equal_approx(Point2(50, 115)));
+ CHECK(r[0][5].is_equal_approx(Point2(81.911758, 126.852943)));
+ CHECK(r[0][6].is_equal_approx(Point2(160, 80)));
+
+ REQUIRE_MESSAGE(Geometry2D::is_polygon_clockwise(r[1]), "The resulting merged polygon (hole) should be clockwise.");
+ REQUIRE_MESSAGE(r[1].size() == 3, "The resulting merged polygon (hole) should have 3 vertices.");
+ CHECK(r[1][0].is_equal_approx(Point2(98.083069, 132.859421)));
+ CHECK(r[1][1].is_equal_approx(Point2(158.689453, 155.370377)));
+ CHECK(r[1][2].is_equal_approx(Point2(140, 125)));
+ }
+}
+
+TEST_CASE("[Geometry2D] Clip polygons") {
+ Vector<Point2> a;
+ Vector<Point2> b;
+ Vector<Vector<Point2>> r;
+
+ a.push_back(Point2(225, 180));
+ a.push_back(Point2(160, 230));
+ a.push_back(Point2(20, 212));
+ a.push_back(Point2(50, 115));
+
+ SUBCASE("[Geometry2D] Both polygons are empty") {
+ r = Geometry2D::clip_polygons(Vector<Point2>(), Vector<Point2>());
+ CHECK_MESSAGE(r.is_empty(), "Both polygons are empty. The clip should also be empty.");
+ }
+
+ SUBCASE("[Geometry2D] Basic clip with one result polygon") {
+ b.push_back(Point2(250, 170));
+ b.push_back(Point2(175, 270));
+ b.push_back(Point2(120, 260));
+ b.push_back(Point2(25, 80));
+ r = Geometry2D::clip_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 1, "The clipped polygons should result in 1 polygon.");
+ REQUIRE_MESSAGE(r[0].size() == 3, "The resulting clipped polygon should have 3 vertices.");
+ CHECK(r[0][0].is_equal_approx(Point2(100.102173, 222.298843)));
+ CHECK(r[0][1].is_equal_approx(Point2(20, 212)));
+ CHECK(r[0][2].is_equal_approx(Point2(47.588089, 122.798492)));
+ }
+
+ SUBCASE("[Geometry2D] Polygon b completely overlaps polygon a") {
+ b.push_back(Point2(250, 170));
+ b.push_back(Point2(175, 270));
+ b.push_back(Point2(10, 210));
+ b.push_back(Point2(55, 80));
+ r = Geometry2D::clip_polygons(a, b);
+ CHECK_MESSAGE(r.is_empty(), "Polygon 'b' completely overlaps polygon 'a'. This should result in no clipped polygons.");
+ }
+
+ SUBCASE("[Geometry2D] Polygon a completely overlaps polygon b") {
+ b.push_back(Point2(150, 200));
+ b.push_back(Point2(65, 190));
+ b.push_back(Point2(80, 140));
+ r = Geometry2D::clip_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 2, "Polygon 'a' completely overlaps polygon 'b'. This should result in 2 clipped polygons.");
+ REQUIRE_MESSAGE(r[0].size() == 4, "The resulting clipped polygon should have 4 vertices.");
+ REQUIRE_MESSAGE(!Geometry2D::is_polygon_clockwise(r[0]), "The resulting clipped polygon (outline) should be counter-clockwise.");
+ CHECK(r[0][0].is_equal_approx(a[0]));
+ CHECK(r[0][1].is_equal_approx(a[1]));
+ CHECK(r[0][2].is_equal_approx(a[2]));
+ CHECK(r[0][3].is_equal_approx(a[3]));
+ REQUIRE_MESSAGE(r[1].size() == 3, "The resulting clipped polygon should have 3 vertices.");
+ REQUIRE_MESSAGE(Geometry2D::is_polygon_clockwise(r[1]), "The resulting clipped polygon (hole) should be clockwise.");
+ CHECK(r[1][0].is_equal_approx(b[1]));
+ CHECK(r[1][1].is_equal_approx(b[0]));
+ CHECK(r[1][2].is_equal_approx(b[2]));
+ }
+}
+
+TEST_CASE("[Geometry2D] Exclude polygons") {
+ Vector<Point2> a;
+ Vector<Point2> b;
+ Vector<Vector<Point2>> r;
+
+ a.push_back(Point2(225, 180));
+ a.push_back(Point2(160, 230));
+ a.push_back(Point2(20, 212));
+ a.push_back(Point2(50, 115));
+
+ SUBCASE("[Geometry2D] Both polygons are empty") {
+ r = Geometry2D::exclude_polygons(Vector<Point2>(), Vector<Point2>());
+ CHECK_MESSAGE(r.is_empty(), "Both polygons are empty. The excluded polygon should also be empty.");
+ }
+
+ SUBCASE("[Geometry2D] One polygon is empty") {
+ r = Geometry2D::exclude_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 1, "One polygon is non-empty. There should be 1 resulting excluded polygon.");
+ REQUIRE_MESSAGE(r[0].size() == 4, "The resulting excluded polygon should have 4 vertices.");
+ CHECK(r[0][0].is_equal_approx(a[0]));
+ CHECK(r[0][1].is_equal_approx(a[1]));
+ CHECK(r[0][2].is_equal_approx(a[2]));
+ CHECK(r[0][3].is_equal_approx(a[3]));
+ }
+
+ SUBCASE("[Geometry2D] Exclude with 2 resulting polygons (outline and hole)") {
+ b.push_back(Point2(140, 160));
+ b.push_back(Point2(150, 220));
+ b.push_back(Point2(40, 200));
+ b.push_back(Point2(60, 140));
+ r = Geometry2D::exclude_polygons(a, b);
+ REQUIRE_MESSAGE(r.size() == 2, "There should be 2 resulting excluded polygons (outline and hole).");
+ REQUIRE_MESSAGE(r[0].size() == 4, "The resulting excluded polygon should have 4 vertices.");
+ REQUIRE_MESSAGE(!Geometry2D::is_polygon_clockwise(r[0]), "The resulting excluded polygon (outline) should be counter-clockwise.");
+ CHECK(r[0][0].is_equal_approx(a[0]));
+ CHECK(r[0][1].is_equal_approx(a[1]));
+ CHECK(r[0][2].is_equal_approx(a[2]));
+ CHECK(r[0][3].is_equal_approx(a[3]));
+ REQUIRE_MESSAGE(r[1].size() == 4, "The resulting excluded polygon should have 4 vertices.");
+ REQUIRE_MESSAGE(Geometry2D::is_polygon_clockwise(r[1]), "The resulting excluded polygon (hole) should be clockwise.");
+ CHECK(r[1][0].is_equal_approx(Point2(40, 200)));
+ CHECK(r[1][1].is_equal_approx(Point2(150, 220)));
+ CHECK(r[1][2].is_equal_approx(Point2(140, 160)));
+ CHECK(r[1][3].is_equal_approx(Point2(60, 140)));
+ }
+}
+
+TEST_CASE("[Geometry2D] Intersect polyline with polygon") {
+ Vector<Vector2> l;
+ Vector<Vector2> p;
+ Vector<Vector<Point2>> r;
+
+ l.push_back(Vector2(100, 90));
+ l.push_back(Vector2(120, 250));
+
+ p.push_back(Vector2(225, 180));
+ p.push_back(Vector2(160, 230));
+ p.push_back(Vector2(20, 212));
+ p.push_back(Vector2(50, 115));
+
+ SUBCASE("[Geometry2D] Both line and polygon are empty") {
+ r = Geometry2D::intersect_polyline_with_polygon(Vector<Vector2>(), Vector<Vector2>());
+ CHECK_MESSAGE(r.is_empty(), "Both line and polygon are empty. The intersection line should also be empty.");
+ }
+
+ SUBCASE("[Geometry2D] Line is non-empty and polygon is empty") {
+ r = Geometry2D::intersect_polyline_with_polygon(l, Vector<Vector2>());
+ CHECK_MESSAGE(r.is_empty(), "The polygon is empty while the line is non-empty. The intersection line should be empty.");
+ }
+
+ SUBCASE("[Geometry2D] Basic intersection with 1 resulting intersection line") {
+ r = Geometry2D::intersect_polyline_with_polygon(l, p);
+ REQUIRE_MESSAGE(r.size() == 1, "There should be 1 resulting intersection line.");
+ REQUIRE_MESSAGE(r[0].size() == 2, "The resulting intersection line should have 2 vertices.");
+ CHECK(r[0][0].is_equal_approx(Vector2(105.711609, 135.692886)));
+ CHECK(r[0][1].is_equal_approx(Vector2(116.805809, 224.446457)));
