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C#: Renames to follow .NET naming conventions

Renamed C# types and members to use PascalCase and follow .NET naming conventions.
Raul Santos hace 2 años
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commit
a968e51414
Se han modificado 60 ficheros con 2857 adiciones y 2508 borrados
  1. 1 1
      doc/classes/AABB.xml
  2. 4 4
      doc/classes/AStarGrid2D.xml
  3. 1 1
      doc/classes/AnimationNodeStateMachineTransition.xml
  4. 1 1
      doc/classes/Image.xml
  5. 3 3
      doc/classes/Rect2i.xml
  6. 4 4
      doc/classes/TextEdit.xml
  7. 34 28
      modules/mono/csharp_script.cpp
  8. 7 7
      modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs
  9. 7 7
      modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs
  10. 1 1
      modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotClasses.cs
  11. 12 12
      modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotEnums.cs
  12. 7 7
      modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalType.cs
  13. 17 17
      modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs
  14. 1 1
      modules/mono/editor/GodotTools/GodotTools/Build/BuildInfo.cs
  15. 1 1
      modules/mono/editor/GodotTools/GodotTools/Build/BuildManager.cs
  16. 2 2
      modules/mono/editor/GodotTools/GodotTools/Build/BuildOutputView.cs
  17. 2 2
      modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs
  18. 1 1
      modules/mono/editor/GodotTools/GodotTools/Build/MSBuildPanel.cs
  19. 4 4
      modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
  20. 1 1
      modules/mono/editor/GodotTools/GodotTools/HotReloadAssemblyWatcher.cs
  21. 2 2
      modules/mono/editor/GodotTools/GodotTools/Ides/GodotIdeManager.cs
  22. 40 110
      modules/mono/editor/bindings_generator.cpp
  23. 59 14
      modules/mono/editor/bindings_generator.h
  24. 4 4
      modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs
  25. 7 7
      modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs
  26. 178 178
      modules/mono/glue/GodotSharp/GodotSharp/Core/Aabb.cs
  27. 1 1
      modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs
  28. 24 0
      modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotClassNameAttribute.cs
  29. 5 5
      modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs
  30. 136 136
      modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
  31. 2 2
      modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/GodotSerializationInfo.cs
  32. 1 1
      modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs
  33. 220 220
      modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
  34. 16 16
      modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
  35. 1 1
      modules/mono/glue/GodotSharp/GodotSharp/Core/DisposablesTracker.cs
  36. 20 20
      modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs
  37. 16 16
      modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
  38. 7 7
      modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs
  39. 9 9
      modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.extended.cs
  40. 32 32
      modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
  41. 28 28
      modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs
  42. 46 41
      modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
  43. 127 127
      modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs
  44. 86 86
      modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
  45. 42 42
      modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
  46. 126 126
      modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2I.cs
  47. 8 8
      modules/mono/glue/GodotSharp/GodotSharp/Core/Rid.cs
  48. 41 41
      modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
  49. 82 82
      modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
  50. 106 106
      modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
  51. 55 55
      modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs
  52. 98 98
      modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
  53. 139 139
      modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs
  54. 132 132
      modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
  55. 171 171
      modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs
  56. 155 155
      modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
  57. 182 178
      modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs
  58. 8 7
      modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj
  59. 292 0
      modules/mono/utils/naming_utils.cpp
  60. 42 0
      modules/mono/utils/naming_utils.h

+ 1 - 1
doc/classes/AABB.xml

@@ -66,7 +66,7 @@
 				[/gdscript]
 				[csharp]
 				// position (-3, 2, 0), size (1, 1, 1)
-				var box = new AABB(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));
+				var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));
 				// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and Vector3(0, -1, 2)
 				var box2 = box.Expand(new Vector3(0, -1, 2));
 				[/csharp]

+ 4 - 4
doc/classes/AStarGrid2D.xml

@@ -17,11 +17,11 @@
 		[/gdscript]
 		[csharp]
 		AStarGrid2D astarGrid = new AStarGrid2D();
-		astarGrid.Size = new Vector2i(32, 32);
-		astarGrid.CellSize = new Vector2i(16, 16);
+		astarGrid.Size = new Vector2I(32, 32);
+		astarGrid.CellSize = new Vector2I(16, 16);
 		astarGrid.Update();
-		GD.Print(astarGrid.GetIdPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
-		GD.Print(astarGrid.GetPointPath(Vector2i.Zero, new Vector2i(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
+		GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (1, 1), (2, 2), (3, 3), (3, 4)
+		GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)
 		[/csharp]
 		[/codeblocks]
 	</description>

