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-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs4
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs65
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs65
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs6
-rw-r--r--modules/mono/glue/arguments_vector.h4
-rw-r--r--modules/mono/glue/base_object_glue.cpp4
-rw-r--r--modules/mono/glue/collections_glue.cpp4
-rw-r--r--modules/mono/glue/gd_glue.cpp4
-rw-r--r--modules/mono/glue/glue_header.h4
-rw-r--r--modules/mono/glue/nodepath_glue.cpp4
-rw-r--r--modules/mono/glue/rid_glue.cpp4
-rw-r--r--modules/mono/glue/scene_tree_glue.cpp6
-rw-r--r--modules/mono/glue/string_glue.cpp4
-rw-r--r--modules/mono/glue/string_name_glue.cpp4
15 files changed, 93 insertions, 91 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
index 6eecc262d6..c3f372d415 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
@@ -618,10 +618,10 @@ namespace Godot
/// This can also be used to round a floating point
/// number to an arbitrary number of decimals.
/// </summary>
- /// <param name="s">The value to stepify.</param>
+ /// <param name="s">The value to snap.</param>
/// <param name="step">The step size to snap to.</param>
/// <returns></returns>
- public static real_t Stepify(real_t s, real_t step)
+ public static real_t Snapped(real_t s, real_t step)
{
if (step != 0f)
{
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
index f7703c77cc..868c3536fe 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
@@ -52,7 +52,7 @@ namespace Godot
}
/// <summary>
- /// The area of this rect.
+ /// The area of this Rect2.
/// </summary>
/// <value>Equivalent to <see cref="GetArea()"/>.</value>
public real_t Area
@@ -64,7 +64,7 @@ namespace Godot
/// Returns a Rect2 with equivalent position and size, modified so that
/// the top-left corner is the origin and width and height are positive.
/// </summary>
- /// <returns>The modified rect.</returns>
+ /// <returns>The modified Rect2.</returns>
public Rect2 Abs()
{
Vector2 end = End;
@@ -74,10 +74,11 @@ namespace Godot
/// <summary>
/// Returns the intersection of this Rect2 and `b`.
+ /// If the rectangles do not intersect, an empty Rect2 is returned.
/// </summary>
- /// <param name="b">The other rect.</param>
- /// <returns>The clipped rect.</returns>
- public Rect2 Clip(Rect2 b)
+ /// <param name="b">The other Rect2.</param>
+ /// <returns>The intersection of this Rect2 and `b`, or an empty Rect2 if they do not intersect.</returns>
+ public Rect2 Intersection(Rect2 b)
{
var newRect = b;
@@ -101,8 +102,8 @@ namespace Godot
/// <summary>
/// Returns true if this Rect2 completely encloses another one.
/// </summary>
- /// <param name="b">The other rect that may be enclosed.</param>
- /// <returns>A bool for whether or not this rect encloses `b`.</returns>
+ /// <param name="b">The other Rect2 that may be enclosed.</param>
+ /// <returns>A bool for whether or not this Rect2 encloses `b`.</returns>
public bool Encloses(Rect2 b)
{
return b._position.x >= _position.x && b._position.y >= _position.y &&
@@ -114,7 +115,7 @@ namespace Godot
/// Returns this Rect2 expanded to include a given point.
/// </summary>
/// <param name="to">The point to include.</param>
- /// <returns>The expanded rect.</returns>
+ /// <returns>The expanded Rect2.</returns>
public Rect2 Expand(Vector2 to)
{
var expanded = this;
@@ -156,10 +157,10 @@ namespace Godot
}
/// <summary>
- /// Returns a copy of the Rect2 grown a given amount of units towards all the sides.
+ /// Returns a copy of the Rect2 grown by the specified amount on all sides.
/// </summary>
/// <param name="by">The amount to grow by.</param>
- /// <returns>The grown rect.</returns>
+ /// <returns>The grown Rect2.</returns>
public Rect2 Grow(real_t by)
{
var g = this;
@@ -173,13 +174,13 @@ namespace Godot
}
/// <summary>
- /// Returns a copy of the Rect2 grown a given amount of units towards each direction individually.
