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-rw-r--r--modules/arkit/arkit_interface.h4
-rw-r--r--modules/arkit/arkit_interface.mm4
-rw-r--r--modules/arkit/arkit_module.cpp4
-rw-r--r--modules/arkit/arkit_module.h4
-rw-r--r--modules/arkit/arkit_session_delegate.h4
-rw-r--r--modules/arkit/arkit_session_delegate.mm4
-rw-r--r--modules/basis_universal/register_types.cpp4
-rw-r--r--modules/basis_universal/register_types.h4
-rw-r--r--modules/basis_universal/texture_basisu.cpp4
-rw-r--r--modules/basis_universal/texture_basisu.h4
-rw-r--r--modules/bmp/image_loader_bmp.cpp4
-rw-r--r--modules/bmp/image_loader_bmp.h4
-rw-r--r--modules/bmp/register_types.cpp4
-rw-r--r--modules/bmp/register_types.h4
-rw-r--r--modules/bullet/area_bullet.cpp4
-rw-r--r--modules/bullet/area_bullet.h4
-rw-r--r--modules/bullet/btRayShape.cpp4
-rw-r--r--modules/bullet/btRayShape.h4
-rw-r--r--modules/bullet/bullet_physics_server.cpp4
-rw-r--r--modules/bullet/bullet_physics_server.h4
-rw-r--r--modules/bullet/bullet_types_converter.cpp4
-rw-r--r--modules/bullet/bullet_types_converter.h4
-rw-r--r--modules/bullet/bullet_utilities.h4
-rw-r--r--modules/bullet/collision_object_bullet.cpp4
-rw-r--r--modules/bullet/collision_object_bullet.h4
-rw-r--r--modules/bullet/cone_twist_joint_bullet.cpp4
-rw-r--r--modules/bullet/cone_twist_joint_bullet.h4
-rw-r--r--modules/bullet/constraint_bullet.cpp4
-rw-r--r--modules/bullet/constraint_bullet.h4
-rw-r--r--modules/bullet/generic_6dof_joint_bullet.cpp4
-rw-r--r--modules/bullet/generic_6dof_joint_bullet.h4
-rw-r--r--modules/bullet/godot_collision_configuration.cpp4
-rw-r--r--modules/bullet/godot_collision_configuration.h4
-rw-r--r--modules/bullet/godot_collision_dispatcher.cpp4
-rw-r--r--modules/bullet/godot_collision_dispatcher.h4
-rw-r--r--modules/bullet/godot_motion_state.h4
-rw-r--r--modules/bullet/godot_ray_world_algorithm.cpp4
-rw-r--r--modules/bullet/godot_ray_world_algorithm.h4
-rw-r--r--modules/bullet/godot_result_callbacks.cpp4
-rw-r--r--modules/bullet/godot_result_callbacks.h4
-rw-r--r--modules/bullet/hinge_joint_bullet.cpp4
-rw-r--r--modules/bullet/hinge_joint_bullet.h4
-rw-r--r--modules/bullet/joint_bullet.cpp4
-rw-r--r--modules/bullet/joint_bullet.h4
-rw-r--r--modules/bullet/pin_joint_bullet.cpp4
-rw-r--r--modules/bullet/pin_joint_bullet.h4
-rw-r--r--modules/bullet/register_types.cpp4
-rw-r--r--modules/bullet/register_types.h4
-rw-r--r--modules/bullet/rid_bullet.h4
-rw-r--r--modules/bullet/rigid_body_bullet.cpp4
-rw-r--r--modules/bullet/rigid_body_bullet.h4
-rw-r--r--modules/bullet/shape_bullet.cpp4
-rw-r--r--modules/bullet/shape_bullet.h4
-rw-r--r--modules/bullet/shape_owner_bullet.cpp4
-rw-r--r--modules/bullet/shape_owner_bullet.h4
-rw-r--r--modules/bullet/slider_joint_bullet.cpp4
-rw-r--r--modules/bullet/slider_joint_bullet.h4
-rw-r--r--modules/bullet/soft_body_bullet.cpp4
-rw-r--r--modules/bullet/soft_body_bullet.h4
-rw-r--r--modules/bullet/space_bullet.cpp4
-rw-r--r--modules/bullet/space_bullet.h4
-rw-r--r--modules/camera/camera_osx.h4
-rw-r--r--modules/camera/camera_osx.mm4
-rw-r--r--modules/camera/camera_win.cpp4
-rw-r--r--modules/camera/camera_win.h4
-rw-r--r--modules/camera/register_types.cpp4
-rw-r--r--modules/camera/register_types.h4
-rw-r--r--modules/camera_iphone/camera_ios.h4
-rw-r--r--modules/camera_iphone/camera_ios.mm4
-rw-r--r--modules/camera_iphone/camera_module.cpp4
-rw-r--r--modules/camera_iphone/camera_module.h4
-rw-r--r--modules/csg/csg.cpp4