+ }
+
+ SUBCASE("[Geometry2D] Complex intersection with 2 resulting intersection lines") {
+ l.clear();
+ l.push_back(Vector2(100, 90));
+ l.push_back(Vector2(190, 255));
+ l.push_back(Vector2(135, 260));
+ l.push_back(Vector2(57, 200));
+ l.push_back(Vector2(50, 170));
+ l.push_back(Vector2(15, 155));
+ r = Geometry2D::intersect_polyline_with_polygon(l, p);
+ REQUIRE_MESSAGE(r.size() == 2, "There should be 2 resulting intersection lines.");
+ REQUIRE_MESSAGE(r[0].size() == 2, "The resulting intersection line should have 2 vertices.");
+ CHECK(r[0][0].is_equal_approx(Vector2(129.804565, 144.641693)));
+ CHECK(r[0][1].is_equal_approx(Vector2(171.527084, 221.132996)));
+ REQUIRE_MESSAGE(r[1].size() == 4, "The resulting intersection line should have 4 vertices.");
+ CHECK(r[1][0].is_equal_approx(Vector2(83.15609, 220.120087)));
+ CHECK(r[1][1].is_equal_approx(Vector2(57, 200)));
+ CHECK(r[1][2].is_equal_approx(Vector2(50, 170)));
+ CHECK(r[1][3].is_equal_approx(Vector2(34.980492, 163.563065)));
+ }
+}
+
+TEST_CASE("[Geometry2D] Clip polyline with polygon") {
+ Vector<Vector2> l;
+ Vector<Vector2> p;
+ Vector<Vector<Point2>> r;
+
+ l.push_back(Vector2(70, 140));
+ l.push_back(Vector2(160, 320));
+
+ p.push_back(Vector2(225, 180));
+ p.push_back(Vector2(160, 230));
+ p.push_back(Vector2(20, 212));
+ p.push_back(Vector2(50, 115));
+
+ SUBCASE("[Geometry2D] Both line and polygon are empty") {
+ r = Geometry2D::clip_polyline_with_polygon(Vector<Vector2>(), Vector<Vector2>());
+ CHECK_MESSAGE(r.is_empty(), "Both line and polygon are empty. The clipped line should also be empty.");
+ }
+
+ SUBCASE("[Geometry2D] Polygon is empty and line is non-empty") {
+ r = Geometry2D::clip_polyline_with_polygon(l, Vector<Vector2>());
+ REQUIRE_MESSAGE(r.size() == 1, "There should be 1 resulting clipped line.");
+ REQUIRE_MESSAGE(r[0].size() == 2, "The resulting clipped line should have 2 vertices.");
+ CHECK(r[0][0].is_equal_approx(l[0]));
+ CHECK(r[0][1].is_equal_approx(l[1]));
+ }
+
+ SUBCASE("[Geometry2D] Basic clip with 1 resulting clipped line") {
+ r = Geometry2D::clip_polyline_with_polygon(l, p);
+ REQUIRE_MESSAGE(r.size() == 1, "There should be 1 resulting clipped line.");
+ REQUIRE_MESSAGE(r[0].size() == 2, "The resulting clipped line should have 2 vertices.");
+ CHECK(r[0][0].is_equal_approx(Vector2(111.908401, 223.816803)));
+ CHECK(r[0][1].is_equal_approx(Vector2(160, 320)));
+ }
+
+ SUBCASE("[Geometry2D] Complex clip with 2 resulting clipped lines") {
+ l.clear();
+ l.push_back(Vector2(55, 70));
+ l.push_back(Vector2(50, 190));
+ l.push_back(Vector2(120, 165));
+ l.push_back(Vector2(122, 250));
+ l.push_back(Vector2(160, 320));
+ r = Geometry2D::clip_polyline_with_polygon(l, p);
+ REQUIRE_MESSAGE(r.size() == 2, "There should be 2 resulting clipped lines.");
+ REQUIRE_MESSAGE(r[0].size() == 3, "The resulting clipped line should have 3 vertices.");
+ CHECK(r[0][0].is_equal_approx(Vector2(160, 320)));
+ CHECK(r[0][1].is_equal_approx(Vector2(122, 250)));
+ CHECK(r[0][2].is_equal_approx(Vector2(121.412682, 225.038757)));
+ REQUIRE_MESSAGE(r[1].size() == 2, "The resulting clipped line should have 2 vertices.");
+ CHECK(r[1][0].is_equal_approx(Vector2(53.07737, 116.143021)));
+ CHECK(r[1][1].is_equal_approx(Vector2(55, 70)));
+ }
+}
+} // namespace TestGeometry2D
+
+#endif // TEST_GEOMETRY_2D_H
diff --git a/tests/test_gradient.h b/tests/test_gradient.h
index 0c018c33e5..8eaa6b2b64 100644
--- a/tests/test_gradient.h
+++ b/tests/test_gradient.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_gui.cpp b/tests/test_gui.cpp
index a1a5ca0d4e..b83bd10af4 100644
--- a/tests/test_gui.cpp
+++ b/tests/test_gui.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_gui.h b/tests/test_gui.h
index 5a23179eee..e5c40de7e8 100644
--- a/tests/test_gui.h
+++ b/tests/test_gui.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_json.h b/tests/test_json.h
index fe29e89e06..e652a8fced 100644
--- a/tests/test_json.h
+++ b/tests/test_json.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_list.h b/tests/test_list.h
index 99d52bb9d1..1c70b6e961 100644
--- a/tests/test_list.h
+++ b/tests/test_list.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_lru.h b/tests/test_lru.h
index 260841f4c4..2802754729 100644
--- a/tests/test_lru.h
+++ b/tests/test_lru.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_macros.cpp b/tests/test_macros.cpp
index 2317223b23..b0b28ab374 100644
--- a/tests/test_macros.cpp
+++ b/tests/test_macros.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_macros.h b/tests/test_macros.h
index ae6af93825..d284407667 100644
--- a/tests/test_macros.h
+++ b/tests/test_macros.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_main.cpp b/tests/test_main.cpp
index 5d961854cb..ca1fe234c0 100644
--- a/tests/test_main.cpp
+++ b/tests/test_main.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -43,6 +43,7 @@
#include "test_curve.h"
#include "test_expression.h"
#include "test_file_access.h"
+#include "test_geometry_2d.h"
#include "test_gradient.h"
#include "test_gui.h"
#include "test_json.h"
diff --git a/tests/test_main.h b/tests/test_main.h
index 983bfde402..8c506a776f 100644
--- a/tests/test_main.h
+++ b/tests/test_main.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_math.cpp b/tests/test_math.cpp
index 3d97c8bc45..cda0cffda3 100644
--- a/tests/test_math.cpp
+++ b/tests/test_math.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_math.h b/tests/test_math.h
index 77bce8dd66..4375925bd5 100644
--- a/tests/test_math.h
+++ b/tests/test_math.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_method_bind.h b/tests/test_method_bind.h
index 62d8bd132c..879e7949e2 100644
--- a/tests/test_method_bind.h
+++ b/tests/test_method_bind.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_node_path.h b/tests/test_node_path.h
index e9e06186f5..f30fe53c5a 100644
--- a/tests/test_node_path.h
+++ b/tests/test_node_path.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_oa_hash_map.cpp b/tests/test_oa_hash_map.cpp
index b0bb01bc71..904c01642d 100644
--- a/tests/test_oa_hash_map.cpp
+++ b/tests/test_oa_hash_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_oa_hash_map.h b/tests/test_oa_hash_map.h
index eb2b3d1e99..9745802cc0 100644
--- a/tests/test_oa_hash_map.h
+++ b/tests/test_oa_hash_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_object.h b/tests/test_object.h
index 6fef2576e7..7f310fc096 100644
--- a/tests/test_object.h
