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Merge pull request #695 from aaronfranke/gd4-rigidbody-sname

Rename RigidBody -> RigidDynamicBody and use StringName literals
Aaron Franke 3 роки тому
батько
коміт
730b2f30a0
72 змінених файлів з 180 додано та 180 видалено
  1. 1 1
      2d/dodge_the_creeps/Mob.gd
  2. 1 1
      2d/dodge_the_creeps/Mob.tscn
  3. 4 4
      2d/dodge_the_creeps/Player.gd
  4. 1 1
      2d/finite_state_machine/player/states/motion/on_ground/move.gd
  5. 1 1
      2d/instancing/ball.tscn
  6. 1 1
      2d/kinematic_character/player/player.gd
  7. 3 3
      2d/physics_platformer/README.md
  8. 1 1
      2d/physics_platformer/background/Seesaw.tscn
  9. 1 1
      2d/physics_platformer/enemy/Enemy.tscn
  10. 1 1
      2d/physics_platformer/enemy/enemy.gd
  11. 1 1
      2d/physics_platformer/platform/MovingPlatform.tscn
  12. 1 1
      2d/physics_platformer/platform/moving_platform.gd
  13. 1 1
      2d/physics_platformer/player/Bullet.tscn
  14. 1 1
      2d/physics_platformer/player/Player.tscn
  15. 1 1
      2d/physics_platformer/player/bullet.gd
  16. 6 6
      2d/physics_platformer/player/player.gd
  17. 5 5
      2d/physics_platformer/project.godot
  18. 1 1
      2d/physics_tests/tests/functional/test_character.gd
  19. 2 2
      2d/physics_tests/tests/functional/test_character_pixels.tscn
  20. 2 2
      2d/physics_tests/tests/functional/test_character_slopes.tscn
  21. 2 2
      2d/physics_tests/tests/functional/test_character_tilemap.tscn
  22. 3 3
      2d/physics_tests/tests/functional/test_one_way_collision.gd
  23. 3 3
      2d/physics_tests/tests/functional/test_one_way_collision.tscn
  24. 1 1
      2d/physics_tests/tests_menu.gd
  25. 3 3
      2d/physics_tests/utils/characterbody_controller.gd
  26. 3 3
      2d/physics_tests/utils/rigidbody_controller.gd
  27. 4 4
      2d/physics_tests/utils/system.gd
  28. 1 1
      2d/platformer/project.godot
  29. 1 1
      2d/platformer/src/Objects/Bullet.gd
  30. 1 1
      2d/platformer/src/Objects/Bullet.tscn
  31. 2 2
      2d/skeleton/player/player.gd
  32. 3 3
      3d/ik/addons/sade/ik_fabrik.gd
  33. 1 1
      3d/ik/addons/sade/ik_look_at.gd
  34. 1 1
      3d/ik/fps/example_player.gd
  35. 1 1
      3d/ik/fps/simple_bullet.gd
  36. 1 1
      3d/ik/fps/simple_bullet.tscn
  37. 3 3
      3d/kinematic_character/player/cubio.gd
  38. 1 1
      3d/physics_tests/tests_menu.gd
  39. 4 4
      3d/physics_tests/utils/system.gd
  40. 1 1
      3d/platformer/enemy/enemy.gd
  41. 1 1
      3d/platformer/enemy/enemy.tscn
  42. 1 1
      3d/platformer/player/bullet/bullet.gd
  43. 1 1
      3d/platformer/player/bullet/bullet.tscn
  44. 1 1
      3d/platformer/player/follow_camera.gd
  45. 2 2
      3d/platformer/player/player.gd
  46. 1 1
      3d/rigidbody_character/cube_rigidbody.tscn
  47. 4 4
      3d/rigidbody_character/player/cubio.gd
  48. 1 1
      3d/rigidbody_character/player/cubio.tscn
  49. 1 1
      3d/rigidbody_character/project.godot
  50. 2 2
      3d/truck_town/car_select.gd
  51. 1 1
      3d/truck_town/follow_camera.gd
  52. 5 5
      3d/truck_town/tow_truck.tscn
  53. 2 2
      3d/truck_town/vehicle.gd
  54. 1 1
      3d/voxel/menu/debug.gd
  55. 1 1
      3d/voxel/menu/ingame/pause_menu.gd
  56. 7 7
      3d/voxel/player/player.gd
  57. 1 1
      audio/midi_piano/piano.gd
  58. 6 6
      misc/2.5d/addons/node25d/node_25d.gd
  59. 3 3
      misc/2.5d/assets/cube/cube_math.gd
  60. 6 6
      misc/2.5d/assets/platform/platform_sprite.gd
  61. 7 7
      misc/2.5d/assets/player/player_math_25d.gd
  62. 15 15
      misc/2.5d/assets/player/player_sprite.gd
  63. 6 6
      misc/2.5d/assets/shadow/shadow_sprite.gd
  64. 1 1
      misc/2.5d/assets/ui/control_hints.gd
  65. 3 3
      misc/window_management/control.gd
  66. 6 6
      mono/2.5d/assets/platform/platform_sprite.gd
  67. 6 6
      mono/2.5d/assets/shadow/shadow_sprite.gd
  68. 1 1
      mono/2.5d/assets/ui/control_hints.gd
  69. 1 1
      mono/dodge_the_creeps/Mob.cs
  70. 1 1
      mono/dodge_the_creeps/Mob.tscn
  71. 5 5
      networking/multiplayer_bomber/player.gd
  72. 4 4
      viewport/2d_in_3d/pong.gd

+ 1 - 1
2d/dodge_the_creeps/Mob.gd

@@ -1,4 +1,4 @@
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 func _ready():
 	$AnimatedSprite2D.playing = true

+ 1 - 1
2d/dodge_the_creeps/Mob.tscn

@@ -30,7 +30,7 @@ animations = [{
 radius = 35.2706
 height = 23.3281
 
-[node name="Mob" type="RigidBody2D" groups=["mobs"]]
+[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
 collision_mask = 0
 gravity_scale = 0.0
 script = ExtResource( 1 )

+ 4 - 4
2d/dodge_the_creeps/Player.gd

@@ -12,13 +12,13 @@ func _ready():
 
 func _process(delta):
 	var velocity = Vector2.ZERO # The player's movement vector.
-	if Input.is_action_pressed("move_right"):
+	if Input.is_action_pressed(&"move_right"):
 		velocity.x += 1
-	if Input.is_action_pressed("move_left"):
+	if Input.is_action_pressed(&"move_left"):
 		velocity.x -= 1
-	if Input.is_action_pressed("move_down"):
+	if Input.is_action_pressed(&"move_down"):
 		velocity.y += 1
-	if Input.is_action_pressed("move_up"):
+	if Input.is_action_pressed(&"move_up"):
 		velocity.y -= 1
 
 	if velocity.length() > 0:

+ 1 - 1
2d/finite_state_machine/player/states/motion/on_ground/move.gd

@@ -22,7 +22,7 @@ func update(_delta):
 		emit_signal("finished", "idle")
 	update_look_direction(input_direction)
 
-	if Input.is_action_pressed("run"):
+	if Input.is_action_pressed(&"run"):
 		speed = max_run_speed
 	else:
 		speed = max_walk_speed

+ 1 - 1
2d/instancing/ball.tscn

@@ -8,7 +8,7 @@ bounce = 0.4
 [sub_resource type="CircleShape2D" id=2]
 radius = 30.0
 
-[node name="Ball" type="RigidBody2D"]
+[node name="Ball" type="RigidDynamicBody2D"]
 physics_material_override = SubResource( 1 )
 
 [node name="Sprite2D" type="Sprite2D" parent="."]