-rw-r--r--modules/csg/csg.h4
-rw-r--r--modules/csg/csg_gizmos.cpp4
-rw-r--r--modules/csg/csg_gizmos.h4
-rw-r--r--modules/csg/csg_shape.cpp4
-rw-r--r--modules/csg/csg_shape.h4
-rw-r--r--modules/csg/register_types.cpp4
-rw-r--r--modules/csg/register_types.h4
-rw-r--r--modules/cvtt/image_compress_cvtt.cpp4
-rw-r--r--modules/cvtt/image_compress_cvtt.h4
-rw-r--r--modules/cvtt/register_types.cpp4
-rw-r--r--modules/cvtt/register_types.h4
-rw-r--r--modules/dds/register_types.cpp4
-rw-r--r--modules/dds/register_types.h4
-rw-r--r--modules/dds/texture_loader_dds.cpp4
-rw-r--r--modules/dds/texture_loader_dds.h4
-rw-r--r--modules/denoise/denoise_wrapper.cpp4
-rw-r--r--modules/denoise/denoise_wrapper.h4
-rw-r--r--modules/denoise/lightmap_denoiser.cpp4
-rw-r--r--modules/denoise/lightmap_denoiser.h4
-rw-r--r--modules/denoise/register_types.cpp4
-rw-r--r--modules/denoise/register_types.h4
-rw-r--r--modules/enet/networked_multiplayer_enet.cpp4
-rw-r--r--modules/enet/networked_multiplayer_enet.h4
-rw-r--r--modules/enet/register_types.cpp4
-rw-r--r--modules/enet/register_types.h4
-rw-r--r--modules/etc/image_compress_etc.cpp4
-rw-r--r--modules/etc/image_compress_etc.h4
-rw-r--r--modules/etc/register_types.cpp4
-rw-r--r--modules/etc/register_types.h4
-rw-r--r--modules/etc/texture_loader_pkm.cpp4
-rw-r--r--modules/etc/texture_loader_pkm.h4
-rw-r--r--modules/fbx/data/fbx_anim_container.h4
-rw-r--r--modules/fbx/data/fbx_bone.cpp4
-rw-r--r--modules/fbx/data/fbx_bone.h4
-rw-r--r--modules/fbx/data/fbx_material.cpp4
-rw-r--r--modules/fbx/data/fbx_material.h4
-rw-r--r--modules/fbx/data/fbx_mesh_data.cpp4
-rw-r--r--modules/fbx/data/fbx_mesh_data.h4
-rw-r--r--modules/fbx/data/fbx_node.h4
-rw-r--r--modules/fbx/data/fbx_skeleton.cpp4
-rw-r--r--modules/fbx/data/fbx_skeleton.h4
-rw-r--r--modules/fbx/data/import_state.h4
-rw-r--r--modules/fbx/data/model_abstraction.h4
-rw-r--r--modules/fbx/data/pivot_transform.cpp4
-rw-r--r--modules/fbx/data/pivot_transform.h4
-rw-r--r--modules/fbx/doc_classes/EditorSceneImporterFBX.xml2
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp4
-rw-r--r--modules/fbx/editor_scene_importer_fbx.h4
-rw-r--r--modules/fbx/fbx_parser/ByteSwapper.h4
-rw-r--r--modules/fbx/fbx_parser/FBXAnimation.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXCommon.h4
-rw-r--r--modules/fbx/fbx_parser/FBXDeformer.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXDocument.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXDocument.h4
-rw-r--r--modules/fbx/fbx_parser/FBXDocumentUtil.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXDocumentUtil.h4
-rw-r--r--modules/fbx/fbx_parser/FBXImportSettings.h4
-rw-r--r--modules/fbx/fbx_parser/FBXMaterial.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXMeshGeometry.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXMeshGeometry.h4
-rw-r--r--modules/fbx/fbx_parser/FBXModel.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXNodeAttribute.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXParseTools.h4
-rw-r--r--modules/fbx/fbx_parser/FBXParser.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXParser.h4
-rw-r--r--modules/fbx/fbx_parser/FBXPose.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXProperties.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXProperties.h4
-rw-r--r--modules/fbx/fbx_parser/FBXTokenizer.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXTokenizer.h4
-rw-r--r--modules/fbx/fbx_parser/FBXUtil.cpp4