+++ b/tests/test_object.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_ordered_hash_map.h b/tests/test_ordered_hash_map.h
index ef26d2531b..fbaaa224cf 100644
--- a/tests/test_ordered_hash_map.h
+++ b/tests/test_ordered_hash_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_paged_array.h b/tests/test_paged_array.h
index 6b61160229..7efd3799f3 100644
--- a/tests/test_paged_array.h
+++ b/tests/test_paged_array.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_pck_packer.h b/tests/test_pck_packer.h
index e086d65105..8e4721b821 100644
--- a/tests/test_pck_packer.h
+++ b/tests/test_pck_packer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_physics_2d.cpp b/tests/test_physics_2d.cpp
index 47dce78e83..570e1897d6 100644
--- a/tests/test_physics_2d.cpp
+++ b/tests/test_physics_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_physics_2d.h b/tests/test_physics_2d.h
index 517d324f3b..966d49200a 100644
--- a/tests/test_physics_2d.h
+++ b/tests/test_physics_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_physics_3d.cpp b/tests/test_physics_3d.cpp
index 2a0c34320a..a11140cfc3 100644
--- a/tests/test_physics_3d.cpp
+++ b/tests/test_physics_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_physics_3d.h b/tests/test_physics_3d.h
index d03f2c6573..b6b66f350e 100644
--- a/tests/test_physics_3d.h
+++ b/tests/test_physics_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_random_number_generator.h b/tests/test_random_number_generator.h
index 999e6d4862..db830d32e0 100644
--- a/tests/test_random_number_generator.h
+++ b/tests/test_random_number_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_rect2.h b/tests/test_rect2.h
index b5b6fa255f..b94a8b7d05 100644
--- a/tests/test_rect2.h
+++ b/tests/test_rect2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_render.cpp b/tests/test_render.cpp
index d14251bc6a..2a4ae8bd73 100644
--- a/tests/test_render.cpp
+++ b/tests/test_render.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_render.h b/tests/test_render.h
index 4a6340c443..35bb383773 100644
--- a/tests/test_render.h
+++ b/tests/test_render.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_shader_lang.cpp b/tests/test_shader_lang.cpp
index 2233b4464e..a023f35506 100644
--- a/tests/test_shader_lang.cpp
+++ b/tests/test_shader_lang.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_shader_lang.h b/tests/test_shader_lang.h
index 2811c5f46e..46a2e6af35 100644
--- a/tests/test_shader_lang.h
+++ b/tests/test_shader_lang.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_string.h b/tests/test_string.h
index 910ff6361e..17a2df190d 100644
--- a/tests/test_string.h
+++ b/tests/test_string.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_text_server.h b/tests/test_text_server.h
index a1a97f3211..d981ebd5fd 100644
--- a/tests/test_text_server.h
+++ b/tests/test_text_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_utils.cpp b/tests/test_utils.cpp
index ad5ba94aea..1666a257a9 100644
--- a/tests/test_utils.cpp
+++ b/tests/test_utils.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_utils.h b/tests/test_utils.h
index 1f93860b7f..f05ab0bdb1 100644
--- a/tests/test_utils.h
+++ b/tests/test_utils.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_validate_testing.h b/tests/test_validate_testing.h
index b4ea6eb576..cb6c037795 100644
--- a/tests/test_validate_testing.h
+++ b/tests/test_validate_testing.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/tests/test_variant.h b/tests/test_variant.h
index b575f6744d..f8fa852bf4 100644
--- a/tests/test_variant.h
+++ b/tests/test_variant.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/thirdparty/README.md b/thirdparty/README.md
index 8075ec43ab..dd937dcfec 100644
--- a/thirdparty/README.md
+++ b/thirdparty/README.md
@@ -22,7 +22,7 @@ Files extracted from upstream source:
## bullet
- Upstream: https://github.com/bulletphysics/bullet3
-- Version: 3.07 (e32fc59c88a3908876949c6f2665e8d091d987fa, 2020)
+- Version: 3.08 (df09fd9ed37e365ceae884ca7f620b61607dae2e, 2020)
- License: zlib
Files extracted from upstream source:
@@ -339,18 +339,12 @@ File extracted from upstream release tarball:
## meshoptimizer
- Upstream: https://github.com/zeux/meshoptimizer
-- Version: 0.15 (2020)
+- Version: git (e4e43fe36e7a8705e602e7ca2f9fb795ded1d0b9, 2020)
- License: MIT
-File extracted from upstream release tarball:
-
+- File extracted from upstream tarball:
- All files in `src/`.
-Important: Some files have Godot-made changes.
-They can be applied with the patch in the `patches` folder, but are meant to be superseded
-by upstream API changes.
-
-
## miniupnpc
- Upstream: https://github.com/miniupnp/miniupnp/tree/master/miniupnpc
diff --git a/thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.cpp b/thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.cpp
index bec8c6530d..7cb92fa3b4 100644
--- a/thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.cpp
+++ b/thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.cpp
@@ -125,7 +125,8 @@ btMultiBody::btMultiBody(int n_links,
m_posVarCnt(0),
m_useRK4(false),
m_useGlobalVelocities(false),
- m_internalNeedsJointFeedback(false)
+ m_internalNeedsJointFeedback(false),
+ m_kinematic_calculate_velocity(false)
{
m_cachedInertiaTopLeft.setValue(0, 0, 0, 0, 0, 0, 0, 0, 0);
m_cachedInertiaTopRight.setValue(0, 0, 0, 0, 0, 0, 0, 0, 0);
@@ -2381,7 +2382,7 @@ const char *btMultiBody::serialize(void *dataBuffer, class btSerializer *seriali
void btMultiBody::saveKinematicState(btScalar timeStep)
{
//todo: clamp to some (user definable) safe minimum timestep, to limit maximum angular/linear velocities
- if (timeStep != btScalar(0.))
+ if (m_kinematic_calculate_velocity && timeStep != btScalar(0.))
{
btVector3 linearVelocity, angularVelocity;
btTransformUtil::calculateVelocity(getInterpolateBaseWorldTransform(), getBaseWorldTransform(), timeStep, linearVelocity, angularVelocity);
diff --git a/thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.h b/thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.h
index 25112a6805..5a3efc9414 100644
--- a/thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.h
+++ b/thirdparty/bullet/BulletDynamics/Featherstone/btMultiBody.h
@@ -823,6 +823,9 @@ private:
///the m_needsJointFeedback gets updated/computed during the stepVelocitiesMultiDof and it for internal usage only
bool m_internalNeedsJointFeedback;
+
+ //If enabled, calculate the velocity based on kinematic transform changes. Currently only implemented for the base.