+ 1 - 1
2d/kinematic_character/player/player.gd

@@ -30,5 +30,5 @@ func _physics_process(delta):
 	move_and_slide()
 
 	# Check for jumping. is_on_floor() must be called after movement code.
-	if is_on_floor() and Input.is_action_just_pressed("jump"):
+	if is_on_floor() and Input.is_action_just_pressed(&"jump"):
 		velocity.y = -JUMP_SPEED

+ 3 - 3
2d/physics_platformer/README.md

@@ -1,11 +1,11 @@
 # Physics Platformer
 
-This demo uses [`RigidBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html)
+This demo uses [`RigidDynamicBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigiddynamicbody2d.html)
 for the player and enemies.
 These character controllers are more powerful than
 [`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html),
 but can be more difficult to handle, as they require
-manual modification of the RigidBody velocity.
+manual modification of the RigidDynamicBody velocity.
 
 Language: GDScript
 
@@ -17,7 +17,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
 
 The player and enemies use dynamic character
 controllers for movement, made with
-[`RigidBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html),
+[`RigidDynamicBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigiddynamicbody2d.html),
 which means that they can perfectly interact with physics
 (there is a see-saw, and you can even ride enemies).
 Because of this, all movement must be done in sync with

+ 1 - 1
2d/physics_platformer/background/Seesaw.tscn

@@ -11,7 +11,7 @@ extents = Vector2(8, 13.5)
 
 [node name="Seesaw" type="Node2D"]
 
-[node name="Plank" type="RigidBody2D" parent="."]
+[node name="Plank" type="RigidDynamicBody2D" parent="."]
 mass = 5.10204
 
 [node name="Sprite2D" type="Sprite2D" parent="Plank"]

+ 1 - 1
2d/physics_platformer/enemy/Enemy.tscn

@@ -106,7 +106,7 @@ radius = 7.0
 offsets = PackedFloat32Array(0.5, 1)
 colors = PackedColorArray(1, 1, 1, 0.501961, 0, 0, 0, 0)
 
-[node name="Enemy" type="RigidBody2D"]
+[node name="Enemy" type="RigidDynamicBody2D"]
 mode = 2
 physics_material_override = SubResource( 1 )
 contacts_reported = 4

+ 1 - 1
2d/physics_platformer/enemy/enemy.gd

@@ -1,5 +1,5 @@
 class_name Enemy
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 const WALK_SPEED = 50
 

+ 1 - 1
2d/physics_platformer/platform/MovingPlatform.tscn

@@ -6,7 +6,7 @@
 [node name="MovingPlatform" type="Node2D"]
 script = ExtResource( 1 )
 
-[node name="Platform" type="RigidBody2D" parent="."]
+[node name="Platform" type="RigidDynamicBody2D" parent="."]
 mode = 3
 
 [node name="Sprite2D" type="Sprite2D" parent="Platform"]

+ 1 - 1
2d/physics_platformer/platform/moving_platform.gd

@@ -14,4 +14,4 @@ func _physics_process(delta):
 	var xf = Transform2D()
 
 	xf[2]= motion * d
-	($Platform as RigidBody2D).transform = xf
+	($Platform as RigidDynamicBody2D).transform = xf

+ 1 - 1
2d/physics_platformer/player/Bullet.tscn

@@ -50,7 +50,7 @@ tracks/2/keys = {
 "values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
 }
 
-[node name="Bullet" type="RigidBody2D"]
+[node name="Bullet" type="RigidDynamicBody2D"]
 continuous_cd = 2
 script = ExtResource( 1 )
 

+ 1 - 1
2d/physics_platformer/player/Player.tscn

@@ -190,7 +190,7 @@ tracks/0/keys = {
 custom_solver_bias = 0.5
 length = 18.0
 
-[node name="Player" type="RigidBody2D"]
+[node name="Player" type="RigidDynamicBody2D"]
 mode = 2
 mass = 1.5
 physics_material_override = SubResource( 1 )

+ 1 - 1
2d/physics_platformer/player/bullet.gd

@@ -1,5 +1,5 @@
 class_name Bullet
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 var disabled = false
 

+ 6 - 6
2d/physics_platformer/player/player.gd

@@ -1,5 +1,5 @@
 class_name Player
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 # Character Demo, written by Juan Linietsky.
 #
@@ -62,11 +62,11 @@ func _integrate_forces(s):
 	var new_siding_left = siding_left
 
 	# Get player input.
-	var move_left = Input.is_action_pressed("move_left")
-	var move_right = Input.is_action_pressed("move_right")
-	var jump = Input.is_action_pressed("jump")
-	var shoot = Input.is_action_pressed("shoot")
-	var spawn = Input.is_action_pressed("spawn")
+	var move_left = Input.is_action_pressed(&"move_left")
+	var move_right = Input.is_action_pressed(&"move_right")
+	var jump = Input.is_action_pressed(&"jump")
+	var shoot = Input.is_action_pressed(&"shoot")
+	var spawn = Input.is_action_pressed(&"spawn")
 
 	if spawn:
 		call_deferred("_spawn_enemy_above")

+ 5 - 5
2d/physics_platformer/project.godot

@@ -9,7 +9,7 @@
 config_version=4
 
 _global_script_classes=[{
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Bullet",
 "language": &"GDScript",
 "path": "res://player/bullet.gd"
@@ -19,7 +19,7 @@ _global_script_classes=[{
 "language": &"GDScript",
 "path": "res://coin/coin.gd"
 }, {
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Enemy",
 "language": &"GDScript",
 "path": "res://enemy/enemy.gd"
@@ -29,7 +29,7 @@ _global_script_classes=[{
 "language": &"GDScript",
 "path": "res://platform/moving_platform.gd"
 }, {
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Player",
 "language": &"GDScript",
 "path": "res://player/player.gd"
@@ -45,10 +45,10 @@ _global_script_class_icons={
 [application]
 
 config/name="Physics-Based Platformer 2D"
-config/description="This demo uses RigidBody2D for the player and enemies. These
+config/description="This demo uses RigidDynamicBody2D for the player and enemies. These
 character controllers are more powerful than CharacterBody2D,
 but can be more difficult to handle, as they require
-manual modification of the RigidBody3D velocity."
+manual modification of the RigidDynamicBody3D velocity."
 run/main_scene="res://Stage.tscn"
 config/icon="res://icon.png"
 

