Procházet zdrojové kódy

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

Rename RigidBody -> RigidDynamicBody and use StringName literals
Aaron Franke před 3 roky
rodič
revize
730b2f30a0
72 změnil soubory, kde provedl 180 přidání a 180 odebrání
  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():
 func _ready():
 	$AnimatedSprite2D.playing = true
 	$AnimatedSprite2D.playing = true

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

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

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

@@ -12,13 +12,13 @@ func _ready():
 
 
 func _process(delta):
 func _process(delta):
 	var velocity = Vector2.ZERO # The player's movement vector.
 	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
 		velocity.x += 1
-	if Input.is_action_pressed("move_left"):
+	if Input.is_action_pressed(&"move_left"):
 		velocity.x -= 1
 		velocity.x -= 1
-	if Input.is_action_pressed("move_down"):
+	if Input.is_action_pressed(&"move_down"):
 		velocity.y += 1
 		velocity.y += 1
-	if Input.is_action_pressed("move_up"):
+	if Input.is_action_pressed(&"move_up"):
 		velocity.y -= 1
 		velocity.y -= 1
 
 
 	if velocity.length() > 0:
 	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")
 		emit_signal("finished", "idle")
 	update_look_direction(input_direction)
 	update_look_direction(input_direction)
 
 
-	if Input.is_action_pressed("run"):
+	if Input.is_action_pressed(&"run"):
 		speed = max_run_speed
 		speed = max_run_speed
 	else:
 	else:
 		speed = max_walk_speed
 		speed = max_walk_speed

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

@@ -8,7 +8,7 @@ bounce = 0.4
 [sub_resource type="CircleShape2D" id=2]
 [sub_resource type="CircleShape2D" id=2]
 radius = 30.0
 radius = 30.0
 
 
-[node name="Ball" type="RigidBody2D"]
+[node name="Ball" type="RigidDynamicBody2D"]
 physics_material_override = SubResource( 1 )
 physics_material_override = SubResource( 1 )
 
 
 [node name="Sprite2D" type="Sprite2D" parent="."]
 [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()
 	move_and_slide()
 
 
 	# Check for jumping. is_on_floor() must be called after movement code.
 	# 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
 		velocity.y = -JUMP_SPEED

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

@@ -1,11 +1,11 @@
 # Physics Platformer
 # 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.
 for the player and enemies.
 These character controllers are more powerful than
 These character controllers are more powerful than
 [`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html),
 [`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html),
 but can be more difficult to handle, as they require
 but can be more difficult to handle, as they require
-manual modification of the RigidBody velocity.
+manual modification of the RigidDynamicBody velocity.
 
 
 Language: GDScript
 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
 The player and enemies use dynamic character
 controllers for movement, made with
 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
 which means that they can perfectly interact with physics
 (there is a see-saw, and you can even ride enemies).
 (there is a see-saw, and you can even ride enemies).
 Because of this, all movement must be done in sync with
 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="Seesaw" type="Node2D"]
 
 
-[node name="Plank" type="RigidBody2D" parent="."]
+[node name="Plank" type="RigidDynamicBody2D" parent="."]
 mass = 5.10204
 mass = 5.10204
 
 
 [node name="Sprite2D" type="Sprite2D" parent="Plank"]
 [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)
 offsets = PackedFloat32Array(0.5, 1)
 colors = PackedColorArray(1, 1, 1, 0.501961, 0, 0, 0, 0)
 colors = PackedColorArray(1, 1, 1, 0.501961, 0, 0, 0, 0)
 
 
-[node name="Enemy" type="RigidBody2D"]
+[node name="Enemy" type="RigidDynamicBody2D"]
 mode = 2
 mode = 2
 physics_material_override = SubResource( 1 )
 physics_material_override = SubResource( 1 )
 contacts_reported = 4
 contacts_reported = 4

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

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

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

@@ -6,7 +6,7 @@
 [node name="MovingPlatform" type="Node2D"]
 [node name="MovingPlatform" type="Node2D"]
 script = ExtResource( 1 )
 script = ExtResource( 1 )
 