+ /// Returns a copy of the Rect2 grown by the specified amount on each side individually.
/// </summary>
- /// <param name="left">The amount to grow by on the left.</param>
- /// <param name="top">The amount to grow by on the top.</param>
- /// <param name="right">The amount to grow by on the right.</param>
- /// <param name="bottom">The amount to grow by on the bottom.</param>
- /// <returns>The grown rect.</returns>
+ /// <param name="left">The amount to grow by on the left side.</param>
+ /// <param name="top">The amount to grow by on the top side.</param>
+ /// <param name="right">The amount to grow by on the right side.</param>
+ /// <param name="bottom">The amount to grow by on the bottom side.</param>
+ /// <returns>The grown Rect2.</returns>
public Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom)
{
var g = this;
@@ -193,19 +194,19 @@ namespace Godot
}
/// <summary>
- /// Returns a copy of the Rect2 grown a given amount of units towards the <see cref="Margin"/> direction.
+ /// Returns a copy of the Rect2 grown by the specified amount on the specified Side.
/// </summary>
- /// <param name="margin">The direction to grow in.</param>
+ /// <param name="side">The side to grow.</param>
/// <param name="by">The amount to grow by.</param>
- /// <returns>The grown rect.</returns>
- public Rect2 GrowMargin(Margin margin, real_t by)
+ /// <returns>The grown Rect2.</returns>
+ public Rect2 GrowSide(Side side, real_t by)
{
var g = this;
- g = g.GrowIndividual(Margin.Left == margin ? by : 0,
- Margin.Top == margin ? by : 0,
- Margin.Right == margin ? by : 0,
- Margin.Bottom == margin ? by : 0);
+ g = g.GrowIndividual(Side.Left == side ? by : 0,
+ Side.Top == side ? by : 0,
+ Side.Right == side ? by : 0,
+ Side.Bottom == side ? by : 0);
return g;
}
@@ -213,7 +214,7 @@ namespace Godot
/// <summary>
/// Returns true if the Rect2 is flat or empty, or false otherwise.
/// </summary>
- /// <returns>A bool for whether or not the rect has area.</returns>
+ /// <returns>A bool for whether or not the Rect2 has area.</returns>
public bool HasNoArea()
{
return _size.x <= 0 || _size.y <= 0;
@@ -223,7 +224,7 @@ namespace Godot
/// Returns true if the Rect2 contains a point, or false otherwise.
/// </summary>
/// <param name="point">The point to check.</param>
- /// <returns>A bool for whether or not the rect contains `point`.</returns>
+ /// <returns>A bool for whether or not the Rect2 contains `point`.</returns>
public bool HasPoint(Vector2 point)
{
if (point.x < _position.x)
@@ -246,7 +247,7 @@ namespace Godot
/// If `includeBorders` is true, they will also be considered overlapping
/// if their borders touch, even without intersection.
/// </summary>
- /// <param name="b">The other rect to check for intersections with.</param>
+ /// <param name="b">The other Rect2 to check for intersections with.</param>
/// <param name="includeBorders">Whether or not to consider borders.</param>
/// <returns>A bool for whether or not they are intersecting.</returns>
public bool Intersects(Rect2 b, bool includeBorders = false)
@@ -296,8 +297,8 @@ namespace Godot
/// <summary>
/// Returns a larger Rect2 that contains this Rect2 and `b`.
/// </summary>
- /// <param name="b">The other rect.</param>
- /// <returns>The merged rect.</returns>
+ /// <param name="b">The other Rect2.</param>
+ /// <returns>The merged Rect2.</returns>
public Rect2 Merge(Rect2 b)
{
Rect2 newRect;
@@ -387,11 +388,11 @@ namespace Godot
}
/// <summary>
- /// Returns true if this rect and `other` are approximately equal, by running
+ /// Returns true if this Rect2 and `other` are approximately equal, by running
/// <see cref="Vector2.IsEqualApprox(Vector2)"/> on each component.