+ bool m_kinematic_calculate_velocity;
};
struct btMultiBodyLinkDoubleData
diff --git a/thirdparty/bullet/LinearMath/btQuickprof.cpp b/thirdparty/bullet/LinearMath/btQuickprof.cpp
index 86fd1d7812..33b51eb763 100644
--- a/thirdparty/bullet/LinearMath/btQuickprof.cpp
+++ b/thirdparty/bullet/LinearMath/btQuickprof.cpp
@@ -720,6 +720,9 @@ void btLeaveProfileZoneDefault()
#define BT_HAVE_TLS 1
#elif __linux__
#define BT_HAVE_TLS 1
+#elif defined(__FreeBSD__) || defined(__NetBSD__)
+ // TODO: At the moment disabling purposely OpenBSD, albeit tls support exists but not fully functioning
+ #define BT_HAVE_TLS 1
#endif
// __thread is broken on Andorid clang until r12b. See
diff --git a/thirdparty/bullet/LinearMath/btScalar.h b/thirdparty/bullet/LinearMath/btScalar.h
index 36b90cc944..0402146af1 100644
--- a/thirdparty/bullet/LinearMath/btScalar.h
+++ b/thirdparty/bullet/LinearMath/btScalar.h
@@ -25,7 +25,7 @@ subject to the following restrictions:
#include <float.h>
/* SVN $Revision$ on $Date$ from http://bullet.googlecode.com*/
-#define BT_BULLET_VERSION 307
+#define BT_BULLET_VERSION 308
inline int btGetVersion()
{
diff --git a/thirdparty/bullet/LinearMath/btSerializer.h b/thirdparty/bullet/LinearMath/btSerializer.h
index 9abcf031d0..4d1c760e24 100644
--- a/thirdparty/bullet/LinearMath/btSerializer.h
+++ b/thirdparty/bullet/LinearMath/btSerializer.h
@@ -481,7 +481,7 @@ public:
buffer[9] = '3';
buffer[10] = '0';
- buffer[11] = '7';
+ buffer[11] = '8';
}
virtual void startSerialization()
diff --git a/thirdparty/enet/enet/godot.h b/thirdparty/enet/enet/godot.h
index 296b92763d..2486de6b04 100644
--- a/thirdparty/enet/enet/godot.h
+++ b/thirdparty/enet/enet/godot.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/thirdparty/enet/godot.cpp b/thirdparty/enet/godot.cpp
index 55b160d752..73fa3c62a2 100644
--- a/thirdparty/enet/godot.cpp
+++ b/thirdparty/enet/godot.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/thirdparty/meshoptimizer/indexcodec.cpp b/thirdparty/meshoptimizer/indexcodec.cpp
index eeb541e5be..5c35eb43ae 100644
--- a/thirdparty/meshoptimizer/indexcodec.cpp
+++ b/thirdparty/meshoptimizer/indexcodec.cpp
@@ -4,14 +4,6 @@
#include <assert.h>
#include <string.h>
-#ifndef TRACE
-#define TRACE 0
-#endif
-
-#if TRACE
-#include <stdio.h>
-#endif
-
// This work is based on:
// Fabian Giesen. Simple lossless index buffer compression & follow-up. 2013
// Conor Stokes. Vertex Cache Optimised Index Buffer Compression. 2014
@@ -167,38 +159,6 @@ static void writeTriangle(void* destination, size_t offset, size_t index_size, u
}
}
-#if TRACE
-static size_t sortTop16(unsigned char dest[16], size_t stats[256])
-{
- size_t destsize = 0;
-
- for (size_t i = 0; i < 256; ++i)
- {
- size_t j = 0;
- for (; j < destsize; ++j)
- {
- if (stats[i] >= stats[dest[j]])
- {
- if (destsize < 16)
- destsize++;
-
- memmove(&dest[j + 1], &dest[j], destsize - 1 - j);
- dest[j] = (unsigned char)i;
- break;
- }
- }
-
- if (j == destsize && destsize < 16)
- {
- dest[destsize] = (unsigned char)i;
- destsize++;
- }
- }
-
- return destsize;
-}
-#endif
-
} // namespace meshopt
size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, const unsigned int* indices, size_t index_count)
@@ -207,11 +167,6 @@ size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, cons
assert(index_count % 3 == 0);
-#if TRACE
- size_t codestats[256] = {};
- size_t codeauxstats[256] = {};
-#endif
-
// the minimum valid encoding is header, 1 byte per triangle and a 16-byte codeaux table
if (buffer_size < 1 + index_count / 3 + 16)
return 0;
@@ -275,10 +230,6 @@ size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, cons
*code++ = (unsigned char)((fe << 4) | fec);
-#if TRACE
- codestats[code[-1]]++;
-#endif
-
// note that we need to update the last index since free indices are delta-encoded
if (fec == 15)
encodeIndex(data, c, last), last = c;
@@ -334,11 +285,6 @@ size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, cons
*data++ = codeaux;
}
-#if TRACE
- codestats[code[-1]]++;
- codeauxstats[codeaux]++;
-#endif
-
// note that we need to update the last index since free indices are delta-encoded
if (fea == 15)
encodeIndex(data, a, last), last = a;
@@ -387,30 +333,6 @@ size_t meshopt_encodeIndexBuffer(unsigned char* buffer, size_t buffer_size, cons
assert(data >= buffer + index_count / 3 + 16);
assert(data <= buffer + buffer_size);
-#if TRACE
- unsigned char codetop[16], codeauxtop[16];
- size_t codetopsize = sortTop16(codetop, codestats);
- size_t codeauxtopsize = sortTop16(codeauxtop, codeauxstats);
-
- size_t sumcode = 0, sumcodeaux = 0;
- for (size_t i = 0; i < 256; ++i)
- sumcode += codestats[i], sumcodeaux += codeauxstats[i];
-
- size_t acccode = 0, acccodeaux = 0;
-
- printf("code\t\t\t\t\tcodeaux\n");
-
- for (size_t i = 0; i < codetopsize && i < codeauxtopsize; ++i)
- {
- acccode += codestats[codetop[i]];
- acccodeaux += codeauxstats[codeauxtop[i]];
-
- printf("%2d: %02x = %d (%.1f%% ..%.1f%%)\t\t%2d: %02x = %d (%.1f%% ..%.1f%%)\n",
- int(i), codetop[i], int(codestats[codetop[i]]), double(codestats[codetop[i]]) / double(sumcode) * 100, double(acccode) / double(sumcode) * 100,
- int(i), codeauxtop[i], int(codeauxstats[codeauxtop[i]]), double(codeauxstats[codeauxtop[i]]) / double(sumcodeaux) * 100, double(acccodeaux) / double(sumcodeaux) * 100);
- }
-#endif
-
return data - buffer;
}
diff --git a/thirdparty/meshoptimizer/meshoptimizer.h b/thirdparty/meshoptimizer/meshoptimizer.h
index fde00f9c82..4071f0a371 100644
--- a/thirdparty/meshoptimizer/meshoptimizer.h
+++ b/thirdparty/meshoptimizer/meshoptimizer.h
@@ -239,7 +239,6 @@ MESHOPTIMIZER_API int meshopt_decodeVertexBuffer(void* destination, size_t verte
/**
* Vertex buffer filters
* These functions can be used to filter output of meshopt_decodeVertexBuffer in-place.
- * count must be aligned by 4 and stride is fixed for each function to facilitate SIMD implementation.
*
* meshopt_decodeFilterOct decodes octahedral encoding of a unit vector with K-bit (K <= 16) signed X/Y as an input; Z must store 1.0f.
* Each component is stored as an 8-bit or 16-bit normalized integer; stride must be equal to 4 or 8. W is preserved as is.
@@ -265,11 +264,10 @@ MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterExp(void* buffer, size_t ver
*
* destination must contain enough space for the *source* index buffer (since optimization is iterative, this means index_count elements - *not* target_index_count!)
* vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
+ * target_error represents the error relative to mesh extents that can be tolerated, e.g. 0.01 = 1% deformation
+ * result_error can be NULL; when it's not NULL, it will contain the resulting (relative) error after simplification
*/
-// -- GODOT start --
-//MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error);
-MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *r_resulting_error);
-// -- GODOT end --
+MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error);
/**
* Experimental: Mesh simplifier (sloppy)
@@ -297,6 +295,14 @@ MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifySloppy(unsigned int* destinati
MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_vertex_count);
/**
+ * Experimental: Returns the error scaling factor used by the simplifier to convert between absolute and relative extents
+ *
+ * Absolute error must be *divided* by the scaling factor before passing it to meshopt_simplify as target_error
+ * Relative error returned by meshopt_simplify via result_error must be *multiplied* by the scaling factor to get absolute error.
+ */
+MESHOPTIMIZER_EXPERIMENTAL float meshopt_simplifyScale(const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
+
+/**
* Mesh stripifier
* Converts a previously vertex cache optimized triangle list to triangle strip, stitching strips using restart index or degenerate triangles
* Returns the number of indices in the resulting strip, with destination containing new index data
@@ -525,7 +531,7 @@ inline size_t meshopt_encodeIndexSequence(unsigned char* buffer, size_t buffer_s
template <typename T>
inline int meshopt_decodeIndexSequence(T* destination, size_t index_count, const unsigned char* buffer, size_t buffer_size);
template <typename T>
-inline size_t meshopt_simplify(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error);
+inline size_t meshopt_simplify(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error = 0);
template <typename T>
inline size_t meshopt_simplifySloppy(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count);
template <typename T>
@@ -840,12 +846,12 @@ inline int meshopt_decodeIndexSequence(T* destination, size_t index_count, const
}
template <typename T>
-inline size_t meshopt_simplify(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error)
+inline size_t meshopt_simplify(T* destination, const T* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error)
{
meshopt_IndexAdapter<T> in(0, indices, index_count);
meshopt_IndexAdapter<T> out(destination, 0, index_count);
- return meshopt_simplify(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride, target_index_count, target_error);
+ return meshopt_simplify(out.data, in.data, index_count, vertex_positions, vertex_count, vertex_positions_stride, target_index_count, target_error, result_error);
}
template <typename T>
diff --git a/thirdparty/meshoptimizer/patches/simplifier_get_resulting_error.patch b/thirdparty/meshoptimizer/patches/simplifier_get_resulting_error.patch
deleted file mode 100644
index 1be38e45d2..0000000000
--- a/thirdparty/meshoptimizer/patches/simplifier_get_resulting_error.patch
+++ /dev/null
@@ -1,96 +0,0 @@
-diff --git a/thirdparty/meshoptimizer/meshoptimizer.h b/thirdparty/meshoptimizer/meshoptimizer.h
-index a442d103c8..fde00f9c82 100644
---- a/thirdparty/meshoptimizer/meshoptimizer.h
-+++ b/thirdparty/meshoptimizer/meshoptimizer.h
-@@ -266,7 +266,10 @@ MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterExp(void* buffer, size_t ver
- * destination must contain enough space for the *source* index buffer (since optimization is iterative, this means index_count elements - *not* target_index_count!)