 
-[node name="Platform" type="RigidBody2D" parent="."]
+[node name="Platform" type="RigidDynamicBody2D" parent="."]
 mode = 3
 mode = 3
 
 
 [node name="Sprite2D" type="Sprite2D" parent="Platform"]
 [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()
 	var xf = Transform2D()
 
 
 	xf[2]= motion * d
 	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)]
 "values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
 }
 }
 
 
-[node name="Bullet" type="RigidBody2D"]
+[node name="Bullet" type="RigidDynamicBody2D"]
 continuous_cd = 2
 continuous_cd = 2
 script = ExtResource( 1 )
 script = ExtResource( 1 )
 
 

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

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

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

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

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

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

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

@@ -9,7 +9,7 @@
 config_version=4
 config_version=4
 
 
 _global_script_classes=[{
 _global_script_classes=[{
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Bullet",
 "class": &"Bullet",
 "language": &"GDScript",
 "language": &"GDScript",
 "path": "res://player/bullet.gd"
 "path": "res://player/bullet.gd"
@@ -19,7 +19,7 @@ _global_script_classes=[{
 "language": &"GDScript",
 "language": &"GDScript",
 "path": "res://coin/coin.gd"
 "path": "res://coin/coin.gd"
 }, {
 }, {
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Enemy",
 "class": &"Enemy",
 "language": &"GDScript",
 "language": &"GDScript",
 "path": "res://enemy/enemy.gd"
 "path": "res://enemy/enemy.gd"
@@ -29,7 +29,7 @@ _global_script_classes=[{
 "language": &"GDScript",
 "language": &"GDScript",
 "path": "res://platform/moving_platform.gd"
 "path": "res://platform/moving_platform.gd"
 }, {
 }, {
-"base": "RigidBody2D",
+"base": "RigidDynamicBody2D",
 "class": &"Player",
 "class": &"Player",
 "language": &"GDScript",
 "language": &"GDScript",
 "path": "res://player/player.gd"
 "path": "res://player/player.gd"
@@ -45,10 +45,10 @@ _global_script_class_icons={
 [application]
 [application]
 
 
 config/name="Physics-Based Platformer 2D"
 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,
 character controllers are more powerful than CharacterBody2D,
 but can be more difficult to handle, as they require
 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"
 run/main_scene="res://Stage.tscn"
 config/icon="res://icon.png"
 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
 		var enabled = _body_type == E_BodyType.CHARACTER_BODY_RAY
 		options.add_menu_item(OPTION_OBJECT_TYPE_CHARACTER_RAY, true, enabled, true)
 		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:
 	if _rigid_body_template:
 		_body_parent = _rigid_body_template.get_parent()
 		_body_parent = _rigid_body_template.get_parent()
 		_body_parent.remove_child(_rigid_body_template)
 		_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)
 position = Vector2(0, -2)
 shape = SubResource( "SeparationRayShape2D_vby12" )
 shape = SubResource( "SeparationRayShape2D_vby12" )
 
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
 position = Vector2(30, 40)
 position = Vector2(30, 40)
 collision_mask = 2147483649
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
 physics_material_override = SubResource( "1" )
@@ -83,7 +83,7 @@ contact_monitor = true
 lock_rotation = true
 lock_rotation = true
 script = ExtResource( "2" )
 script = ExtResource( "2" )
 
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/RigidDynamicBody2D"]
 shape = SubResource( "2" )
 shape = SubResource( "2" )
 
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
 [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)
 position = Vector2(0, -16)
 shape = SubResource( "RayShape2D_3lv1w" )
 shape = SubResource( "RayShape2D_3lv1w" )
 
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(100, 450)
 position = Vector2(100, 450)
 collision_mask = 2147483649
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
 physics_material_override = SubResource( "1" )
@@ -132,7 +132,7 @@ contact_monitor = true
 lock_rotation = true
 lock_rotation = true
 script = ExtResource( "6" )
 script = ExtResource( "6" )
 
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "2" )
 shape = SubResource( "2" )
 
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="."]
 [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)
 position = Vector2(12, 8)
 shape = SubResource( "RayShape2D_206f5" )
 shape = SubResource( "RayShape2D_206f5" )
 