/// </summary>
- /// <param name="other">The other rect to compare.</param>
- /// <returns>Whether or not the rects are approximately equal.</returns>
+ /// <param name="other">The other Rect2 to compare.</param>
+ /// <returns>Whether or not the Rect2s are approximately equal.</returns>
public bool IsEqualApprox(Rect2 other)
{
return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other.Size);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
index 8f71c00d76..c27af74866 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs
@@ -47,7 +47,7 @@ namespace Godot
}
/// <summary>
- /// The area of this rect.
+ /// The area of this Rect2i.
/// </summary>
/// <value>Equivalent to <see cref="GetArea()"/>.</value>
public int Area
@@ -59,7 +59,7 @@ namespace Godot
/// Returns a Rect2i with equivalent position and size, modified so that
/// the top-left corner is the origin and width and height are positive.
/// </summary>
- /// <returns>The modified rect.</returns>
+ /// <returns>The modified Rect2i.</returns>
public Rect2i Abs()
{
Vector2i end = End;
@@ -69,10 +69,11 @@ namespace Godot
/// <summary>
/// Returns the intersection of this Rect2i and `b`.
+ /// If the rectangles do not intersect, an empty Rect2i is returned.
/// </summary>
- /// <param name="b">The other rect.</param>
- /// <returns>The clipped rect.</returns>
- public Rect2i Clip(Rect2i b)
+ /// <param name="b">The other Rect2i.</param>
+ /// <returns>The intersection of this Rect2i and `b`, or an empty Rect2i if they do not intersect.</returns>
+ public Rect2i Intersection(Rect2i b)
{
var newRect = b;
@@ -96,8 +97,8 @@ namespace Godot
/// <summary>
/// Returns true if this Rect2i completely encloses another one.
/// </summary>
- /// <param name="b">The other rect that may be enclosed.</param>
- /// <returns>A bool for whether or not this rect encloses `b`.</returns>
+ /// <param name="b">The other Rect2i that may be enclosed.</param>
+ /// <returns>A bool for whether or not this Rect2i encloses `b`.</returns>
public bool Encloses(Rect2i b)
{
return b._position.x >= _position.x && b._position.y >= _position.y &&
@@ -109,7 +110,7 @@ namespace Godot
/// Returns this Rect2i expanded to include a given point.
/// </summary>
/// <param name="to">The point to include.</param>
- /// <returns>The expanded rect.</returns>
+ /// <returns>The expanded Rect2i.</returns>
public Rect2i Expand(Vector2i to)
{
var expanded = this;
@@ -151,10 +152,10 @@ namespace Godot
}
/// <summary>
- /// Returns a copy of the Rect2i grown a given amount of units towards all the sides.
+ /// Returns a copy of the Rect2i grown by the specified amount on all sides.
/// </summary>
/// <param name="by">The amount to grow by.</param>
- /// <returns>The grown rect.</returns>
+ /// <returns>The grown Rect2i.</returns>
public Rect2i Grow(int by)
{
var g = this;
@@ -168,13 +169,13 @@ namespace Godot
}
/// <summary>
- /// Returns a copy of the Rect2i grown a given amount of units towards each direction individually.
+ /// Returns a copy of the Rect2i grown by the specified amount on each side individually.
/// </summary>
- /// <param name="left">The amount to grow by on the left.</param>
- /// <param name="top">The amount to grow by on the top.</param>
- /// <param name="right">The amount to grow by on the right.</param>
- /// <param name="bottom">The amount to grow by on the bottom.</param>
- /// <returns>The grown rect.</returns>
+ /// <param name="left">The amount to grow by on the left side.</param>
+ /// <param name="top">The amount to grow by on the top side.</param>
+ /// <param name="right">The amount to grow by on the right side.</param>
+ /// <param name="bottom">The amount to grow by on the bottom side.</param>
+ /// <returns>The grown Rect2i.</returns>
public Rect2i GrowIndividual(int left, int top, int right, int bottom)
{
var g = this;
@@ -188,37 +189,37 @@ namespace Godot
}
/// <summary>
- /// Returns a copy of the Rect2i grown a given amount of units towards the <see cref="Margin"/> direction.
+ /// Returns a copy of the Rect2i grown by the specified amount on the specified Side.