-rw-r--r--modules/fbx/fbx_parser/FBXUtil.h4
-rw-r--r--modules/fbx/register_types.cpp4
-rw-r--r--modules/fbx/register_types.h4
-rw-r--r--modules/fbx/tools/import_utils.cpp4
-rw-r--r--modules/fbx/tools/import_utils.h4
-rw-r--r--modules/fbx/tools/validation_tools.cpp4
-rw-r--r--modules/fbx/tools/validation_tools.h4
-rw-r--r--modules/freetype/register_types.cpp4
-rw-r--r--modules/freetype/register_types.h4
-rw-r--r--modules/freetype/uwpdef.h4
-rw-r--r--modules/gamecenter/game_center.h4
-rw-r--r--modules/gamecenter/game_center.mm4
-rw-r--r--modules/gamecenter/game_center_delegate.h4
-rw-r--r--modules/gamecenter/game_center_delegate.mm4
-rw-r--r--modules/gamecenter/game_center_module.cpp4
-rw-r--r--modules/gamecenter/game_center_module.h4
-rw-r--r--modules/gdnative/android/android_gdn.cpp4
-rw-r--r--modules/gdnative/gdnative.cpp4
-rw-r--r--modules/gdnative/gdnative.h4
-rw-r--r--modules/gdnative/gdnative/aabb.cpp4
-rw-r--r--modules/gdnative/gdnative/array.cpp4
-rw-r--r--modules/gdnative/gdnative/basis.cpp4
-rw-r--r--modules/gdnative/gdnative/callable.cpp4
-rw-r--r--modules/gdnative/gdnative/color.cpp4
-rw-r--r--modules/gdnative/gdnative/dictionary.cpp4
-rw-r--r--modules/gdnative/gdnative/gdnative.cpp4
-rw-r--r--modules/gdnative/gdnative/node_path.cpp4
-rw-r--r--modules/gdnative/gdnative/packed_arrays.cpp4
-rw-r--r--modules/gdnative/gdnative/plane.cpp4
-rw-r--r--modules/gdnative/gdnative/quat.cpp4
-rw-r--r--modules/gdnative/gdnative/rect2.cpp4
-rw-r--r--modules/gdnative/gdnative/rid.cpp4
-rw-r--r--modules/gdnative/gdnative/string.cpp6
-rw-r--r--modules/gdnative/gdnative/string_name.cpp4
-rw-r--r--modules/gdnative/gdnative/transform.cpp4
-rw-r--r--modules/gdnative/gdnative/transform2d.cpp4
-rw-r--r--modules/gdnative/gdnative/variant.cpp4
-rw-r--r--modules/gdnative/gdnative/vector2.cpp4
-rw-r--r--modules/gdnative/gdnative/vector3.cpp4
-rw-r--r--modules/gdnative/gdnative_api.json2
-rw-r--r--modules/gdnative/gdnative_library_editor_plugin.cpp4
-rw-r--r--modules/gdnative/gdnative_library_editor_plugin.h4
-rw-r--r--modules/gdnative/gdnative_library_singleton_editor.cpp4
-rw-r--r--modules/gdnative/gdnative_library_singleton_editor.h4
-rw-r--r--modules/gdnative/include/android/godot_android.h4
-rw-r--r--modules/gdnative/include/gdnative/aabb.h4
-rw-r--r--modules/gdnative/include/gdnative/array.h4
-rw-r--r--modules/gdnative/include/gdnative/basis.h4
-rw-r--r--modules/gdnative/include/gdnative/callable.h4
-rw-r--r--modules/gdnative/include/gdnative/color.h4
-rw-r--r--modules/gdnative/include/gdnative/dictionary.h4
-rw-r--r--modules/gdnative/include/gdnative/gdnative.h4
-rw-r--r--modules/gdnative/include/gdnative/node_path.h4
-rw-r--r--modules/gdnative/include/gdnative/packed_arrays.h4
-rw-r--r--modules/gdnative/include/gdnative/plane.h4
-rw-r--r--modules/gdnative/include/gdnative/quat.h4
-rw-r--r--modules/gdnative/include/gdnative/rect2.h4
-rw-r--r--modules/gdnative/include/gdnative/rid.h4
-rw-r--r--modules/gdnative/include/gdnative/string.h6
-rw-r--r--modules/gdnative/include/gdnative/string_name.h4
-rw-r--r--modules/gdnative/include/gdnative/transform.h4
-rw-r--r--modules/gdnative/include/gdnative/transform2d.h4
-rw-r--r--modules/gdnative/include/gdnative/variant.h4
-rw-r--r--modules/gdnative/include/gdnative/vector2.h4
-rw-r--r--modules/gdnative/include/gdnative/vector3.h4
-rw-r--r--modules/gdnative/include/nativescript/godot_nativescript.h4
-rw-r--r--modules/gdnative/include/net/godot_net.h4