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(250, 460)
 position = Vector2(250, 460)
 collision_mask = 2147483649
 collision_mask = 2147483649
 physics_material_override = SubResource( "1" )
 physics_material_override = SubResource( "1" )
@@ -96,7 +96,7 @@ contact_monitor = true
 lock_rotation = true
 lock_rotation = true
 script = ExtResource( "6" )
 script = ExtResource( "6" )
 
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "2" )
 shape = SubResource( "2" )
 
 
 [node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="."]
 [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"))
 		_target_area.connect(&"body_entered", Callable(self, "_on_target_entered"))
 		$Timer.connect(&"timeout", Callable(self, "_on_timeout"))
 		$Timer.connect(&"timeout", Callable(self, "_on_timeout"))
 
 
-		_rigid_body_template = $RigidBody2D
+		_rigid_body_template = $RigidDynamicBody2D
 		remove_child(_rigid_body_template)
 		remove_child(_rigid_body_template)
 
 
 		_character_body_template = $CharacterBody2D
 		_character_body_template = $CharacterBody2D
@@ -105,7 +105,7 @@ func _ready():
 
 
 func _process(_delta):
 func _process(_delta):
 	if not Engine.is_editor_hint():
 	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)
 			await _reset_test(false)
 
 
 
 
@@ -190,7 +190,7 @@ func _update_rigidbody_angle(value, reset = true):
 	_body_angle = value
 	_body_angle = value
 	if is_inside_tree():
 	if is_inside_tree():
 		if Engine.is_editor_hint():
 		if Engine.is_editor_hint():
-			$RigidBody2D.rotation = deg2rad(value)
+			$RigidDynamicBody2D.rotation = deg2rad(value)
 			$CharacterBody2D.rotation = deg2rad(value)
 			$CharacterBody2D.rotation = deg2rad(value)
 		else:
 		else:
 			if _moving_body:
 			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" )
 shape = SubResource( "2" )
 one_way_collision = true
 one_way_collision = true
 
 
-[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
+[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
 position = Vector2(300, 300)
 position = Vector2(300, 300)
 collision_mask = 2147483649
 collision_mask = 2147483649
 gravity_scale = 0.0
 gravity_scale = 0.0
 contacts_reported = 1
 contacts_reported = 1
 contact_monitor = true
 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)
 self_modulate = Color(1, 1, 1, 0.501961)
 scale = Vector2(0.5, 0.5)
 scale = Vector2(0.5, 0.5)
 texture = ExtResource( "2" )
 texture = ExtResource( "2" )
 
 
-[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
+[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
 shape = SubResource( "3" )
 shape = SubResource( "3" )
 
 
 [node name="CharacterBody2D" type="CharacterBody2D" parent="."]
 [node name="CharacterBody2D" type="CharacterBody2D" parent="."]

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

@@ -17,7 +17,7 @@ func _ready():
 
 
 
 
 func _process(_delta):
 func _process(_delta):
-	if Input.is_action_just_pressed("restart_test"):
+	if Input.is_action_just_pressed(&"restart_test"):
 		if _current_test:
 		if _current_test:
 			_start_test(_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
 		_velocity.x = 0.0
 
 
 	# Handle horizontal controls.
 	# Handle horizontal controls.
-	if Input.is_action_pressed("character_left"):
+	if Input.is_action_pressed(&"character_left"):
 		if position.x > 0.0:
 		if position.x > 0.0:
 			_velocity.x = -_motion_speed
 			_velocity.x = -_motion_speed
 			_keep_velocity = false
 			_keep_velocity = false
 			_constant_velocity = Vector2.ZERO
 			_constant_velocity = Vector2.ZERO
-	elif Input.is_action_pressed("character_right"):
+	elif Input.is_action_pressed(&"character_right"):
 		if position.x < 1024.0:
 		if position.x < 1024.0:
 			_velocity.x = _motion_speed
 			_velocity.x = _motion_speed
 			_keep_velocity = false
 			_keep_velocity = false
@@ -40,7 +40,7 @@ func _physics_process(_delta):
 