+ 1 - 1
doc/classes/AnimationNodeStateMachineTransition.xml

@@ -15,7 +15,7 @@
 			$animation_tree.set("parameters/conditions/idle", is_on_floor and (linear_velocity.x == 0))
 			[/gdscript]
 			[csharp]
-			GetNode&lt;AnimationTree&gt;("animation_tree").Set("parameters/conditions/idle", IsOnFloor &amp;&amp; (LinearVelocity.x == 0));
+			GetNode&lt;AnimationTree&gt;("animation_tree").Set("parameters/conditions/idle", IsOnFloor &amp;&amp; (LinearVelocity.X == 0));
 			[/csharp]
 			[/codeblocks]
 		</member>

+ 1 - 1
doc/classes/Image.xml

@@ -525,7 +525,7 @@
 				var img = new Image();
 				img.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);
 
-				img.SetPixelv(new Vector2i(1, 2), Colors.Red); // Sets the color at (1, 2) to red.
+				img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to red.
 				[/csharp]
 				[/codeblocks]
 				This is the same as [method set_pixel], but with a [Vector2i] argument instead of two integer arguments.

+ 3 - 3
doc/classes/Rect2i.xml

@@ -80,9 +80,9 @@
 				[/gdscript]
 				[csharp]
 				// position (-3, 2), size (1, 1)
-				var rect = new Rect2i(new Vector2i(-3, 2), new Vector2i(1, 1));
-				// position (-3, -1), size (3, 4), so we fit both rect and Vector2i(0, -1)
-				var rect2 = rect.Expand(new Vector2i(0, -1));
+				var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1));
+				// position (-3, -1), size (3, 4), so we fit both rect and Vector2I(0, -1)
+				var rect2 = rect.Expand(new Vector2I(0, -1));
 				[/csharp]
 				[/codeblocks]
 			</description>

+ 4 - 4
doc/classes/TextEdit.xml

@@ -770,12 +770,12 @@
 				    var column_number = result.x
 				[/gdscript]
 				[csharp]
-				Vector2i result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0);
-				if (result.Length &gt; 0)
+				Vector2I result = Search("print", (uint)TextEdit.SearchFlags.WholeWords, 0, 0);
+				if (result.X != -1)
 				{
 				    // Result found.
-				    int lineNumber = result.y;
-				    int columnNumber = result.x;
+				    int lineNumber = result.Y;
+				    int columnNumber = result.X;
 				}
 				[/csharp]
 				[/codeblocks]

+ 34 - 28
modules/mono/csharp_script.cpp

@@ -60,6 +60,7 @@
 #include "mono_gd/gd_mono_cache.h"
 #include "signal_awaiter_utils.h"
 #include "utils/macros.h"
+#include "utils/naming_utils.h"
 #include "utils/string_utils.h"
 
 #define CACHED_STRING_NAME(m_var) (CSharpLanguage::get_singleton()->get_string_names().m_var)
@@ -333,7 +334,7 @@ void CSharpLanguage::get_string_delimiters(List<String> *p_delimiters) const {
 }
 
 static String get_base_class_name(const String &p_base_class_name, const String p_class_name) {
-	String base_class = p_base_class_name;
+	String base_class = pascal_to_pascal_case(p_base_class_name);
 	if (p_class_name == base_class) {
 		base_class = "Godot." + base_class;
 	}
@@ -394,13 +395,18 @@ bool CSharpLanguage::supports_builtin_mode() const {
 }
 
 #ifdef TOOLS_ENABLED
+struct VariantCsName {
+	Variant::Type variant_type;
+	const String cs_type;
+};
+
 static String variant_type_to_managed_name(const String &p_var_type_name) {
 	if (p_var_type_name.is_empty()) {
 		return "Variant";
 	}
 
 	if (ClassDB::class_exists(p_var_type_name)) {
-		return p_var_type_name;
+		return pascal_to_pascal_case(p_var_type_name);
 	}
 
 	if (p_var_type_name == Variant::get_type_name(Variant::OBJECT)) {
@@ -459,34 +465,34 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
 		return "Signal";
 	}
 