-rw-r--r--modules/gdnative/include/net/godot_webrtc.h4
-rw-r--r--modules/gdnative/include/pluginscript/godot_pluginscript.h4
-rw-r--r--modules/gdnative/include/text/godot_text.h4
-rw-r--r--modules/gdnative/include/videodecoder/godot_videodecoder.h4
-rw-r--r--modules/gdnative/include/xr/godot_xr.h4
-rw-r--r--modules/gdnative/nativescript/api_generator.cpp4
-rw-r--r--modules/gdnative/nativescript/api_generator.h4
-rw-r--r--modules/gdnative/nativescript/godot_nativescript.cpp4
-rw-r--r--modules/gdnative/nativescript/nativescript.cpp4
-rw-r--r--modules/gdnative/nativescript/nativescript.h4
-rw-r--r--modules/gdnative/nativescript/register_types.cpp4
-rw-r--r--modules/gdnative/nativescript/register_types.h4
-rw-r--r--modules/gdnative/net/multiplayer_peer_gdnative.cpp4
-rw-r--r--modules/gdnative/net/multiplayer_peer_gdnative.h4
-rw-r--r--modules/gdnative/net/packet_peer_gdnative.cpp4
-rw-r--r--modules/gdnative/net/packet_peer_gdnative.h4
-rw-r--r--modules/gdnative/net/register_types.cpp4
-rw-r--r--modules/gdnative/net/register_types.h4
-rw-r--r--modules/gdnative/net/stream_peer_gdnative.cpp4
-rw-r--r--modules/gdnative/net/stream_peer_gdnative.h4
-rw-r--r--modules/gdnative/net/webrtc_gdnative.cpp4
-rw-r--r--modules/gdnative/pluginscript/pluginscript_instance.cpp4
-rw-r--r--modules/gdnative/pluginscript/pluginscript_instance.h4
-rw-r--r--modules/gdnative/pluginscript/pluginscript_language.cpp4
-rw-r--r--modules/gdnative/pluginscript/pluginscript_language.h4
-rw-r--r--modules/gdnative/pluginscript/pluginscript_loader.cpp4
-rw-r--r--modules/gdnative/pluginscript/pluginscript_loader.h4
-rw-r--r--modules/gdnative/pluginscript/pluginscript_script.cpp4
-rw-r--r--modules/gdnative/pluginscript/pluginscript_script.h4
-rw-r--r--modules/gdnative/pluginscript/register_types.cpp4
-rw-r--r--modules/gdnative/pluginscript/register_types.h4
-rw-r--r--modules/gdnative/register_types.cpp4
-rw-r--r--modules/gdnative/register_types.h4
-rw-r--r--modules/gdnative/tests/test_string.h4
-rw-r--r--modules/gdnative/text/register_types.cpp4
-rw-r--r--modules/gdnative/text/register_types.h4
-rw-r--r--modules/gdnative/text/text_server_gdnative.cpp4
-rw-r--r--modules/gdnative/text/text_server_gdnative.h4
-rw-r--r--modules/gdnative/videodecoder/register_types.cpp4
-rw-r--r--modules/gdnative/videodecoder/register_types.h4
-rw-r--r--modules/gdnative/videodecoder/video_stream_gdnative.cpp4
-rw-r--r--modules/gdnative/videodecoder/video_stream_gdnative.h4
-rw-r--r--modules/gdnative/xr/register_types.cpp4
-rw-r--r--modules/gdnative/xr/register_types.h4
-rw-r--r--modules/gdnative/xr/xr_interface_gdnative.cpp4
-rw-r--r--modules/gdnative/xr/xr_interface_gdnative.h4
-rw-r--r--modules/gdnavigation/gd_navigation_server.cpp4
-rw-r--r--modules/gdnavigation/gd_navigation_server.h4
-rw-r--r--modules/gdnavigation/nav_map.cpp4
-rw-r--r--modules/gdnavigation/nav_map.h4
-rw-r--r--modules/gdnavigation/nav_region.cpp4
-rw-r--r--modules/gdnavigation/nav_region.h4
-rw-r--r--modules/gdnavigation/nav_rid.h4
-rw-r--r--modules/gdnavigation/nav_utils.h4
-rw-r--r--modules/gdnavigation/navigation_mesh_editor_plugin.cpp4
-rw-r--r--modules/gdnavigation/navigation_mesh_editor_plugin.h4
-rw-r--r--modules/gdnavigation/navigation_mesh_generator.cpp4
-rw-r--r--modules/gdnavigation/navigation_mesh_generator.h4
-rw-r--r--modules/gdnavigation/register_types.cpp4
-rw-r--r--modules/gdnavigation/register_types.h4
-rw-r--r--modules/gdnavigation/rvo_agent.cpp4