 
 	# Handle jump controls and gravity.
 	# Handle jump controls and gravity.
 	if is_on_floor():
 	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.
 			# Start jumping.
 			_jumping = true
 			_jumping = true
 			_velocity.y = -_jump_force
 			_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
 		_velocity.x = 0.0
 
 
 	# Handle horizontal controls.
 	# Handle horizontal controls.
-	if Input.is_action_pressed("character_left"):
+	if Input.is_action_pressed(&"character_left"):
 		if position.x > 0.0:
 		if position.x > 0.0:
 			_velocity.x = -_motion_speed
 			_velocity.x = -_motion_speed
 			_keep_velocity = false
 			_keep_velocity = false
 			_constant_velocity = Vector2.ZERO
 			_constant_velocity = Vector2.ZERO
-	elif Input.is_action_pressed("character_right"):
+	elif Input.is_action_pressed(&"character_right"):
 		if position.x < 1024.0:
 		if position.x < 1024.0:
 			_velocity.x = _motion_speed
 			_velocity.x = _motion_speed
 			_keep_velocity = false
 			_keep_velocity = false
@@ -40,7 +40,7 @@ func _physics_process(_delta):
 
 
 	# Handle jump controls and gravity.
 	# Handle jump controls and gravity.
 	if is_on_floor():
 	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.
 			# Start jumping.
 			_jumping = true
 			_jumping = true
 			_velocity.y = -_jump_force
 			_velocity.y = -_jump_force

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

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

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

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

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

@@ -1,5 +1,5 @@
 class_name Bullet
 class_name Bullet
-extends RigidBody2D
+extends RigidDynamicBody2D
 
 
 
 
 @onready var animation_player = $AnimationPlayer
 @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)]
 "values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
 }
 }
 
 
-[node name="Bullet" type="RigidBody2D"]
+[node name="Bullet" type="RigidDynamicBody2D"]
 material = SubResource( 1 )
 material = SubResource( 1 )
 collision_layer = 0
 collision_layer = 0
 collision_mask = 26
 collision_mask = 26

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

@@ -33,7 +33,7 @@ func _physics_process(delta):
 		no_move_horizontal_time -= delta
 		no_move_horizontal_time -= delta
 	else:
 	else:
 		velocity.x = (Input.get_axis(&"move_left", &"move_right")) * speed.x
 		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
 			velocity.x *= 0.2
 	#warning-ignore:return_value_discarded
 	#warning-ignore:return_value_discarded
 	# TODO: This information should be set to the CharacterBody properties instead of arguments: , Vector2.UP
 	# 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:
 		elif falling_slow:
 			$AnimationTree["parameters/land/active"] = true
 			$AnimationTree["parameters/land/active"] = true
 			falling_slow = false
 			falling_slow = false
-		if Input.is_action_just_pressed("jump"):
+		if Input.is_action_just_pressed(&"jump"):
 			$AnimationTree["parameters/jump/active"] = true
 			$AnimationTree["parameters/jump/active"] = true
 			velocity.y = -speed.y
 			velocity.y = -speed.y
 		if abs(velocity.x) > 50:
 		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:
 					if get_tree().edited_scene_root != null:
 						target.set_owner(get_tree().edited_scene_root)
 						target.set_owner(get_tree().edited_scene_root)
 
 
-			target.name = "Target"
+			target.name = &"Target"
 		else:
 		else:
 			target = $Target
 			target = $Target
 
 
@@ -89,7 +89,7 @@ func _ready():
 					if get_tree().edited_scene_root != null:
 					if get_tree().edited_scene_root != null:
 						middle_joint_target.set_owner(get_tree().edited_scene_root)
 						middle_joint_target.set_owner(get_tree().edited_scene_root)
 
 
-			middle_joint_target.name = "MiddleJoint"
+			middle_joint_target.name = &"MiddleJoint"
 		else:
 		else:
 			middle_joint_target = get_node(^"MiddleJoint")
 			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
 	# Add it as our child, and name it
 	var indicator = MeshInstance3D.new()
 	var indicator = MeshInstance3D.new()
 	node.add_child(indicator)
 	node.add_child(indicator)
-	indicator.name = "(EditorOnly) Visual indicator"
+	indicator.name = &"(EditorOnly) Visual indicator"
 