- * vertex_positions should have float3 position in the first 12 bytes of each vertex - similar to glVertexPointer
- */
--MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error);
-+// -- GODOT start --
-+//MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error);
-+MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *r_resulting_error);
-+// -- GODOT end --
-
- /**
- * Experimental: Mesh simplifier (sloppy)
-diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
-index bd523275ce..51cf634186 100644
---- a/thirdparty/meshoptimizer/simplifier.cpp
-+++ b/thirdparty/meshoptimizer/simplifier.cpp
-@@ -1143,7 +1143,10 @@ unsigned int* meshopt_simplifyDebugLoop = 0;
- unsigned int* meshopt_simplifyDebugLoopBack = 0;
- #endif
-
--size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error)
-+// -- GODOT start --
-+//size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error)
-+size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *r_resulting_error)
-+// -- GODOT end --
- {
- using namespace meshopt;
-
-@@ -1198,10 +1201,13 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
- if (result != indices)
- memcpy(result, indices, index_count * sizeof(unsigned int));
-
-+// -- GODOT start --
- #if TRACE
- size_t pass_count = 0;
-- float worst_error = 0;
-+ //float worst_error = 0;
- #endif
-+ float worst_error = 0;
-+// -- GODOT end --
-
- Collapse* edge_collapses = allocator.allocate<Collapse>(index_count);
- unsigned int* collapse_order = allocator.allocate<unsigned int>(index_count);
-@@ -1213,6 +1219,12 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
- // target_error input is linear; we need to adjust it to match quadricError units
- float error_limit = target_error * target_error;
-
-+// -- GODOT start --
-+ if (r_resulting_error) {
-+ *r_resulting_error = 1.0;
-+ }
-+// -- GODOT end --
-+
- while (result_count > target_index_count)
- {
- size_t edge_collapse_count = pickEdgeCollapses(edge_collapses, result, result_count, remap, vertex_kind, loop);
-@@ -1257,7 +1269,8 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
- size_t new_count = remapIndexBuffer(result, result_count, collapse_remap);
- assert(new_count < result_count);
-
--#if TRACE
-+// -- GODOT start --
-+//#if TRACE
- float pass_error = 0.f;
- for (size_t i = 0; i < edge_collapse_count; ++i)
- {
-@@ -1267,15 +1280,24 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
- pass_error = c.error;
- }
-
-- pass_count++;
-+ //pass_count++;
- worst_error = (worst_error < pass_error) ? pass_error : worst_error;
-
-+#if TRACE
-+ pass_count++;
- printf("pass %d: triangles: %d -> %d, collapses: %d/%d (goal: %d), error: %e (limit %e goal %e)\n", int(pass_count), int(result_count / 3), int(new_count / 3), int(collapses), int(edge_collapse_count), int(edge_collapse_goal), pass_error, error_limit, error_goal);
- #endif
-+// -- GODOT end --
-
- result_count = new_count;
- }
-
-+// -- GODOT start --
-+ if (r_resulting_error) {
-+ *r_resulting_error = sqrt(worst_error);
-+ }
-+// -- GODOT end --
-+
- #if TRACE
- printf("passes: %d, worst error: %e\n", int(pass_count), worst_error);
- #endif
diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
index b195a8cb5d..5205b01172 100644
--- a/thirdparty/meshoptimizer/simplifier.cpp
+++ b/thirdparty/meshoptimizer/simplifier.cpp
@@ -6,7 +6,6 @@
#include <math.h>
#include <string.h>
-
#ifndef TRACE
#define TRACE 0
#endif
@@ -15,6 +14,12 @@
#include <stdio.h>
#endif
+#if TRACE
+#define TRACESTATS(i) stats[i]++;
+#else
+#define TRACESTATS(i) (void)0
+#endif
+
// This work is based on:
// Michael Garland and Paul S. Heckbert. Surface simplification using quadric error metrics. 1997
// Michael Garland. Quadric-based polygonal surface simplification. 1999
@@ -26,28 +31,37 @@ namespace meshopt
struct EdgeAdjacency
{
+ struct Edge
+ {
+ unsigned int next;
+ unsigned int prev;
+ };
+
unsigned int* counts;
unsigned int* offsets;
- unsigned int* data;
+ Edge* data;
};
-static void buildEdgeAdjacency(EdgeAdjacency& adjacency, const unsigned int* indices, size_t index_count, size_t vertex_count, meshopt_Allocator& allocator)
+static void prepareEdgeAdjacency(EdgeAdjacency& adjacency, size_t index_count, size_t vertex_count, meshopt_Allocator& allocator)
{
- size_t face_count = index_count / 3;
-
- // allocate arrays
adjacency.counts = allocator.allocate<unsigned int>(vertex_count);
adjacency.offsets = allocator.allocate<unsigned int>(vertex_count);
- adjacency.data = allocator.allocate<unsigned int>(index_count);
+ adjacency.data = allocator.allocate<EdgeAdjacency::Edge>(index_count);
+}
+
+static void updateEdgeAdjacency(EdgeAdjacency& adjacency, const unsigned int* indices, size_t index_count, size_t vertex_count, const unsigned int* remap)
+{
+ size_t face_count = index_count / 3;
// fill edge counts
memset(adjacency.counts, 0, vertex_count * sizeof(unsigned int));
for (size_t i = 0; i < index_count; ++i)
{
- assert(indices[i] < vertex_count);
+ unsigned int v = remap ? remap[indices[i]] : indices[i];
+ assert(v < vertex_count);
- adjacency.counts[indices[i]]++;
+ adjacency.counts[v]++;
}
// fill offset table
@@ -66,9 +80,24 @@ static void buildEdgeAdjacency(EdgeAdjacency& adjacency, const unsigned int* ind
{
unsigned int a = indices[i * 3 + 0], b = indices[i * 3 + 1], c = indices[i * 3 + 2];
- adjacency.data[adjacency.offsets[a]++] = b;
- adjacency.data[adjacency.offsets[b]++] = c;
- adjacency.data[adjacency.offsets[c]++] = a;
+ if (remap)
+ {
+ a = remap[a];
+ b = remap[b];
+ c = remap[c];
+ }
+
+ adjacency.data[adjacency.offsets[a]].next = b;
+ adjacency.data[adjacency.offsets[a]].prev = c;
+ adjacency.offsets[a]++;
+
+ adjacency.data[adjacency.offsets[b]].next = c;
+ adjacency.data[adjacency.offsets[b]].prev = a;
+ adjacency.offsets[b]++;
+
+ adjacency.data[adjacency.offsets[c]].next = a;
+ adjacency.data[adjacency.offsets[c]].prev = b;
+ adjacency.offsets[c]++;
}
// fix offsets that have been disturbed by the previous pass
@@ -209,10 +238,10 @@ const unsigned char kHasOpposite[Kind_Count][Kind_Count] = {
static bool hasEdge(const EdgeAdjacency& adjacency, unsigned int a, unsigned int b)
{
unsigned int count = adjacency.counts[a];
- const unsigned int* data = adjacency.data + adjacency.offsets[a];
+ const EdgeAdjacency::Edge* edges = adjacency.data + adjacency.offsets[a];
for (size_t i = 0; i < count; ++i)
- if (data[i] == b)
+ if (edges[i].next == b)
return true;
return false;
@@ -234,11 +263,11 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
unsigned int vertex = unsigned(i);
unsigned int count = adjacency.counts[vertex];
- const unsigned int* data = adjacency.data + adjacency.offsets[vertex];
+ const EdgeAdjacency::Edge* edges = adjacency.data + adjacency.offsets[vertex];
for (size_t j = 0; j < count; ++j)
{
- unsigned int target = data[j];
+ unsigned int target = edges[j].next;
if (!hasEdge(adjacency, target, vertex))
{
@@ -249,10 +278,7 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
}
#if TRACE
- size_t lockedstats[4] = {};
-#define TRACELOCKED(i) lockedstats[i]++;
-#else
-#define TRACELOCKED(i) (void)0