/// </summary>
- /// <param name="margin">The direction to grow in.</param>
+ /// <param name="side">The side to grow.</param>
/// <param name="by">The amount to grow by.</param>
- /// <returns>The grown rect.</returns>
- public Rect2i GrowMargin(Margin margin, int by)
+ /// <returns>The grown Rect2i.</returns>
+ public Rect2i GrowSide(Side side, int by)
{
var g = this;
- g = g.GrowIndividual(Margin.Left == margin ? by : 0,
- Margin.Top == margin ? by : 0,
- Margin.Right == margin ? by : 0,
- Margin.Bottom == margin ? by : 0);
+ g = g.GrowIndividual(Side.Left == side ? by : 0,
+ Side.Top == side ? by : 0,
+ Side.Right == side ? by : 0,
+ Side.Bottom == side ? by : 0);
return g;
}
/// <summary>
- /// Returns true if the Rect2 is flat or empty, or false otherwise.
+ /// Returns true if the Rect2i is flat or empty, or false otherwise.
/// </summary>
- /// <returns>A bool for whether or not the rect has area.</returns>
+ /// <returns>A bool for whether or not the Rect2i has area.</returns>
public bool HasNoArea()
{
return _size.x <= 0 || _size.y <= 0;
}
/// <summary>
- /// Returns true if the Rect2 contains a point, or false otherwise.
+ /// Returns true if the Rect2i contains a point, or false otherwise.
/// </summary>
/// <param name="point">The point to check.</param>
- /// <returns>A bool for whether or not the rect contains `point`.</returns>
+ /// <returns>A bool for whether or not the Rect2i contains `point`.</returns>
public bool HasPoint(Vector2i point)
{
if (point.x < _position.x)
@@ -241,7 +242,7 @@ namespace Godot
/// If `includeBorders` is true, they will also be considered overlapping
/// if their borders touch, even without intersection.
/// </summary>
- /// <param name="b">The other rect to check for intersections with.</param>
+ /// <param name="b">The other Rect2i to check for intersections with.</param>
/// <param name="includeBorders">Whether or not to consider borders.</param>
/// <returns>A bool for whether or not they are intersecting.</returns>
public bool Intersects(Rect2i b, bool includeBorders = false)
@@ -273,10 +274,10 @@ namespace Godot
}
/// <summary>
- /// Returns a larger Rect2i that contains this Rect2 and `b`.
+ /// Returns a larger Rect2i that contains this Rect2i and `b`.
/// </summary>
- /// <param name="b">The other rect.</param>
- /// <returns>The merged rect.</returns>
+ /// <param name="b">The other Rect2i.</param>
+ /// <returns>The merged Rect2i.</returns>
public Rect2i Merge(Rect2i b)
{
Rect2i newRect;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index b74dd6f4f4..6279ea1ace 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -511,7 +511,7 @@ namespace Godot
/// <returns>The snapped vector.</returns>
public Vector2 Snapped(Vector2 step)
{
- return new Vector2(Mathf.Stepify(x, step.x), Mathf.Stepify(y, step.y));
+ return new Vector2(Mathf.Snapped(x, step.x), Mathf.Snapped(y, step.y));
}
/// <summary>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index 07f5b3c38e..42dbdf25c3 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -513,9 +513,9 @@ namespace Godot
{
return new Vector3
(
- Mathf.Stepify(x, step.x),
- Mathf.Stepify(y, step.y),
- Mathf.Stepify(z, step.z)
+ Mathf.Snapped(x, step.x),
+ Mathf.Snapped(y, step.y),
+ Mathf.Snapped(z, step.z)
);
}
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 88695201a3..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 */
@@ -48,7 +48,7 @@ Array *godot_icall_SceneTree_get_nodes_in_group_Generic(SceneTree *ptr, StringNa
ptr->get_nodes_in_group(*group, &nodes);
// No need to bother if the group is empty
- if (!nodes.empty()) {
+ if (!nodes.is_empty()) {
MonoType *elem_type = mono_reflection_type_get_type(refltype);
MonoClass *mono_class = mono_class_from_mono_type(elem_type);
GDMonoClass *klass = GDMono::get_singleton()->get_class(mono_class);
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 */