 
 	# We need to make a mesh for the mesh instance.
 	# We need to make a mesh for the mesh instance.
 	# The code below makes a small sphere mesh
 	# 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.
 	# add it as a child of this node, and name it.
 	_editor_indicator = MeshInstance3D.new()
 	_editor_indicator = MeshInstance3D.new()
 	add_child(_editor_indicator)
 	add_child(_editor_indicator)
-	_editor_indicator.name = "(EditorOnly) Visual indicator"
+	_editor_indicator.name = &"(EditorOnly) Visual indicator"
 
 
 	# Make a sphere mesh for the MeshInstance3D
 	# Make a sphere mesh for the MeshInstance3D
 	var indicator_mesh = SphereMesh.new()
 	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):
 	if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
 		dir += cam_xform.basis[0]
 		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:
 		if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
 			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
 			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
 		else:
 		else:

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

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 
 const DESPAWN_TIME = 5
 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]
 [sub_resource type="SphereShape3D" id=4]
 radius = 0.4
 radius = 0.4
 
 
-[node name="SimpleBullet" type="RigidBody3D"]
+[node name="SimpleBullet" type="RigidDynamicBody3D"]
 mass = 2.0
 mass = 2.0
 physics_material_override = SubResource( 1 )
 physics_material_override = SubResource( 1 )
 gravity_scale = 3.0
 gravity_scale = 3.0

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

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

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

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

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

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

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

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

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

@@ -484,7 +484,7 @@ material = SubResource( 15 )
 max_value = 3.0
 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]
 _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
 mode = 2
 physics_material_override = SubResource( 1 )
 physics_material_override = SubResource( 1 )
 custom_integrator = true
 custom_integrator = true

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

@@ -1,4 +1,4 @@
-extends RigidBody3D
+extends RigidDynamicBody3D
 
 
 #warning-ignore:unused_class_variable
 #warning-ignore:unused_class_variable
 var enabled = true
 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]
 [sub_resource type="SphereShape3D" id=6]
 radius = 0.27
 radius = 0.27
 
 
-[node name="Bullet" type="RigidBody3D"]
+[node name="Bullet" type="RigidDynamicBody3D"]
 mass = 0.4
 mass = 0.4
 script = ExtResource( 1 )
 script = ExtResource( 1 )
 __meta__ = {
 __meta__ = {

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

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

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

@@ -49,8 +49,8 @@ func _physics_process(delta):
 	dir.y = 0
 	dir.y = 0
 	dir = dir.normalized()
 	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():
 	if is_on_floor():
 		var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > SHARP_TURN_THRESHOLD
 		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 )
 material = SubResource( 3 )
 size = Vector3(1, 1, 1)
 size = Vector3(1, 1, 1)
 
 
-[node name="cube_rigidbody" type="RigidBody3D"]
+[node name="cube_rigidbody" type="RigidDynamicBody3D"]
 
 
 [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
 [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
 shape = SubResource( 1 )
 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 raycast = $RayCast3D
 @onready var camera = $Target/Camera3D
 @onready var camera = $Target/Camera3D
 @onready var start_position = position
 @onready var start_position = position
 
 
 func _physics_process(_delta):
 func _physics_process(_delta):
-	if Input.is_action_just_pressed("exit"):
+	if Input.is_action_just_pressed(&"exit"):
 		get_tree().quit()
 		get_tree().quit()
-	if Input.is_action_just_pressed("reset_position"):
+	if Input.is_action_just_pressed(&"reset_position"):
 		position = start_position
 		position = start_position
 		return
 		return
 
 
@@ -24,7 +24,7 @@ func _physics_process(_delta):
 	apply_central_impulse(dir.normalized() / 10)
 	apply_central_impulse(dir.normalized() / 10)
 
 
 	# Jumping code.
 	# 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)
 		apply_central_impulse(Vector3.UP)
 
 
 
 