-rw-r--r--modules/gdnavigation/rvo_agent.h4
-rw-r--r--modules/gdscript/doc_classes/@GDScript.xml1117
-rw-r--r--modules/gdscript/editor/gdscript_highlighter.cpp4
-rw-r--r--modules/gdscript/editor/gdscript_highlighter.h4
-rw-r--r--modules/gdscript/editor/gdscript_translation_parser_plugin.cpp4
-rw-r--r--modules/gdscript/editor/gdscript_translation_parser_plugin.h4
-rw-r--r--modules/gdscript/gdscript.cpp4
-rw-r--r--modules/gdscript/gdscript.h4
-rw-r--r--modules/gdscript/gdscript_analyzer.cpp4
-rw-r--r--modules/gdscript/gdscript_analyzer.h4
-rw-r--r--modules/gdscript/gdscript_byte_codegen.cpp4
-rw-r--r--modules/gdscript/gdscript_byte_codegen.h4
-rw-r--r--modules/gdscript/gdscript_cache.cpp4
-rw-r--r--modules/gdscript/gdscript_cache.h4
-rw-r--r--modules/gdscript/gdscript_codegen.h4
-rw-r--r--modules/gdscript/gdscript_compiler.cpp4
-rw-r--r--modules/gdscript/gdscript_compiler.h4
-rw-r--r--modules/gdscript/gdscript_disassembler.cpp4
-rw-r--r--modules/gdscript/gdscript_editor.cpp4
-rw-r--r--modules/gdscript/gdscript_function.cpp4
-rw-r--r--modules/gdscript/gdscript_function.h4
-rw-r--r--modules/gdscript/gdscript_parser.cpp4
-rw-r--r--modules/gdscript/gdscript_parser.h4
-rw-r--r--modules/gdscript/gdscript_tokenizer.cpp4
-rw-r--r--modules/gdscript/gdscript_tokenizer.h4
-rw-r--r--modules/gdscript/gdscript_utility_functions.cpp4
-rw-r--r--modules/gdscript/gdscript_utility_functions.h4
-rw-r--r--modules/gdscript/gdscript_vm.cpp4
-rw-r--r--modules/gdscript/gdscript_warning.cpp4
-rw-r--r--modules/gdscript/gdscript_warning.h4
-rw-r--r--modules/gdscript/language_server/gdscript_extend_parser.cpp4
-rw-r--r--modules/gdscript/language_server/gdscript_extend_parser.h4
-rw-r--r--modules/gdscript/language_server/gdscript_language_protocol.cpp4
-rw-r--r--modules/gdscript/language_server/gdscript_language_protocol.h4
-rw-r--r--modules/gdscript/language_server/gdscript_language_server.cpp4
-rw-r--r--modules/gdscript/language_server/gdscript_language_server.h4
-rw-r--r--modules/gdscript/language_server/gdscript_text_document.cpp4
-rw-r--r--modules/gdscript/language_server/gdscript_text_document.h4
-rw-r--r--modules/gdscript/language_server/gdscript_workspace.cpp4
-rw-r--r--modules/gdscript/language_server/gdscript_workspace.h4
-rw-r--r--modules/gdscript/language_server/lsp.hpp4
-rw-r--r--modules/gdscript/register_types.cpp4
-rw-r--r--modules/gdscript/register_types.h4
-rw-r--r--modules/gdscript/tests/test_gdscript.cpp4
-rw-r--r--modules/gdscript/tests/test_gdscript.h4
-rw-r--r--modules/glslang/register_types.cpp4
-rw-r--r--modules/glslang/register_types.h4
-rw-r--r--modules/gltf/editor_scene_exporter_gltf_plugin.cpp4
-rw-r--r--modules/gltf/editor_scene_exporter_gltf_plugin.h4
-rw-r--r--modules/gltf/editor_scene_importer_gltf.cpp4
-rw-r--r--modules/gltf/editor_scene_importer_gltf.h4
-rw-r--r--modules/gltf/gltf_accessor.cpp4
-rw-r--r--modules/gltf/gltf_accessor.h4
-rw-r--r--modules/gltf/gltf_animation.cpp4
-rw-r--r--modules/gltf/gltf_animation.h4
-rw-r--r--modules/gltf/gltf_buffer_view.cpp4
-rw-r--r--modules/gltf/gltf_buffer_view.h4
-rw-r--r--modules/gltf/gltf_camera.cpp4
-rw-r--r--modules/gltf/gltf_camera.h4
-rw-r--r--modules/gltf/gltf_document.cpp4
-rw-r--r--modules/gltf/gltf_document.h4
-rw-r--r--modules/gltf/gltf_light.cpp4
-rw-r--r--modules/gltf/gltf_light.h4
-rw-r--r--modules/gltf/gltf_mesh.cpp4
-rw-r--r--modules/gltf/gltf_mesh.h4
-rw-r--r--modules/gltf/gltf_node.cpp4
-rw-r--r--modules/gltf/gltf_node.h4