-	Variant::Type var_types[] = {
-		Variant::BOOL,
-		Variant::INT,
-		Variant::VECTOR2,
-		Variant::VECTOR2I,
-		Variant::RECT2,
-		Variant::RECT2I,
-		Variant::VECTOR3,
-		Variant::VECTOR3I,
-		Variant::TRANSFORM2D,
-		Variant::VECTOR4,
-		Variant::VECTOR4I,
-		Variant::PLANE,
-		Variant::QUATERNION,
-		Variant::AABB,
-		Variant::BASIS,
-		Variant::TRANSFORM3D,
-		Variant::PROJECTION,
-		Variant::COLOR,
-		Variant::STRING_NAME,
-		Variant::NODE_PATH,
-		Variant::RID,
-		Variant::CALLABLE
+	const VariantCsName var_types[] = {
+		{ Variant::BOOL, "bool" },
+		{ Variant::INT, "long" },
+		{ Variant::VECTOR2, "Vector2" },
+		{ Variant::VECTOR2I, "Vector2I" },
+		{ Variant::RECT2, "Rect2" },
+		{ Variant::RECT2I, "Rect2I" },
+		{ Variant::VECTOR3, "Vector3" },
+		{ Variant::VECTOR3I, "Vector3I" },
+		{ Variant::TRANSFORM2D, "Transform2D" },
+		{ Variant::VECTOR4, "Vector4" },
+		{ Variant::VECTOR4I, "Vector4I" },
+		{ Variant::PLANE, "Plane" },
+		{ Variant::QUATERNION, "Quaternion" },
+		{ Variant::AABB, "Aabb" },
+		{ Variant::BASIS, "Basis" },
+		{ Variant::TRANSFORM3D, "Transform3D" },
+		{ Variant::PROJECTION, "Projection" },
+		{ Variant::COLOR, "Color" },
+		{ Variant::STRING_NAME, "StringName" },
+		{ Variant::NODE_PATH, "NodePath" },
+		{ Variant::RID, "Rid" },
+		{ Variant::CALLABLE, "Callable" },
 	};
 
-	for (unsigned int i = 0; i < sizeof(var_types) / sizeof(Variant::Type); i++) {
-		if (p_var_type_name == Variant::get_type_name(var_types[i])) {
-			return p_var_type_name;
+	for (unsigned int i = 0; i < sizeof(var_types) / sizeof(VariantCsName); i++) {
+		if (p_var_type_name == Variant::get_type_name(var_types[i].variant_type)) {
+			return var_types[i].cs_type;
 		}
 	}
 

+ 7 - 7
modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedFields.cs

@@ -29,19 +29,19 @@ namespace Godot.SourceGenerators.Sample
 
         // Godot structs
         [Export] private Vector2 field_Vector2 = new(10f, 10f);
-        [Export] private Vector2i field_Vector2i = Vector2i.Up;
+        [Export] private Vector2I field_Vector2I = Vector2I.Up;
         [Export] private Rect2 field_Rect2 = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
-        [Export] private Rect2i field_Rect2i = new(new Vector2i(10, 10), new Vector2i(10, 10));
+        [Export] private Rect2I field_Rect2I = new(new Vector2I(10, 10), new Vector2I(10, 10));
         [Export] private Transform2D field_Transform2D = Transform2D.Identity;
         [Export] private Vector3 field_Vector3 = new(10f, 10f, 10f);
-        [Export] private Vector3i field_Vector3i = Vector3i.Back;
+        [Export] private Vector3I field_Vector3I = Vector3I.Back;
         [Export] private Basis field_Basis = new Basis(Quaternion.Identity);
         [Export] private Quaternion field_Quaternion = new Quaternion(Basis.Identity);
         [Export] private Transform3D field_Transform3D = Transform3D.Identity;
         [Export] private Vector4 field_Vector4 = new(10f, 10f, 10f, 10f);
-        [Export] private Vector4i field_Vector4i = Vector4i.One;
+        [Export] private Vector4I field_Vector4I = Vector4I.One;
         [Export] private Projection field_Projection = Projection.Identity;
-        [Export] private AABB field_AABB = new AABB(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
+        [Export] private Aabb field_Aabb = new Aabb(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
         [Export] private Color field_Color = Colors.Aquamarine;
         [Export] private Plane field_Plane = Plane.PlaneXZ;
         [Export] private Callable field_Callable = new Callable(Engine.GetMainLoop(), "_process");
@@ -83,7 +83,7 @@ namespace Godot.SourceGenerators.Sample
         [Export] private Godot.Object[] field_GodotObjectOrDerivedArray = { null };
         [Export] private StringName[] field_StringNameArray = { "foo", "bar" };
         [Export] private NodePath[] field_NodePathArray = { "foo", "bar" };
-        [Export] private RID[] field_RIDArray = { default, default, default };
+        [Export] private Rid[] field_RidArray = { default, default, default };
         // Note we use Array and not System.Array. This tests the generated namespace qualification.
         [Export] private Int32[] field_empty_Int32Array = Array.Empty<Int32>();
         // Note we use List and not System.Collections.Generic.
@@ -97,7 +97,7 @@ namespace Godot.SourceGenerators.Sample
         [Export] private Godot.Texture field_GodotResourceTexture;
         [Export] private StringName field_StringName = new StringName("foo");
         [Export] private NodePath field_NodePath = new NodePath("foo");
-        [Export] private RID field_RID;
+        [Export] private Rid field_Rid;
 