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

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

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

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

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

@@ -3,13 +3,13 @@ extends Control
 var town = null
 var town = null
 
 
 func _process(_delta):
 func _process(_delta):
-	if Input.is_action_just_pressed("back"):
+	if Input.is_action_just_pressed(&"back"):
 		_on_Back_pressed()
 		_on_Back_pressed()
 
 
 
 
 func _load_scene(car):
 func _load_scene(car):
 	var tt = load(car).instantiate()
 	var tt = load(car).instantiate()
-	tt.set_name("car")
+	tt.name = &"car"
 	town = load("res://town_scene.tscn").instantiate()
 	town = load("res://town_scene.tscn").instantiate()
 	town.get_node(^"InstancePos").add_child(tt)
 	town.get_node(^"InstancePos").add_child(tt)
 	town.get_node(^"Back").connect(&"pressed", self._on_Back_pressed)
 	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.
 	# Find collision exceptions for ray.
 	var node = self
 	var node = self
 	while(node):
 	while(node):
-		if (node is RigidBody3D):
+		if (node is RigidDynamicBody3D):
 			collision_exception.append(node.get_rid())
 			collision_exception.append(node.get_rid())
 			break
 			break
 		else:
 		else:

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

@@ -347,7 +347,7 @@ shape = SubResource( 6 )
 [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
 [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
 _import_path = NodePath("AnimationPlayer")
 _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)
 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"]
 [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)
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 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)
 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"]
 [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)
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 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)
 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"]
 [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)
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 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)
 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"]
 [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)
 transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
 shape = SubResource( 8 )
 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)
 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"]
 [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 = Input.get_axis(&"turn_right", &"turn_left")
 	steer_target *= STEER_LIMIT
 	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.
 		# Increase engine force at low speeds to make the initial acceleration faster.
 		var speed = linear_velocity.length()
 		var speed = linear_velocity.length()
 		if speed < 5 and speed != 0:
 		if speed < 5 and speed != 0:
@@ -23,7 +23,7 @@ func _physics_process(delta):
 	else:
 	else:
 		engine_force = 0
 		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.
 		# Increase engine force at low speeds to make the initial acceleration faster.
 		if fwd_mps >= -1:
 		if fwd_mps >= -1:
 			var speed = linear_velocity.length()
 			var speed = linear_velocity.length()

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

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

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

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

+ 1 - 1
audio/midi_piano/piano.gd

@@ -51,7 +51,7 @@ func _add_placeholder_key(container):
 	var placeholder = Control.new()
 	var placeholder = Control.new()
 	placeholder.size_flags_horizontal = SIZE_EXPAND_FILL
 	placeholder.size_flags_horizontal = SIZE_EXPAND_FILL
 	placeholder.mouse_filter = Control.MOUSE_FILTER_IGNORE
 	placeholder.mouse_filter = Control.MOUSE_FILTER_IGNORE
-	placeholder.name = "Placeholder"
+	placeholder.name = &"Placeholder"
 	container.add_child(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.
 # This can be changed or removed in actual games where you only need one view mode.
 func _check_view_mode():
 func _check_view_mode():
 	if not Engine.editor_hint:
 	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)
 			set_view_mode(0)
-		elif Input.is_action_just_pressed("isometric_mode"):
+		elif Input.is_action_just_pressed(&"isometric_mode"):
 			set_view_mode(1)
 			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)
 			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)
 			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)
 			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)
 			set_view_mode(5)
 
 
 
 

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

@@ -24,16 +24,16 @@ func _ready():
 