+ 1 - 1
2d/physics_tests/tests/functional/test_character.gd

@@ -61,7 +61,7 @@ func _ready():
 		var enabled = _body_type == E_BodyType.CHARACTER_BODY_RAY
 		options.add_menu_item(OPTION_OBJECT_TYPE_CHARACTER_RAY, true, enabled, true)
 
-	_rigid_body_template = find_node("RigidBody2D")
+	_rigid_body_template = find_node("RigidDynamicBody2D")
 	if _rigid_body_template:
 		_body_parent = _rigid_body_template.get_parent()
 		_body_parent.remove_child(_rigid_body_template)

+ 2 - 2
2d/physics_tests/tests/functional/test_character_pixels.tscn

@@ -74,7 +74,7 @@ shape = SubResource( "RectangleShape2D_scs3g" )
 position = Vector2(0, -2)
 shape = SubResource( "SeparationRayShape2D_vby12" )
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
 position = Vector2(30, 40)
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
@@ -83,7 +83,7 @@ contact_monitor = true
 lock_rotation = true
 script = ExtResource( "2" )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/RigidDynamicBody2D"]
 shape = SubResource( "2" )
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]

+ 2 - 2
2d/physics_tests/tests/functional/test_character_slopes.tscn

@@ -123,7 +123,7 @@ shape = SubResource( "CircleShape2D_llvur" )
 position = Vector2(0, -16)
 shape = SubResource( "RayShape2D_3lv1w" )
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(100, 450)
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
@@ -132,7 +132,7 @@ contact_monitor = true
 lock_rotation = true
 script = ExtResource( "6" )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "2" )
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="."]

+ 2 - 2
2d/physics_tests/tests/functional/test_character_tilemap.tscn

@@ -87,7 +87,7 @@ shape = SubResource( "RayShape2D_206f5" )
 position = Vector2(12, 8)
 shape = SubResource( "RayShape2D_206f5" )
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(250, 460)
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
@@ -96,7 +96,7 @@ contact_monitor = true
 lock_rotation = true
 script = ExtResource( "6" )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "2" )
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="."]

+ 3 - 3
2d/physics_tests/tests/functional/test_one_way_collision.gd

@@ -91,7 +91,7 @@ func _ready():
 		_target_area.connect(&"body_entered", Callable(self, "_on_target_entered"))
 		$Timer.connect(&"timeout", Callable(self, "_on_timeout"))
 
-		_rigid_body_template = $RigidBody2D
+		_rigid_body_template = $RigidDynamicBody2D
 		remove_child(_rigid_body_template)
 
 		_character_body_template = $CharacterBody2D
@@ -105,7 +105,7 @@ func _ready():
 
 func _process(_delta):
 	if not Engine.is_editor_hint():
-		if Input.is_action_just_pressed("ui_accept"):
+		if Input.is_action_just_pressed(&"ui_accept"):
 			await _reset_test(false)
 
 
@@ -190,7 +190,7 @@ func _update_rigidbody_angle(value, reset = true):
 	_body_angle = value
 	if is_inside_tree():
 		if Engine.is_editor_hint():
-			$RigidBody2D.rotation = deg2rad(value)
+			$RigidDynamicBody2D.rotation = deg2rad(value)
 			$CharacterBody2D.rotation = deg2rad(value)
 		else:
 			if _moving_body:

+ 3 - 3
2d/physics_tests/tests/functional/test_one_way_collision.tscn

@@ -205,19 +205,19 @@ position = Vector2(512, 300)
 shape = SubResource( "2" )
 one_way_collision = true
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(300, 300)
 collision_mask = 2147483649
 gravity_scale = 0.0
 contacts_reported = 1
 contact_monitor = true
 
-[node name="Sprite" type="Sprite2D" parent="RigidBody2D"]
+[node name="Sprite" type="Sprite2D" parent="RigidDynamicBody2D"]
 self_modulate = Color(1, 1, 1, 0.501961)
 scale = Vector2(0.5, 0.5)
 texture = ExtResource( "2" )
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "3" )
 
 [node name="CharacterBody2D" type="CharacterBody2D" parent="."]

+ 1 - 1
2d/physics_tests/tests_menu.gd

@@ -17,7 +17,7 @@ func _ready():
 
 
 func _process(_delta):
-	if Input.is_action_just_pressed("restart_test"):
+	if Input.is_action_just_pressed(&"restart_test"):
 		if _current_test:
 			_start_test(_current_test)
 

+ 3 - 3
2d/physics_tests/utils/characterbody_controller.gd

@@ -27,12 +27,12 @@ func _physics_process(_delta):
 		_velocity.x = 0.0
 
 	# Handle horizontal controls.
-	if Input.is_action_pressed("character_left"):
+	if Input.is_action_pressed(&"character_left"):
 		if position.x > 0.0:
 			_velocity.x = -_motion_speed
 			_keep_velocity = false
 			_constant_velocity = Vector2.ZERO
-	elif Input.is_action_pressed("character_right"):
+	elif Input.is_action_pressed(&"character_right"):
 		if position.x < 1024.0:
 			_velocity.x = _motion_speed
 			_keep_velocity = false
@@ -40,7 +40,7 @@ func _physics_process(_delta):
 
 	# Handle jump controls and gravity.
 	if is_on_floor():
-		if not _jumping and Input.is_action_just_pressed("character_jump"):
+		if not _jumping and Input.is_action_just_pressed(&"character_jump"):
 			# Start jumping.
 			_jumping = true
 			_velocity.y = -_jump_force

+ 3 - 3
2d/physics_tests/utils/rigidbody_controller.gd

@@ -27,12 +27,12 @@ func _physics_process(_delta):
 		_velocity.x = 0.0
 
 	# Handle horizontal controls.
-	if Input.is_action_pressed("character_left"):
+	if Input.is_action_pressed(&"character_left"):
 		if position.x > 0.0:
 			_velocity.x = -_motion_speed
 			_keep_velocity = false
 			_constant_velocity = Vector2.ZERO
-	elif Input.is_action_pressed("character_right"):
+	elif Input.is_action_pressed(&"character_right"):
 		if position.x < 1024.0:
 			_velocity.x = _motion_speed
 			_keep_velocity = false
@@ -40,7 +40,7 @@ func _physics_process(_delta):
 
 	# Handle jump controls and gravity.
 	if is_on_floor():
-		if not _jumping and Input.is_action_just_pressed("character_jump"):
+		if not _jumping and Input.is_action_just_pressed(&"character_jump"):
 			# Start jumping.
 			_jumping = true
 			_velocity.y = -_jump_force