-rw-r--r--modules/gltf/gltf_skeleton.cpp4
-rw-r--r--modules/gltf/gltf_skeleton.h4
-rw-r--r--modules/gltf/gltf_skin.cpp4
-rw-r--r--modules/gltf/gltf_skin.h4
-rw-r--r--modules/gltf/gltf_spec_gloss.cpp4
-rw-r--r--modules/gltf/gltf_spec_gloss.h4
-rw-r--r--modules/gltf/gltf_state.cpp4
-rw-r--r--modules/gltf/gltf_state.h4
-rw-r--r--modules/gltf/gltf_texture.cpp4
-rw-r--r--modules/gltf/gltf_texture.h4
-rw-r--r--modules/gltf/register_types.cpp4
-rw-r--r--modules/gltf/register_types.h4
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656 files changed, 4827 insertions, 4274 deletions
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 60d76a67a2..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 */
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..d84a7ab17c 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 */
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..1d664a5212 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 */
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..5918f4dbed 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 */
diff --git a/modules/fbx/editor_scene_importer_fbx.h b/modules/fbx/editor_scene_importer_fbx.h
index ff1d243ede..25c7c1a907 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 */
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 a3c90f8591..2b6211095a 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 */
diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h
index 6f9f46872e..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 */
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/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..f178dc1bd5
--- /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="3.2">
+ <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().arvr = 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().arvr = 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="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>
+ <method name="get_controller">
+ <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>
+ </methods>
+ <members>
+ <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="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="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="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="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="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>
+ <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>
+ </members>
+ <signals>
+ <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="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().arvr = true[/code] to instruct Godot to start rendering to the AR/VR device.
+ </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_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().arvr = false[/code] to instruct Godot to resume rendering to the screen.
+ </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="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="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="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="visibility_state_changed">
+ <description>
+ Emitted when [member visibility_state] has changed.
+ </description>
+ </signal>
+ <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>
+ </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..2c28ce070f
--- /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"), &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 */