 
 
 
 func _process(delta):
 func _process(delta):
-	if Input.is_action_pressed("exit"):
+	if Input.is_action_pressed(&"exit"):
 		get_tree().quit()
 		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
 		# warning-ignore:return_value_discarded
 		get_tree().change_scene("res://assets/demo_scene.tscn")
 		get_tree().change_scene("res://assets/demo_scene.tscn")
 		return
 		return
 
 
 	if _is_parent_ready:
 	if _is_parent_ready:
-		if Input.is_action_just_pressed("reset_position"):
+		if Input.is_action_just_pressed(&"reset_position"):
 			transform = Transform3D.IDENTITY
 			transform = Transform3D.IDENTITY
 		else:
 		else:
 			rotate_x(delta * (Input.get_axis(&"move_forward", &"move_back")))
 			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):
 func _process(_delta):
 	if not Engine.editor_hint:
 	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)
 			set_view_mode(0)
-		elif Input.is_action_pressed("isometric_mode"):
+		elif Input.is_action_pressed(&"isometric_mode"):
 			set_view_mode(1)
 			set_view_mode(1)
-		elif Input.is_action_pressed("top_down_mode"):
+		elif Input.is_action_pressed(&"top_down_mode"):
 			set_view_mode(2)
 			set_view_mode(2)
-		elif Input.is_action_pressed("front_side_mode"):
+		elif Input.is_action_pressed(&"front_side_mode"):
 			set_view_mode(3)
 			set_view_mode(3)
-		elif Input.is_action_pressed("oblique_y_mode"):
+		elif Input.is_action_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
 			set_view_mode(4)
-		elif Input.is_action_pressed("oblique_z_mode"):
+		elif Input.is_action_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 			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()
 @onready var _parent_node25d: Node25D = get_parent()
 
 
 func _process(delta):
 func _process(delta):
-	if Input.is_action_pressed("exit"):
+	if Input.is_action_pressed(&"exit"):
 		get_tree().quit()
 		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
 		#warning-ignore:return_value_discarded
 		get_tree().change_scene("res://assets/cube/cube.tscn")
 		get_tree().change_scene("res://assets/cube/cube.tscn")
 		return
 		return
 
 
-	if Input.is_action_just_pressed("toggle_isometric_controls"):
+	if Input.is_action_just_pressed(&"toggle_isometric_controls"):
 		isometric_controls = not 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)
 		transform = Transform3D(Basis(), Vector3.UP * 10)
 		vertical_speed = 0
 		vertical_speed = 0
 	else:
 	else:
@@ -35,11 +35,11 @@ func _horizontal_movement(delta):
 		localZ = Vector3(0.70710678118, 0, 0.70710678118)
 		localZ = Vector3(0.70710678118, 0, 0.70710678118)
 
 
 	# Gather player input and add directional movement to a Vector3 variable.
 	# 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
 	var move_dir = localX * movement_vec2.x + localZ * movement_vec2.y
 
 
 	move_dir = move_dir * delta * 600
 	move_dir = move_dir * delta * 600
-	if Input.is_action_pressed("movement_modifier"):
+	if Input.is_action_pressed(&"movement_modifier"):
 		move_dir /= 2
 		move_dir /= 2
 
 
 	#warning-ignore:return_value_discarded
 	#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.
 # Checks Jump and applies gravity and vertical speed via move_and_collide.
 func _vertical_movement(delta):
 func _vertical_movement(delta):
 	var localY = Vector3.UP
 	var localY = Vector3.UP
-	if Input.is_action_just_pressed("jump"):
+	if Input.is_action_just_pressed(&"jump"):
 		vertical_speed = 1.25
 		vertical_speed = 1.25
 	vertical_speed -= delta * 5 # Gravity
 	vertical_speed -= delta * 5 # Gravity
 	var k = move_and_collide(localY * vertical_speed)
 	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:
 		if movement:
 			hframes = 6
 			hframes = 6
 			texture = _run
 			texture = _run
-			if (Input.is_action_pressed("movement_modifier")):
+			if (Input.is_action_pressed(&"movement_modifier")):
 				delta /= 2
 				delta /= 2
 			_progress = fmod((_progress + FRAMERATE * delta), 6)
 			_progress = fmod((_progress + FRAMERATE * delta), 6)
 			frame = _direction * 6 + int(_progress)
 			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.
 # Change the 2D basis of the sprite to try and make it "fit" multiple view modes.
 func _sprite_basis():
 func _sprite_basis():
 	if not Engine.editor_hint:
 	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)
 			set_view_mode(0)
-		elif Input.is_action_pressed("isometric_mode"):
+		elif Input.is_action_pressed(&"isometric_mode"):
 			set_view_mode(1)
 			set_view_mode(1)
-		elif Input.is_action_pressed("top_down_mode"):
+		elif Input.is_action_pressed(&"top_down_mode"):
 			set_view_mode(2)
 			set_view_mode(2)
-		elif Input.is_action_pressed("front_side_mode"):
+		elif Input.is_action_pressed(&"front_side_mode"):
 			set_view_mode(3)
 			set_view_mode(3)
-		elif Input.is_action_pressed("oblique_y_mode"):
+		elif Input.is_action_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
 			set_view_mode(4)
-		elif Input.is_action_pressed("oblique_z_mode"):
+		elif Input.is_action_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 			set_view_mode(5)
 