+ 4 - 4
2d/physics_tests/utils/system.gd

@@ -25,13 +25,13 @@ func _enter_tree():
 
 
 func _process(_delta):
-	if Input.is_action_just_pressed("toggle_full_screen"):
+	if Input.is_action_just_pressed(&"toggle_full_screen"):
 		if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
 			DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
 		else:
 			DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
 
-	if Input.is_action_just_pressed("toggle_debug_collision"):
+	if Input.is_action_just_pressed(&"toggle_debug_collision"):
 		var debug_collision_enabled = not _is_debug_collision_enabled()
 		_set_debug_collision_enabled(debug_collision_enabled)
 		if debug_collision_enabled:
@@ -39,10 +39,10 @@ func _process(_delta):
 		else:
 			Log.print_log("Debug Collision OFF")
 
-	if Input.is_action_just_pressed("toggle_pause"):
+	if Input.is_action_just_pressed(&"toggle_pause"):
 		get_tree().paused = not get_tree().paused
 
-	if Input.is_action_just_pressed("exit"):
+	if Input.is_action_just_pressed(&"exit"):
 		get_tree().quit()
 
 

+ 1 - 1
2d/platformer/project.godot

@@ -14,7 +14,7 @@ _global_script_classes=[{
 "language": &"GDScript",
 "path": "res://src/Actors/Actor.gd"
 }, {
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Bullet",
 "language": &"GDScript",
 "path": "res://src/Objects/Bullet.gd"

+ 1 - 1
2d/platformer/src/Objects/Bullet.gd

@@ -1,5 +1,5 @@
 class_name Bullet
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 
 @onready var animation_player = $AnimationPlayer

+ 1 - 1
2d/platformer/src/Objects/Bullet.tscn

@@ -55,7 +55,7 @@ tracks/2/keys = {
 "values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
 }
 
-[node name="Bullet" type="RigidBody2D"]
+[node name="Bullet" type="RigidDynamicBody2D"]
 material = SubResource( 1 )
 collision_layer = 0
 collision_mask = 26

+ 2 - 2
2d/skeleton/player/player.gd

@@ -33,7 +33,7 @@ func _physics_process(delta):
 		no_move_horizontal_time -= delta
 	else:
 		velocity.x = (Input.get_axis(&"move_left", &"move_right")) * speed.x
-		if Input.is_action_pressed("walk"):
+		if Input.is_action_pressed(&"walk"):
 			velocity.x *= 0.2
 	#warning-ignore:return_value_discarded
 	# TODO: This information should be set to the CharacterBody properties instead of arguments: , Vector2.UP
@@ -58,7 +58,7 @@ func _physics_process(delta):
 		elif falling_slow:
 			$AnimationTree["parameters/land/active"] = true
 			falling_slow = false
-		if Input.is_action_just_pressed("jump"):
+		if Input.is_action_just_pressed(&"jump"):
 			$AnimationTree["parameters/jump/active"] = true
 			velocity.y = -speed.y
 		if abs(velocity.x) > 50:

+ 3 - 3
3d/ik/addons/sade/ik_fabrik.gd

@@ -71,7 +71,7 @@ func _ready():
 					if get_tree().edited_scene_root != null:
 						target.set_owner(get_tree().edited_scene_root)
 
-			target.name = "Target"
+			target.name = &"Target"
 		else:
 			target = $Target
 
@@ -89,7 +89,7 @@ func _ready():
 					if get_tree().edited_scene_root != null:
 						middle_joint_target.set_owner(get_tree().edited_scene_root)
 
-			middle_joint_target.name = "MiddleJoint"
+			middle_joint_target.name = &"MiddleJoint"
 		else:
 			middle_joint_target = get_node(^"MiddleJoint")
 
@@ -366,7 +366,7 @@ func _make_editor_sphere_at_node(node, color):
 	# Add it as our child, and name it
 	var indicator = MeshInstance3D.new()
 	node.add_child(indicator)
-	indicator.name = "(EditorOnly) Visual indicator"
+	indicator.name = &"(EditorOnly) Visual indicator"
 
 	# We need to make a mesh for the mesh instance.
 	# The code below makes a small sphere mesh

+ 1 - 1
3d/ik/addons/sade/ik_look_at.gd

@@ -142,7 +142,7 @@ func _setup_for_editor():
 	# add it as a child of this node, and name it.
 	_editor_indicator = MeshInstance3D.new()
 	add_child(_editor_indicator)
-	_editor_indicator.name = "(EditorOnly) Visual indicator"
+	_editor_indicator.name = &"(EditorOnly) Visual indicator"
 
 	# Make a sphere mesh for the MeshInstance3D
 	var indicator_mesh = SphereMesh.new()

+ 1 - 1
3d/ik/fps/example_player.gd

@@ -87,7 +87,7 @@ func process_input(delta):
 	if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
 		dir += cam_xform.basis[0]
 
-	if Input.is_action_just_pressed("ui_cancel"):
+	if Input.is_action_just_pressed(&"ui_cancel"):
 		if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
 			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
 		else:

+ 1 - 1
3d/ik/fps/simple_bullet.gd

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 const DESPAWN_TIME = 5
 

+ 1 - 1
3d/ik/fps/simple_bullet.tscn

@@ -18,7 +18,7 @@ emission_on_uv2 = false
 [sub_resource type="SphereShape3D" id=4]
 radius = 0.4
 
-[node name="SimpleBullet" type="RigidBody3D"]
+[node name="SimpleBullet" type="RigidDynamicBody3D"]
 mass = 2.0
 physics_material_override = SubResource( 1 )
 gravity_scale = 3.0

+ 3 - 3
3d/kinematic_character/player/cubio.gd

@@ -11,9 +11,9 @@ const DECELERATION = 4
 var velocity: Vector3
 
 func _physics_process(delta):
-	if Input.is_action_just_pressed("exit"):
+	if Input.is_action_just_pressed(&"exit"):
 		get_tree().quit()
-	if Input.is_action_just_pressed("reset_position"):
+	if Input.is_action_just_pressed(&"reset_position"):
 		position = start_position
 
 	var dir = Vector3()
@@ -55,7 +55,7 @@ func _physics_process(delta):
 
 	# TODO: This information should be set to the CharacterBody properties instead of arguments.
 	# Jumping code. is_on_floor() must come after move_and_slide().
-	if is_on_floor() and Input.is_action_pressed("jump"):
+	if is_on_floor() and Input.is_action_pressed(&"jump"):
 		velocity.y = JUMP_SPEED
 
 

+ 1 - 1
3d/physics_tests/tests_menu.gd

@@ -17,7 +17,7 @@ func _ready():
 
 
 func _process(_delta):
-	if Input.is_action_just_pressed("restart_test"):
+	if Input.is_action_just_pressed(&"restart_test"):
 		if _current_test:
 			_start_test(_current_test)
 