+ size_t stats[4] = {};
#endif
for (size_t i = 0; i < vertex_count; ++i)
@@ -278,7 +304,7 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
else
{
result[i] = Kind_Locked;
- TRACELOCKED(0);
+ TRACESTATS(0);
}
}
else if (wedge[wedge[i]] == i)
@@ -299,20 +325,20 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
else
{
result[i] = Kind_Locked;
- TRACELOCKED(1);
+ TRACESTATS(1);
}
}
else
{
result[i] = Kind_Locked;
- TRACELOCKED(2);
+ TRACESTATS(2);
}
}
else
{
// more than one vertex maps to this one; we don't have classification available
result[i] = Kind_Locked;
- TRACELOCKED(3);
+ TRACESTATS(3);
}
}
else
@@ -325,7 +351,7 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
#if TRACE
printf("locked: many open edges %d, disconnected seam %d, many seam edges %d, many wedges %d\n",
- int(lockedstats[0]), int(lockedstats[1]), int(lockedstats[2]), int(lockedstats[3]));
+ int(stats[0]), int(stats[1]), int(stats[2]), int(stats[3]));
#endif
}
@@ -333,11 +359,8 @@ struct Vector3
{
float x, y, z;
};
-// -- GODOT start --
-//static void rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
-static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
-// -- GODOT end --
+static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
{
size_t vertex_stride_float = vertex_positions_stride / sizeof(float);
@@ -348,9 +371,12 @@ static float rescalePositions(Vector3* result, const float* vertex_positions_dat
{
const float* v = vertex_positions_data + i * vertex_stride_float;
- result[i].x = v[0];
- result[i].y = v[1];
- result[i].z = v[2];
+ if (result)
+ {
+ result[i].x = v[0];
+ result[i].y = v[1];
+ result[i].z = v[2];
+ }
for (int j = 0; j < 3; ++j)
{
@@ -367,18 +393,19 @@ static float rescalePositions(Vector3* result, const float* vertex_positions_dat
extent = (maxv[1] - minv[1]) < extent ? extent : (maxv[1] - minv[1]);
extent = (maxv[2] - minv[2]) < extent ? extent : (maxv[2] - minv[2]);
- float scale = extent == 0 ? 0.f : 1.f / extent;
-
- for (size_t i = 0; i < vertex_count; ++i)
+ if (result)
{
- result[i].x = (result[i].x - minv[0]) * scale;
- result[i].y = (result[i].y - minv[1]) * scale;
- result[i].z = (result[i].z - minv[2]) * scale;
+ float scale = extent == 0 ? 0.f : 1.f / extent;
+
+ for (size_t i = 0; i < vertex_count; ++i)
+ {
+ result[i].x = (result[i].x - minv[0]) * scale;
+ result[i].y = (result[i].y - minv[1]) * scale;
+ result[i].z = (result[i].z - minv[2]) * scale;
+ }
}
-// -- GODOT start --
- return extent;
-// -- GODOT end --
+ return extent;
}
struct Quadric
@@ -594,6 +621,48 @@ static void fillEdgeQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
}
}
+// does triangle ABC flip when C is replaced with D?
+static bool hasTriangleFlip(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d)
+{
+ Vector3 eb = {b.x - a.x, b.y - a.y, b.z - a.z};
+ Vector3 ec = {c.x - a.x, c.y - a.y, c.z - a.z};
+ Vector3 ed = {d.x - a.x, d.y - a.y, d.z - a.z};
+
+ Vector3 nbc = {eb.y * ec.z - eb.z * ec.y, eb.z * ec.x - eb.x * ec.z, eb.x * ec.y - eb.y * ec.x};
+ Vector3 nbd = {eb.y * ed.z - eb.z * ed.y, eb.z * ed.x - eb.x * ed.z, eb.x * ed.y - eb.y * ed.x};
+
+ return nbc.x * nbd.x + nbc.y * nbd.y + nbc.z * nbd.z < 0;
+}
+
+static bool hasTriangleFlips(const EdgeAdjacency& adjacency, const Vector3* vertex_positions, const unsigned int* collapse_remap, unsigned int i0, unsigned int i1)
+{
+ assert(collapse_remap[i0] == i0);
+ assert(collapse_remap[i1] == i1);
+
+ const Vector3& v0 = vertex_positions[i0];
+ const Vector3& v1 = vertex_positions[i1];
+
+ const EdgeAdjacency::Edge* edges = &adjacency.data[adjacency.offsets[i0]];
+ size_t count = adjacency.counts[i0];
+
+ for (size_t i = 0; i < count; ++i)
+ {
+ unsigned int a = collapse_remap[edges[i].next];
+ unsigned int b = collapse_remap[edges[i].prev];
+
+ // skip triangles that get collapsed
+ // note: this is mathematically redundant as if either of these is true, the dot product in hasTriangleFlip should be 0
+ if (a == i1 || b == i1)
+ continue;
+
+ // early-out when at least one triangle flips due to a collapse
+ if (hasTriangleFlip(vertex_positions[a], vertex_positions[b], v0, v1))
+ return true;
+ }
+
+ return false;
+}
+
static size_t pickEdgeCollapses(Collapse* collapses, const unsigned int* indices, size_t index_count, const unsigned int* remap, const unsigned char* vertex_kind, const unsigned int* loop)
{
size_t collapse_count = 0;
@@ -704,7 +773,7 @@ static void dumpEdgeCollapses(const Collapse* collapses, size_t collapse_count,
for (int k0 = 0; k0 < Kind_Count; ++k0)
for (int k1 = 0; k1 < Kind_Count; ++k1)
if (ckinds[k0][k1])
- printf("collapses %d -> %d: %d, min error %e\n", k0, k1, int(ckinds[k0][k1]), cerrors[k0][k1]);
+ printf("collapses %d -> %d: %d, min error %e\n", k0, k1, int(ckinds[k0][k1]), ckinds[k0][k1] ? sqrtf(cerrors[k0][k1]) : 0.f);
}
static void dumpLockedCollapses(const unsigned int* indices, size_t index_count, const unsigned char* vertex_kind)
@@ -772,22 +841,38 @@ static void sortEdgeCollapses(unsigned int* sort_order, const Collapse* collapse
}
}
-static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* collapse_locked, Quadric* vertex_quadrics, const Collapse* collapses, size_t collapse_count, const unsigned int* collapse_order, const unsigned int* remap, const unsigned int* wedge, const unsigned char* vertex_kind, size_t triangle_collapse_goal, float error_goal, float error_limit)
+static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* collapse_locked, Quadric* vertex_quadrics, const Collapse* collapses, size_t collapse_count, const unsigned int* collapse_order, const unsigned int* remap, const unsigned int* wedge, const unsigned char* vertex_kind, const Vector3* vertex_positions, const EdgeAdjacency& adjacency, size_t triangle_collapse_goal, float error_limit, float& result_error)
{
size_t edge_collapses = 0;
size_t triangle_collapses = 0;
+ // most collapses remove 2 triangles; use this to establish a bound on the pass in terms of error limit
+ // note that edge_collapse_goal is an estimate; triangle_collapse_goal will be used to actually limit collapses
+ size_t edge_collapse_goal = triangle_collapse_goal / 2;
+
+#if TRACE
+ size_t stats[4] = {};
+#endif
+
for (size_t i = 0; i < collapse_count; ++i)
{
const Collapse& c = collapses[collapse_order[i]];
+ TRACESTATS(0);
+
if (c.error > error_limit)
break;
- if (c.error > error_goal && triangle_collapses > triangle_collapse_goal / 10)
+ if (triangle_collapses >= triangle_collapse_goal)
break;
- if (triangle_collapses >= triangle_collapse_goal)
+ // we limit the error in each pass based on the error of optimal last collapse; since many collapses will be locked
+ // as they will share vertices with other successfull collapses, we need to increase the acceptable error by some factor
+ float error_goal = edge_collapse_goal < collapse_count ? 1.5f * collapses[collapse_order[edge_collapse_goal]].error : FLT_MAX;
+
+ // on average, each collapse is expected to lock 6 other collapses; to avoid degenerate passes on meshes with odd
+ // topology, we only abort if we got over 1/6 collapses accordingly.