 
 
 
@@ -92,25 +92,25 @@ func _check_movement() -> bool:
 	var x := 0
 	var x := 0
 	var z := 0
 	var z := 0
 
 
-	if Input.is_action_pressed("move_right"):
+	if Input.is_action_pressed(&"move_right"):
 		x += 1
 		x += 1
-	if Input.is_action_pressed("move_left"):
+	if Input.is_action_pressed(&"move_left"):
 		x -= 1
 		x -= 1
-	if Input.is_action_pressed("move_forward"):
+	if Input.is_action_pressed(&"move_forward"):
 		z -= 1
 		z -= 1
-	if Input.is_action_pressed("move_back"):
+	if Input.is_action_pressed(&"move_back"):
 		z += 1
 		z += 1
 
 
 	# Check for isometric controls and add more to movement accordingly.
 	# 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.
 	# 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 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
 			z += 1
-		if Input.is_action_pressed("move_left"):
+		if Input.is_action_pressed(&"move_left"):
 			z -= 1
 			z -= 1
-		if Input.is_action_pressed("move_forward"):
+		if Input.is_action_pressed(&"move_forward"):
 			x += 1
 			x += 1
-		if Input.is_action_pressed("move_back"):
+		if Input.is_action_pressed(&"move_back"):
 			x -= 1
 			x -= 1
 
 
 	# Set the direction based on which inputs were pressed.
 	# 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):
 func _process(_delta):
 	if not Engine.editor_hint:
 	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)
 			set_view_mode(0)
-		elif Input.is_action_pressed("isometric_mode"):
+		elif Input.is_action_pressed(&"isometric_mode"):
 			set_view_mode(1)
 			set_view_mode(1)
-		elif Input.is_action_pressed("top_down_mode"):
+		elif Input.is_action_pressed(&"top_down_mode"):
 			set_view_mode(2)
 			set_view_mode(2)
-		elif Input.is_action_pressed("front_side_mode"):
+		elif Input.is_action_pressed(&"front_side_mode"):
 			set_view_mode(3)
 			set_view_mode(3)
-		elif Input.is_action_pressed("oblique_y_mode"):
+		elif Input.is_action_pressed(&"oblique_y_mode"):
 			set_view_mode(4)
 			set_view_mode(4)
-		elif Input.is_action_pressed("oblique_z_mode"):
+		elif Input.is_action_pressed(&"oblique_z_mode"):
 			set_view_mode(5)
 			set_view_mode(5)
 
 
 
 

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

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

+ 3 - 3
misc/window_management/control.gd

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

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

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

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

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

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

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

+ 1 - 1
mono/dodge_the_creeps/Mob.cs

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

+ 1 - 1
mono/dodge_the_creeps/Mob.tscn

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

+ 5 - 5
networking/multiplayer_bomber/player.gd

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

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

@@ -50,18 +50,18 @@ func _process(delta):
 	# Move left pad.
 	# Move left pad.
 	var left_pos = left_paddle.get_position()
 	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
 		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_pos.y += PAD_SPEED * delta
 
 
 	left_paddle.set_position(left_pos)
 	left_paddle.set_position(left_pos)
 
 
 	# Move right pad.
 	# Move right pad.
 	var right_pos = right_paddle.get_position()
 	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
 		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_pos.y += PAD_SPEED * delta
 
 
 	right_paddle.set_position(right_pos)
 	right_paddle.set_position(right_pos)