+ 4 - 4
3d/physics_tests/utils/system.gd

@@ -28,13 +28,13 @@ func _enter_tree():
 
 
 func _process(_delta):
-	if Input.is_action_just_pressed("toggle_full_screen"):
+	if Input.is_action_just_pressed(&"toggle_full_screen"):
 		if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
 			DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
 		else:
 			DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
 
-	if Input.is_action_just_pressed("toggle_debug_collision"):
+	if Input.is_action_just_pressed(&"toggle_debug_collision"):
 		var debug_collision_enabled = not _is_debug_collision_enabled()
 		_set_debug_collision_enabled(debug_collision_enabled)
 		if debug_collision_enabled:
@@ -42,10 +42,10 @@ func _process(_delta):
 		else:
 			Log.print_log("Debug Collision OFF")
 
-	if Input.is_action_just_pressed("toggle_pause"):
+	if Input.is_action_just_pressed(&"toggle_pause"):
 		get_tree().paused = not get_tree().paused
 
-	if Input.is_action_just_pressed("exit"):
+	if Input.is_action_just_pressed(&"exit"):
 		get_tree().quit()
 
 

+ 1 - 1
3d/platformer/enemy/enemy.gd

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 const ACCEL = 5.0
 const DEACCEL = 20.0

+ 1 - 1
3d/platformer/enemy/enemy.tscn

@@ -484,7 +484,7 @@ material = SubResource( 15 )
 max_value = 3.0
 _data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.0349232, 2.1123), 0.0, 0.0, 0, 0, Vector2(0.151192, 0.823242), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
 
-[node name="Enemy" type="RigidBody3D"]
+[node name="Enemy" type="RigidDynamicBody3D"]
 mode = 2
 physics_material_override = SubResource( 1 )
 custom_integrator = true

+ 1 - 1
3d/platformer/player/bullet/bullet.gd

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 #warning-ignore:unused_class_variable
 var enabled = true

+ 1 - 1
3d/platformer/player/bullet/bullet.tscn

@@ -82,7 +82,7 @@ colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
 [sub_resource type="SphereShape3D" id=6]
 radius = 0.27
 
-[node name="Bullet" type="RigidBody3D"]
+[node name="Bullet" type="RigidDynamicBody3D"]
 mass = 0.4
 script = ExtResource( 1 )
 __meta__ = {

+ 1 - 1
3d/platformer/player/follow_camera.gd

@@ -15,7 +15,7 @@ func _ready():
 	# Find collision exceptions for ray.
 	var node = self
 	while node:
-		if node is RigidBody3D:
+		if node is RigidDynamicBody3D:
 			collision_exception.append(node.get_rid())
 			break
 		else:

+ 2 - 2
3d/platformer/player/player.gd

@@ -49,8 +49,8 @@ func _physics_process(delta):
 	dir.y = 0
 	dir = dir.normalized()
 
-	var jump_attempt = Input.is_action_pressed("jump")
-	var shoot_attempt = Input.is_action_pressed("shoot")
+	var jump_attempt = Input.is_action_pressed(&"jump")
+	var shoot_attempt = Input.is_action_pressed(&"shoot")
 
 	if is_on_floor():
 		var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > SHARP_TURN_THRESHOLD

+ 1 - 1
3d/rigidbody_character/cube_rigidbody.tscn

@@ -15,7 +15,7 @@ roughness = 0.75
 material = SubResource( 3 )
 size = Vector3(1, 1, 1)
 
-[node name="cube_rigidbody" type="RigidBody3D"]
+[node name="cube_rigidbody" type="RigidDynamicBody3D"]
 
 [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
 shape = SubResource( 1 )

+ 4 - 4
3d/rigidbody_character/player/cubio.gd

@@ -1,13 +1,13 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 @onready var raycast = $RayCast3D
 @onready var camera = $Target/Camera3D
 @onready var start_position = position
 
 func _physics_process(_delta):
-	if Input.is_action_just_pressed("exit"):
+	if Input.is_action_just_pressed(&"exit"):
 		get_tree().quit()
-	if Input.is_action_just_pressed("reset_position"):
+	if Input.is_action_just_pressed(&"reset_position"):
 		position = start_position
 		return
 
@@ -24,7 +24,7 @@ func _physics_process(_delta):
 	apply_central_impulse(dir.normalized() / 10)
 
 	# Jumping code.
-	if on_ground() and Input.is_action_pressed("jump"):
+	if on_ground() and Input.is_action_pressed(&"jump"):
 		apply_central_impulse(Vector3.UP)
 
 

+ 1 - 1
3d/rigidbody_character/player/cubio.tscn

@@ -12,7 +12,7 @@ mid_height = 0.7
 radius = 0.5
 height = 0.7
 
-[node name="RigidBody3D" type="RigidBody3D"]
+[node name="RigidDynamicBody3D" type="RigidDynamicBody3D"]
 can_sleep = false
 axis_lock_angular_x = true
 axis_lock_angular_y = true

+ 1 - 1
3d/rigidbody_character/project.godot

@@ -10,7 +10,7 @@ config_version=4
 
 [application]
 
-config/name="RigidBody3D Character 3D"
+config/name="RigidDynamicBody3D Character 3D"
 config/description="Rigidbody character demo for 3D using a capsule for the character.
 "
 run/main_scene="res://level.tscn"

+ 2 - 2
3d/truck_town/car_select.gd

@@ -3,13 +3,13 @@ extends Control
 var town = null
 
 func _process(_delta):
-	if Input.is_action_just_pressed("back"):
+	if Input.is_action_just_pressed(&"back"):
 		_on_Back_pressed()
 
 
 func _load_scene(car):
 	var tt = load(car).instantiate()
-	tt.set_name("car")
+	tt.name = &"car"
 	town = load("res://town_scene.tscn").instantiate()
 	town.get_node(^"InstancePos").add_child(tt)
 	town.get_node(^"Back").connect(&"pressed", self._on_Back_pressed)

+ 1 - 1
3d/truck_town/follow_camera.gd

@@ -11,7 +11,7 @@ func _ready():
 	# Find collision exceptions for ray.
 	var node = self
 	while(node):
-		if (node is RigidBody3D):
+		if (node is RigidDynamicBody3D):
 			collision_exception.append(node.get_rid())
 			break
 		else:

+ 5 - 5
3d/truck_town/tow_truck.tscn

@@ -347,7 +347,7 @@ shape = SubResource( 6 )
 [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
 _import_path = NodePath("AnimationPlayer")
 