+ if (c.error > error_goal && triangle_collapses > triangle_collapse_goal / 6)
break;
unsigned int i0 = c.v0;
@@ -800,7 +885,19 @@ static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char*
// it's important to not move the vertices twice since it complicates the tracking/remapping logic
// it's important to not move other vertices towards a moved vertex to preserve error since we don't re-rank collapses mid-pass
if (collapse_locked[r0] | collapse_locked[r1])
+ {
+ TRACESTATS(1);
+ continue;
+ }
+
+ if (hasTriangleFlips(adjacency, vertex_positions, collapse_remap, r0, r1))
+ {
+ // adjust collapse goal since this collapse is invalid and shouldn't factor into error goal
+ edge_collapse_goal++;
+
+ TRACESTATS(2);
continue;
+ }
assert(collapse_remap[r0] == r0);
assert(collapse_remap[r1] == r1);
@@ -842,8 +939,18 @@ static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char*
// border edges collapse 1 triangle, other edges collapse 2 or more
triangle_collapses += (vertex_kind[i0] == Kind_Border) ? 1 : 2;
edge_collapses++;
+
+ result_error = result_error < c.error ? c.error : result_error;
}
+#if TRACE
+ float error_goal_perfect = edge_collapse_goal < collapse_count ? collapses[collapse_order[edge_collapse_goal]].error : 0.f;
+
+ printf("removed %d triangles, error %e (goal %e); evaluated %d/%d collapses (done %d, skipped %d, invalid %d)\n",
+ int(triangle_collapses), sqrtf(result_error), sqrtf(error_goal_perfect),
+ int(stats[0]), int(collapse_count), int(edge_collapses), int(stats[1]), int(stats[2]));
+#endif
+
return edge_collapses;
}
@@ -1151,10 +1258,7 @@ unsigned int* meshopt_simplifyDebugLoop = 0;
unsigned int* meshopt_simplifyDebugLoopBack = 0;
#endif
-// -- GODOT start --
-//size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error)
-size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *r_resulting_error)
-// -- GODOT end --
+size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* out_result_error)
{
using namespace meshopt;
@@ -1169,7 +1273,8 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
// build adjacency information
EdgeAdjacency adjacency = {};
- buildEdgeAdjacency(adjacency, indices, index_count, vertex_count, allocator);
+ prepareEdgeAdjacency(adjacency, index_count, vertex_count, allocator);
+ updateEdgeAdjacency(adjacency, indices, index_count, vertex_count, NULL);
// build position remap that maps each vertex to the one with identical position
unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
@@ -1198,10 +1303,7 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
#endif
Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
-// -- GODOT start --
- //rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
- float extent = rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
-// -- GODOT end --
+ rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
@@ -1212,13 +1314,9 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
if (result != indices)
memcpy(result, indices, index_count * sizeof(unsigned int));
-// -- GODOT start --
#if TRACE
size_t pass_count = 0;
- //float worst_error = 0;
#endif
- float worst_error = 0;
-// -- GODOT end --
Collapse* edge_collapses = allocator.allocate<Collapse>(index_count);
unsigned int* collapse_order = allocator.allocate<unsigned int>(index_count);
@@ -1226,18 +1324,16 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
unsigned char* collapse_locked = allocator.allocate<unsigned char>(vertex_count);
size_t result_count = index_count;
+ float result_error = 0;
// target_error input is linear; we need to adjust it to match quadricError units
float error_limit = target_error * target_error;
-// -- GODOT start --
- if (r_resulting_error) {
- *r_resulting_error = 1.0;
- }
-// -- GODOT end --
-
while (result_count > target_index_count)
{
+ // note: throughout the simplification process adjacency structure reflects welded topology for result-in-progress
+ updateEdgeAdjacency(adjacency, result, result_count, vertex_count, remap);
+
size_t edge_collapse_count = pickEdgeCollapses(edge_collapses, result, result_count, remap, vertex_kind, loop);
// no edges can be collapsed any more due to topology restrictions
@@ -1252,23 +1348,18 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
sortEdgeCollapses(collapse_order, edge_collapses, edge_collapse_count);
- // most collapses remove 2 triangles; use this to establish a bound on the pass in terms of error limit
- // note that edge_collapse_goal is an estimate; triangle_collapse_goal will be used to actually limit collapses
size_t triangle_collapse_goal = (result_count - target_index_count) / 3;
- size_t edge_collapse_goal = triangle_collapse_goal / 2;
-
- // we limit the error in each pass based on the error of optimal last collapse; since many collapses will be locked
- // as they will share vertices with other successfull collapses, we need to increase the acceptable error by this factor
- const float kPassErrorBound = 1.5f;
-
- float error_goal = edge_collapse_goal < edge_collapse_count ? edge_collapses[collapse_order[edge_collapse_goal]].error * kPassErrorBound : FLT_MAX;
for (size_t i = 0; i < vertex_count; ++i)
collapse_remap[i] = unsigned(i);
memset(collapse_locked, 0, vertex_count);
- size_t collapses = performEdgeCollapses(collapse_remap, collapse_locked, vertex_quadrics, edge_collapses, edge_collapse_count, collapse_order, remap, wedge, vertex_kind, triangle_collapse_goal, error_goal, error_limit);
+#if TRACE
+ printf("pass %d: ", int(pass_count++));
+#endif
+
+ size_t collapses = performEdgeCollapses(collapse_remap, collapse_locked, vertex_quadrics, edge_collapses, edge_collapse_count, collapse_order, remap, wedge, vertex_kind, vertex_positions, adjacency, triangle_collapse_goal, error_limit, result_error);
// no edges can be collapsed any more due to hitting the error limit or triangle collapse limit
if (collapses == 0)
@@ -1280,37 +1371,11 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
size_t new_count = remapIndexBuffer(result, result_count, collapse_remap);
assert(new_count < result_count);
-// -- GODOT start --
-//#if TRACE
- float pass_error = 0.f;
- for (size_t i = 0; i < edge_collapse_count; ++i)
- {
- Collapse& c = edge_collapses[collapse_order[i]];
-
- if (collapse_remap[c.v0] == c.v1)
- pass_error = c.error;
- }
-
- //pass_count++;
- worst_error = (worst_error < pass_error) ? pass_error : worst_error;
-
-#if TRACE
- pass_count++;
- printf("pass %d: triangles: %d -> %d, collapses: %d/%d (goal: %d), error: %e (limit %e goal %e)\n", int(pass_count), int(result_count / 3), int(new_count / 3), int(collapses), int(edge_collapse_count), int(edge_collapse_goal), pass_error, error_limit, error_goal);
-#endif
-// -- GODOT end --
-
result_count = new_count;
}
-// -- GODOT start --
- if (r_resulting_error) {
- *r_resulting_error = sqrt(worst_error) * extent;
- }
-// -- GODOT end --
-
#if TRACE
- printf("passes: %d, worst error: %e\n", int(pass_count), worst_error);
+ printf("result: %d triangles, error: %e; total %d passes\n", int(result_count), sqrtf(result_error), int(pass_count));