-[node name="ChainB1" type="RigidBody3D" parent="."]
+[node name="ChainB1" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 1.12554, -1.54623)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB1"]
@@ -361,7 +361,7 @@ surface_material_override/0 = null
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 
-[node name="ChainB2" type="RigidBody3D" parent="."]
+[node name="ChainB2" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 0.803378, -1.75806)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB2"]
@@ -375,7 +375,7 @@ surface_material_override/0 = null
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 
-[node name="ChainB3" type="RigidBody3D" parent="."]
+[node name="ChainB3" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 0.490045, -1.96106)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB3"]
@@ -389,7 +389,7 @@ surface_material_override/0 = null
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 
-[node name="ChainB4" type="RigidBody3D" parent="."]
+[node name="ChainB4" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.447167, -0.894451, 0, 0.894451, 0.447167, 0, 0.290326, -2.19413)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB4"]
@@ -403,7 +403,7 @@ surface_material_override/0 = null
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 
-[node name="ChainB5" type="RigidBody3D" parent="."]
+[node name="ChainB5" type="RigidDynamicBody3D" parent="."]
 transform = Transform3D(1, 0, 0, 0, 0.0993884, -0.995049, 0, 0.995049, 0.0993884, 0, 0.205717, -2.50193)
 
 [node name="Chain1" type="MeshInstance3D" parent="ChainB5"]

+ 2 - 2
3d/truck_town/vehicle.gd

@@ -13,7 +13,7 @@ func _physics_process(delta):
 	steer_target = Input.get_axis(&"turn_right", &"turn_left")
 	steer_target *= STEER_LIMIT
 
-	if Input.is_action_pressed("accelerate"):
+	if Input.is_action_pressed(&"accelerate"):
 		# Increase engine force at low speeds to make the initial acceleration faster.
 		var speed = linear_velocity.length()
 		if speed < 5 and speed != 0:
@@ -23,7 +23,7 @@ func _physics_process(delta):
 	else:
 		engine_force = 0
 
-	if Input.is_action_pressed("reverse"):
+	if Input.is_action_pressed(&"reverse"):
 		# Increase engine force at low speeds to make the initial acceleration faster.
 		if fwd_mps >= -1:
 			var speed = linear_velocity.length()

+ 1 - 1
3d/voxel/menu/debug.gd

@@ -6,7 +6,7 @@ extends Label
 
 
 func _process(_delta):
-	if Input.is_action_just_pressed("debug"):
+	if Input.is_action_just_pressed(&"debug"):
 		visible = not visible
 
 	text = "Position: " + _vector_to_string_appropriate_digits(player.transform.origin)

+ 1 - 1
3d/voxel/menu/ingame/pause_menu.gd

@@ -9,7 +9,7 @@ extends Control
 
 
 func _process(_delta):
-	if Input.is_action_just_pressed("pause"):
+	if Input.is_action_just_pressed(&"pause"):
 		pause.visible = crosshair.visible
 		crosshair.visible = not crosshair.visible
 		options.visible = false

+ 7 - 7
3d/voxel/player/player.gd

@@ -26,15 +26,15 @@ func _process(_delta):
 	# Block selection.
 	var ray_position = raycast.get_collision_point()
 	var ray_normal = raycast.get_collision_normal()
-	if Input.is_action_just_pressed("pick_block"):
+	if Input.is_action_just_pressed(&"pick_block"):
 		# Block picking.
 		var block_global_position = Vector3i((ray_position - ray_normal / 2).floor())
 		_selected_block = voxel_world.get_block_global_position(block_global_position)
 	else:
 		# Block prev/next keys.
-		if Input.is_action_just_pressed("prev_block"):
+		if Input.is_action_just_pressed(&"prev_block"):
 			_selected_block -= 1
-		if Input.is_action_just_pressed("next_block"):
+		if Input.is_action_just_pressed(&"next_block"):
 			_selected_block += 1
 		_selected_block = wrapi(_selected_block, 1, 30)
 	# Set the appropriate texture.
@@ -43,8 +43,8 @@ func _process(_delta):
 
 	# Block breaking/placing.
 	if crosshair.visible and raycast.is_colliding():
-		var breaking = Input.is_action_just_pressed("break")
-		var placing = Input.is_action_just_pressed("place")
+		var breaking = Input.is_action_just_pressed(&"break")
+		var placing = Input.is_action_just_pressed(&"place")
 		# Either both buttons were pressed or neither are, so stop.
 		if breaking == placing:
 			return
@@ -62,7 +62,7 @@ func _physics_process(delta):
 	camera_effects.dof_blur_far_distance = Settings.fog_distance * 1.5
 	camera_effects.dof_blur_far_transition = Settings.fog_distance / 8
 	# Crouching.
-	var crouching = Input.is_action_pressed("crouch")
+	var crouching = Input.is_action_pressed(&"crouch")
 	if crouching:
 		head.transform.origin = Vector3(0, 1.2, 0)
 	else:
@@ -82,7 +82,7 @@ func _physics_process(delta):
 	move_and_slide()
 
 	# Jumping, applied next frame.
-	if is_on_floor() and Input.is_action_pressed("jump"):
+	if is_on_floor() and Input.is_action_pressed(&"jump"):
 		velocity.y = 5
 
 

+ 1 - 1
audio/midi_piano/piano.gd

@@ -51,7 +51,7 @@ func _add_placeholder_key(container):
 	var placeholder = Control.new()
 	placeholder.size_flags_horizontal = SIZE_EXPAND_FILL
 	placeholder.mouse_filter = Control.MOUSE_FILTER_IGNORE
-	placeholder.name = "Placeholder"
+	placeholder.name = &"Placeholder"
 	container.add_child(placeholder)
 
 

+ 6 - 6
misc/2.5d/addons/node25d/node_25d.gd

@@ -113,17 +113,17 @@ func set_view_mode(view_mode_index):
 # This can be changed or removed in actual games where you only need one view mode.
 func _check_view_mode():
 	if not Engine.editor_hint:
-		if Input.is_action_just_pressed("forty_five_mode"):
+		if Input.is_action_just_pressed(&"forty_five_mode"):
 			set_view_mode(0)
-		elif Input.is_action_just_pressed("isometric_mode"):
+		elif Input.is_action_just_pressed(&"isometric_mode"):
 			set_view_mode(1)
-		elif Input.is_action_just_pressed("top_down_mode"):
+		elif Input.is_action_just_pressed(&"top_down_mode"):
 			set_view_mode(2)
-		elif Input.is_action_just_pressed("front_side_mode"):
+		elif Input.is_action_just_pressed(&"front_side_mode"):
 			set_view_mode(3)
-		elif Input.is_action_just_pressed("oblique_y_mode"):
+		elif Input.is_action_just_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
-		elif Input.is_action_just_pressed("oblique_z_mode"):
+		elif Input.is_action_just_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 
 

+ 3 - 3
misc/2.5d/assets/cube/cube_math.gd

@@ -24,16 +24,16 @@ func _ready():
 
 
 func _process(delta):
-	if Input.is_action_pressed("exit"):
+	if Input.is_action_pressed(&"exit"):
 		get_tree().quit()
 
-	if Input.is_action_just_pressed("view_cube_demo"):
+	if Input.is_action_just_pressed(&"view_cube_demo"):
 		# warning-ignore:return_value_discarded
 		get_tree().change_scene("res://assets/demo_scene.tscn")
 		return
 
 	if _is_parent_ready:
-		if Input.is_action_just_pressed("reset_position"):
+		if Input.is_action_just_pressed(&"reset_position"):
 			transform = Transform3D.IDENTITY
 		else:
 			rotate_x(delta * (Input.get_axis(&"move_forward", &"move_back")))

+ 6 - 6
misc/2.5d/assets/platform/platform_sprite.gd

@@ -10,17 +10,17 @@ extends Sprite2D
 
 func _process(_delta):
 	if not Engine.editor_hint:
-		if Input.is_action_pressed("forty_five_mode"):
+		if Input.is_action_pressed(&"forty_five_mode"):
 			set_view_mode(0)
-		elif Input.is_action_pressed("isometric_mode"):
+		elif Input.is_action_pressed(&"isometric_mode"):
 			set_view_mode(1)
-		elif Input.is_action_pressed("top_down_mode"):
+		elif Input.is_action_pressed(&"top_down_mode"):
 			set_view_mode(2)
-		elif Input.is_action_pressed("front_side_mode"):
+		elif Input.is_action_pressed(&"front_side_mode"):
 			set_view_mode(3)
-		elif Input.is_action_pressed("oblique_y_mode"):
+		elif Input.is_action_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
-		elif Input.is_action_pressed("oblique_z_mode"):
+		elif Input.is_action_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 
 

+ 7 - 7
misc/2.5d/assets/player/player_math_25d.gd

@@ -7,17 +7,17 @@ var isometric_controls := true
 @onready var _parent_node25d: Node25D = get_parent()
 
 func _process(delta):
-	if Input.is_action_pressed("exit"):
+	if Input.is_action_pressed(&"exit"):
 		get_tree().quit()
 
-	if Input.is_action_just_pressed("view_cube_demo"):
+	if Input.is_action_just_pressed(&"view_cube_demo"):
 		#warning-ignore:return_value_discarded
 		get_tree().change_scene("res://assets/cube/cube.tscn")
 		return
 
-	if Input.is_action_just_pressed("toggle_isometric_controls"):
+	if Input.is_action_just_pressed(&"toggle_isometric_controls"):
 		isometric_controls = not isometric_controls
-	if Input.is_action_just_pressed("reset_position"):
+	if Input.is_action_just_pressed(&"reset_position"):
 		transform = Transform3D(Basis(), Vector3.UP * 10)
 		vertical_speed = 0
 	else:
@@ -35,11 +35,11 @@ func _horizontal_movement(delta):
 		localZ = Vector3(0.70710678118, 0, 0.70710678118)
 
 	# Gather player input and add directional movement to a Vector3 variable.
-	var movement_vec2 = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
+	var movement_vec2 = Input.get_vector(&"move_left", &"move_right", &"move_forward", &"move_back")
 	var move_dir = localX * movement_vec2.x + localZ * movement_vec2.y
 
 	move_dir = move_dir * delta * 600
-	if Input.is_action_pressed("movement_modifier"):
+	if Input.is_action_pressed(&"movement_modifier"):
 		move_dir /= 2
 
 	#warning-ignore:return_value_discarded
@@ -49,7 +49,7 @@ func _horizontal_movement(delta):
 # Checks Jump and applies gravity and vertical speed via move_and_collide.
 func _vertical_movement(delta):
 	var localY = Vector3.UP
-	if Input.is_action_just_pressed("jump"):
+	if Input.is_action_just_pressed(&"jump"):
 		vertical_speed = 1.25
 	vertical_speed -= delta * 5 # Gravity
 	var k = move_and_collide(localY * vertical_speed)

+ 15 - 15
misc/2.5d/assets/player/player_sprite.gd

@@ -30,7 +30,7 @@ func _process(delta):
 		if movement:
 			hframes = 6
 			texture = _run
-			if (Input.is_action_pressed("movement_modifier")):
+			if (Input.is_action_pressed(&"movement_modifier")):
 				delta /= 2
 			_progress = fmod((_progress + FRAMERATE * delta), 6)
 			frame = _direction * 6 + int(_progress)
@@ -72,17 +72,17 @@ func set_view_mode(view_mode_index):
 # Change the 2D basis of the sprite to try and make it "fit" multiple view modes.
 func _sprite_basis():
 	if not Engine.editor_hint:
-		if Input.is_action_pressed("forty_five_mode"):
+		if Input.is_action_pressed(&"forty_five_mode"):
 			set_view_mode(0)
-		elif Input.is_action_pressed("isometric_mode"):
+		elif Input.is_action_pressed(&"isometric_mode"):
 			set_view_mode(1)
-		elif Input.is_action_pressed("top_down_mode"):
+		elif Input.is_action_pressed(&"top_down_mode"):
 			set_view_mode(2)
-		elif Input.is_action_pressed("front_side_mode"):
+		elif Input.is_action_pressed(&"front_side_mode"):
 			set_view_mode(3)
-		elif Input.is_action_pressed("oblique_y_mode"):
+		elif Input.is_action_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
-		elif Input.is_action_pressed("oblique_z_mode"):
+		elif Input.is_action_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 
 
@@ -92,25 +92,25 @@ func _check_movement() -> bool:
 	var x := 0
 	var z := 0
 
-	if Input.is_action_pressed("move_right"):
+	if Input.is_action_pressed(&"move_right"):
 		x += 1
-	if Input.is_action_pressed("move_left"):
+	if Input.is_action_pressed(&"move_left"):
 		x -= 1
-	if Input.is_action_pressed("move_forward"):
+	if Input.is_action_pressed(&"move_forward"):
 		z -= 1
-	if Input.is_action_pressed("move_back"):
+	if Input.is_action_pressed(&"move_back"):
 		z += 1
 
 	# Check for isometric controls and add more to movement accordingly.
 	# For efficiency, only check the X axis since this X axis value isn't used anywhere else.
 	if not _parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
-		if Input.is_action_pressed("move_right"):
+		if Input.is_action_pressed(&"move_right"):
 			z += 1
-		if Input.is_action_pressed("move_left"):
+		if Input.is_action_pressed(&"move_left"):
 			z -= 1
-		if Input.is_action_pressed("move_forward"):
+		if Input.is_action_pressed(&"move_forward"):
 			x += 1
-		if Input.is_action_pressed("move_back"):
+		if Input.is_action_pressed(&"move_back"):
 			x -= 1
 
 	# Set the direction based on which inputs were pressed.

+ 6 - 6
misc/2.5d/assets/shadow/shadow_sprite.gd

@@ -10,17 +10,17 @@ extends Sprite2D
 
 func _process(_delta):
 	if not Engine.editor_hint:
-		if Input.is_action_pressed("forty_five_mode"):
+		if Input.is_action_pressed(&"forty_five_mode"):
 			set_view_mode(0)
-		elif Input.is_action_pressed("isometric_mode"):
+		elif Input.is_action_pressed(&"isometric_mode"):
 			set_view_mode(1)
-		elif Input.is_action_pressed("top_down_mode"):
+		elif Input.is_action_pressed(&"top_down_mode"):
 			set_view_mode(2)
-		elif Input.is_action_pressed("front_side_mode"):
+		elif Input.is_action_pressed(&"front_side_mode"):
 			set_view_mode(3)
-		elif Input.is_action_pressed("oblique_y_mode"):
+		elif Input.is_action_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
-		elif Input.is_action_pressed("oblique_z_mode"):
+		elif Input.is_action_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 
 