#endif
#if TRACE > 1
@@ -1328,6 +1393,10 @@ size_t meshopt_simplify(unsigned int *destination, const unsigned int *indices,
memcpy(meshopt_simplifyDebugLoopBack, loopback, vertex_count * sizeof(unsigned int));
#endif
+ // result_error is quadratic; we need to remap it back to linear
+ if (out_result_error)
+ *out_result_error = sqrtf(result_error);
+
return result_count;
}
@@ -1560,3 +1629,15 @@ size_t meshopt_simplifyPoints(unsigned int* destination, const float* vertex_pos
return cell_count;
}
+
+float meshopt_simplifyScale(const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
+{
+ using namespace meshopt;
+
+ assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
+ assert(vertex_positions_stride % sizeof(float) == 0);
+
+ float extent = rescalePositions(NULL, vertex_positions, vertex_count, vertex_positions_stride);
+
+ return extent;
+}
diff --git a/thirdparty/meshoptimizer/vertexcodec.cpp b/thirdparty/meshoptimizer/vertexcodec.cpp
index 784c9a13db..2cbfaac367 100644
--- a/thirdparty/meshoptimizer/vertexcodec.cpp
+++ b/thirdparty/meshoptimizer/vertexcodec.cpp
@@ -80,14 +80,6 @@
#include <wasm_simd128.h>
#endif
-#ifndef TRACE
-#define TRACE 0
-#endif
-
-#if TRACE
-#include <stdio.h>
-#endif
-
#ifdef SIMD_WASM
#define wasmx_splat_v32x4(v, i) wasm_v32x4_shuffle(v, v, i, i, i, i)
#define wasmx_unpacklo_v8x16(a, b) wasm_v8x16_shuffle(a, b, 0, 16, 1, 17, 2, 18, 3, 19, 4, 20, 5, 21, 6, 22, 7, 23)
@@ -133,19 +125,6 @@ inline unsigned char unzigzag8(unsigned char v)
return -(v & 1) ^ (v >> 1);
}
-#if TRACE
-struct Stats
-{
- size_t size;
- size_t header;
- size_t bitg[4];
- size_t bitb[4];
-};
-
-Stats* bytestats;
-Stats vertexstats[256];
-#endif
-
static bool encodeBytesGroupZero(const unsigned char* buffer)
{
for (size_t i = 0; i < kByteGroupSize; ++i)
@@ -267,17 +246,8 @@ static unsigned char* encodeBytes(unsigned char* data, unsigned char* data_end,
assert(data + best_size == next);
data = next;
-
-#if TRACE > 1
- bytestats->bitg[bitslog2]++;
- bytestats->bitb[bitslog2] += best_size;
-#endif
}
-#if TRACE > 1
- bytestats->header += header_size;
-#endif
-
return data;
}
@@ -306,19 +276,9 @@ static unsigned char* encodeVertexBlock(unsigned char* data, unsigned char* data
vertex_offset += vertex_size;
}
-#if TRACE
- const unsigned char* olddata = data;
- bytestats = &vertexstats[k];
-#endif
-
data = encodeBytes(data, data_end, buffer, (vertex_count + kByteGroupSize - 1) & ~(kByteGroupSize - 1));
if (!data)
return 0;
-
-#if TRACE
- bytestats = 0;
- vertexstats[k].size += data - olddata;
-#endif
}
memcpy(last_vertex, &vertex_data[vertex_size * (vertex_count - 1)], vertex_size);
@@ -1086,10 +1046,6 @@ size_t meshopt_encodeVertexBuffer(unsigned char* buffer, size_t buffer_size, con
assert(vertex_size > 0 && vertex_size <= 256);
assert(vertex_size % 4 == 0);
-#if TRACE
- memset(vertexstats, 0, sizeof(vertexstats));
-#endif
-
const unsigned char* vertex_data = static_cast<const unsigned char*>(vertices);
unsigned char* data = buffer;
@@ -1142,28 +1098,6 @@ size_t meshopt_encodeVertexBuffer(unsigned char* buffer, size_t buffer_size, con
assert(data >= buffer + tail_size);
assert(data <= buffer + buffer_size);
-#if TRACE
- size_t total_size = data - buffer;
-
- for (size_t k = 0; k < vertex_size; ++k)
- {
- const Stats& vsk = vertexstats[k];
-
- printf("%2d: %d bytes\t%.1f%%\t%.1f bpv", int(k), int(vsk.size), double(vsk.size) / double(total_size) * 100, double(vsk.size) / double(vertex_count) * 8);
-
-#if TRACE > 1
- printf("\t\thdr %d bytes\tbit0 %d (%d bytes)\tbit1 %d (%d bytes)\tbit2 %d (%d bytes)\tbit3 %d (%d bytes)",
- int(vsk.header),
- int(vsk.bitg[0]), int(vsk.bitb[0]),
- int(vsk.bitg[1]), int(vsk.bitb[1]),
- int(vsk.bitg[2]), int(vsk.bitb[2]),
- int(vsk.bitg[3]), int(vsk.bitb[3]));
-#endif
-
- printf("\n");
- }
-#endif
-
return data - buffer;
}
diff --git a/thirdparty/meshoptimizer/vertexfilter.cpp b/thirdparty/meshoptimizer/vertexfilter.cpp
index e7ad2c9d39..39946f46ed 100644
--- a/thirdparty/meshoptimizer/vertexfilter.cpp
+++ b/thirdparty/meshoptimizer/vertexfilter.cpp
@@ -2,6 +2,7 @@
#include "meshoptimizer.h"
#include <math.h>
+#include <string.h>
// The block below auto-detects SIMD ISA that can be used on the target platform
#ifndef MESHOPTIMIZER_NO_SIMD
@@ -159,6 +160,25 @@ static void decodeFilterExp(unsigned int* data, size_t count)
#endif
#if defined(SIMD_SSE) || defined(SIMD_NEON) || defined(SIMD_WASM)
+template <typename T> static void dispatchSimd(void (*process)(T*, size_t), T* data, size_t count, size_t stride)
+{
+ assert(stride <= 4);
+
+ size_t count4 = count & ~size_t(3);
+ process(data, count4);
+
+ if (count4 < count)
+ {
+ T tail[4 * 4] = {}; // max stride 4, max count 4
+ size_t tail_size = (count - count4) * stride * sizeof(T);
+ assert(tail_size <= sizeof(tail));
+
+ memcpy(tail, data + count4 * stride, tail_size);
+ process(tail, count - count4);
+ memcpy(data + count4 * stride, tail, tail_size);
+ }
+}
+
inline uint64_t rotateleft64(uint64_t v, int x)
{
#if defined(_MSC_VER) && !defined(__clang__)
@@ -775,14 +795,13 @@ void meshopt_decodeFilterOct(void* buffer, size_t vertex_count, size_t vertex_si
{
using namespace meshopt;
- assert(vertex_count % 4 == 0);
assert(vertex_size == 4 || vertex_size == 8);
#if defined(SIMD_SSE) || defined(SIMD_NEON) || defined(SIMD_WASM)
if (vertex_size == 4)
- decodeFilterOctSimd(static_cast<signed char*>(buffer), vertex_count);
+ dispatchSimd(decodeFilterOctSimd, static_cast<signed char*>(buffer), vertex_count, 4);
else
- decodeFilterOctSimd(static_cast<short*>(buffer), vertex_count);
+ dispatchSimd(decodeFilterOctSimd, static_cast<short*>(buffer), vertex_count, 4);
#else
if (vertex_size == 4)
decodeFilterOct(static_cast<signed char*>(buffer), vertex_count);
@@ -795,12 +814,11 @@ void meshopt_decodeFilterQuat(void* buffer, size_t vertex_count, size_t vertex_s
{
using namespace meshopt;
- assert(vertex_count % 4 == 0);
assert(vertex_size == 8);
(void)vertex_size;
#if defined(SIMD_SSE) || defined(SIMD_NEON) || defined(SIMD_WASM)
- decodeFilterQuatSimd(static_cast<short*>(buffer), vertex_count);
+ dispatchSimd(decodeFilterQuatSimd, static_cast<short*>(buffer), vertex_count, 4);
#else
decodeFilterQuat(static_cast<short*>(buffer), vertex_count);
#endif
@@ -810,11 +828,10 @@ void meshopt_decodeFilterExp(void* buffer, size_t vertex_count, size_t vertex_si
{
using namespace meshopt;
- assert(vertex_count % 4 == 0);
assert(vertex_size % 4 == 0);
#if defined(SIMD_SSE) || defined(SIMD_NEON) || defined(SIMD_WASM)
- decodeFilterExpSimd(static_cast<unsigned int*>(buffer), vertex_count * (vertex_size / 4));
+ dispatchSimd(decodeFilterExpSimd, static_cast<unsigned int*>(buffer), vertex_count * (vertex_size / 4), 1);
#else
decodeFilterExp(static_cast<unsigned int*>(buffer), vertex_count * (vertex_size / 4));
#endif
diff --git a/version.py b/version.py
index 2a6a9c0a28..517a47f568 100644
--- a/version.py
+++ b/version.py
@@ -5,5 +5,5 @@ minor = 0
patch = 0
status = "dev"
module_config = ""
-year = 2020
+year = 2021
website = "https://godotengine.org"