+ 1 - 1
misc/2.5d/assets/ui/control_hints.gd

@@ -1,5 +1,5 @@
 extends Control
 
 func _process(_delta):
-	if Input.is_action_just_pressed("toggle_control_hints"):
+	if Input.is_action_just_pressed(&"toggle_control_hints"):
 		visible = not visible

+ 3 - 3
misc/window_management/control.gd

@@ -68,15 +68,15 @@ func _unhandled_input(event):
 		mousepos = event.position
 
 	if event is InputEventKey:
-		if Input.is_action_pressed("mouse_mode_visible"):
+		if Input.is_action_pressed(&"mouse_mode_visible"):
 			observer.state = observer.STATE_MENU
 			_on_Button_MouseModeVisible_pressed()
 
-		if Input.is_action_pressed("mouse_mode_hidden"):
+		if Input.is_action_pressed(&"mouse_mode_hidden"):
 			observer.state = observer.STATE_MENU
 			_on_Button_MouseModeHidden_pressed()
 
-		if Input.is_action_pressed("mouse_mode_captured"):
+		if Input.is_action_pressed(&"mouse_mode_captured"):
 			_on_Button_MouseModeCaptured_pressed()
 
 

+ 6 - 6
mono/2.5d/assets/platform/platform_sprite.gd

@@ -10,17 +10,17 @@ extends Sprite2D
 
 func _process(_delta):
 	if not Engine.editor_hint:
-		if Input.is_action_pressed("forty_five_mode"):
+		if Input.is_action_pressed(&"forty_five_mode"):
 			set_view_mode(0)
-		elif Input.is_action_pressed("isometric_mode"):
+		elif Input.is_action_pressed(&"isometric_mode"):
 			set_view_mode(1)
-		elif Input.is_action_pressed("top_down_mode"):
+		elif Input.is_action_pressed(&"top_down_mode"):
 			set_view_mode(2)
-		elif Input.is_action_pressed("front_side_mode"):
+		elif Input.is_action_pressed(&"front_side_mode"):
 			set_view_mode(3)
-		elif Input.is_action_pressed("oblique_y_mode"):
+		elif Input.is_action_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
-		elif Input.is_action_pressed("oblique_z_mode"):
+		elif Input.is_action_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 
 

+ 6 - 6
mono/2.5d/assets/shadow/shadow_sprite.gd

@@ -10,17 +10,17 @@ extends Sprite2D
 
 func _process(_delta):
 	if not Engine.editor_hint:
-		if Input.is_action_pressed("forty_five_mode"):
+		if Input.is_action_pressed(&"forty_five_mode"):
 			set_view_mode(0)
-		elif Input.is_action_pressed("isometric_mode"):
+		elif Input.is_action_pressed(&"isometric_mode"):
 			set_view_mode(1)
-		elif Input.is_action_pressed("top_down_mode"):
+		elif Input.is_action_pressed(&"top_down_mode"):
 			set_view_mode(2)
-		elif Input.is_action_pressed("front_side_mode"):
+		elif Input.is_action_pressed(&"front_side_mode"):
 			set_view_mode(3)
-		elif Input.is_action_pressed("oblique_y_mode"):
+		elif Input.is_action_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
-		elif Input.is_action_pressed("oblique_z_mode"):
+		elif Input.is_action_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 
 

+ 1 - 1
mono/2.5d/assets/ui/control_hints.gd

@@ -1,5 +1,5 @@
 extends Control
 
 func _process(_delta):
-	if Input.is_action_just_pressed("toggle_control_hints"):
+	if Input.is_action_just_pressed(&"toggle_control_hints"):
 		visible = not visible

+ 1 - 1
mono/dodge_the_creeps/Mob.cs

@@ -1,6 +1,6 @@
 using Godot;
 
-public partial class Mob : RigidBody2D
+public partial class Mob : RigidDynamicBody2D
 {
     public override void _Ready()
     {

+ 1 - 1
mono/dodge_the_creeps/Mob.tscn

@@ -30,7 +30,7 @@ animations = [{
 radius = 35.8898
 height = 29.3103
 
-[node name="Mob" type="RigidBody2D" groups=["mobs"]]
+[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
 collision_mask = 0
 gravity_scale = 0.0
 script = ExtResource( 1 )

+ 5 - 5
networking/multiplayer_bomber/player.gd

@@ -25,16 +25,16 @@ func _physics_process(_delta):
 	var motion = Vector2()
 
 	if is_network_master():
-		if Input.is_action_pressed("move_left"):
+		if Input.is_action_pressed(&"move_left"):
 			motion += Vector2(-1, 0)
-		if Input.is_action_pressed("move_right"):
+		if Input.is_action_pressed(&"move_right"):
 			motion += Vector2(1, 0)
-		if Input.is_action_pressed("move_up"):
+		if Input.is_action_pressed(&"move_up"):
 			motion += Vector2(0, -1)
-		if Input.is_action_pressed("move_down"):
+		if Input.is_action_pressed(&"move_down"):
 			motion += Vector2(0, 1)
 
-		var bombing = Input.is_action_pressed("set_bomb")
+		var bombing = Input.is_action_pressed(&"set_bomb")
 
 		if stunned:
 			bombing = false

+ 4 - 4
viewport/2d_in_3d/pong.gd

@@ -50,18 +50,18 @@ func _process(delta):
 	# Move left pad.
 	var left_pos = left_paddle.get_position()
 
-	if left_pos.y > 0 and Input.is_action_pressed("left_move_up"):
+	if left_pos.y > 0 and Input.is_action_pressed(&"left_move_up"):
 		left_pos.y += -PAD_SPEED * delta
-	if left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down"):
+	if left_pos.y < screen_size.y and Input.is_action_pressed(&"left_move_down"):
 		left_pos.y += PAD_SPEED * delta
 
 	left_paddle.set_position(left_pos)
 
 	# Move right pad.
 	var right_pos = right_paddle.get_position()
-	if right_pos.y > 0 and Input.is_action_pressed("right_move_up"):
+	if right_pos.y > 0 and Input.is_action_pressed(&"right_move_up"):
 		right_pos.y += -PAD_SPEED * delta
-	if right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down"):
+	if right_pos.y < screen_size.y and Input.is_action_pressed(&"right_move_down"):
 		right_pos.y += PAD_SPEED * delta
 
 	right_paddle.set_position(right_pos)