         [Export]
         private Godot.Collections.Dictionary field_GodotDictionary =

+ 7 - 7
modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs

@@ -117,19 +117,19 @@ namespace Godot.SourceGenerators.Sample
 
         // Godot structs
         [Export] private Vector2 property_Vector2 { get; set; } = new(10f, 10f);
-        [Export] private Vector2i property_Vector2i { get; set; } = Vector2i.Up;
+        [Export] private Vector2I property_Vector2I { get; set; } = Vector2I.Up;
         [Export] private Rect2 property_Rect2 { get; set; } = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
-        [Export] private Rect2i property_Rect2i { get; set; } = new(new Vector2i(10, 10), new Vector2i(10, 10));
+        [Export] private Rect2I property_Rect2I { get; set; } = new(new Vector2I(10, 10), new Vector2I(10, 10));
         [Export] private Transform2D property_Transform2D { get; set; } = Transform2D.Identity;
         [Export] private Vector3 property_Vector3 { get; set; } = new(10f, 10f, 10f);
-        [Export] private Vector3i property_Vector3i { get; set; } = Vector3i.Back;
+        [Export] private Vector3I property_Vector3I { get; set; } = Vector3I.Back;
         [Export] private Basis property_Basis { get; set; } = new Basis(Quaternion.Identity);
         [Export] private Quaternion property_Quaternion { get; set; } = new Quaternion(Basis.Identity);
         [Export] private Transform3D property_Transform3D { get; set; } = Transform3D.Identity;
         [Export] private Vector4 property_Vector4 { get; set; } = new(10f, 10f, 10f, 10f);
-        [Export] private Vector4i property_Vector4i { get; set; } = Vector4i.One;
+        [Export] private Vector4I property_Vector4I { get; set; } = Vector4I.One;
         [Export] private Projection property_Projection { get; set; } = Projection.Identity;
-        [Export] private AABB property_AABB { get; set; } = new AABB(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
+        [Export] private Aabb property_Aabb { get; set; } = new Aabb(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
         [Export] private Color property_Color { get; set; } = Colors.Aquamarine;
         [Export] private Plane property_Plane { get; set; } = Plane.PlaneXZ;
         [Export] private Callable property_Callable { get; set; } = new Callable(Engine.GetMainLoop(), "_process");
@@ -171,7 +171,7 @@ namespace Godot.SourceGenerators.Sample
         [Export] private Godot.Object[] property_GodotObjectOrDerivedArray { get; set; } = { null };
         [Export] private StringName[] field_StringNameArray { get; set; } = { "foo", "bar" };
         [Export] private NodePath[] field_NodePathArray { get; set; } = { "foo", "bar" };
-        [Export] private RID[] field_RIDArray { get; set; } = { default, default, default };
+        [Export] private Rid[] field_RidArray { get; set; } = { default, default, default };
 
         // Variant
         [Export] private Variant property_Variant { get; set; } = "foo";
@@ -181,7 +181,7 @@ namespace Godot.SourceGenerators.Sample
         [Export] private Godot.Texture property_GodotResourceTexture { get; set; }
         [Export] private StringName property_StringName { get; set; } = new StringName("foo");
         [Export] private NodePath property_NodePath { get; set; } = new NodePath("foo");
-        [Export] private RID property_RID { get; set; }
+        [Export] private Rid property_Rid { get; set; }
 
         [Export]
         private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =

+ 1 - 1
modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotClasses.cs

@@ -10,7 +10,7 @@ namespace Godot.SourceGenerators
         public const string ExportSubgroupAttr = "Godot.ExportSubgroupAttribute";
         public const string SignalAttr = "Godot.SignalAttribute";
         public const string MustBeVariantAttr = "Godot.MustBeVariantAttribute";
-        public const string GodotClassNameAttr = "Godot.GodotClassName";
+        public const string GodotClassNameAttr = "Godot.GodotClassNameAttribute";
         public const string SystemFlagsAttr = "System.FlagsAttribute";
     }
 }

+ 12 - 12
modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotEnums.cs

@@ -12,19 +12,19 @@ namespace Godot.SourceGenerators
         Float = 3,
         String = 4,
         Vector2 = 5,
-        Vector2i = 6,
+        Vector2I = 6,
         Rect2 = 7,
-        Rect2i = 8,
+        Rect2I = 8,
         Vector3 = 9,
-        Vector3i = 10,
-        Transform2d = 11,
+        Vector3I = 10,
+        Transform2D = 11,
         Vector4 = 12,
-        Vector4i = 13,
+        Vector4I = 13,
         Plane = 14,
         Quaternion = 15,
         Aabb = 16,
         Basis = 17,
-        Transform3d = 18,
+        Transform3D = 18,
         Projection = 19,
         Color = 20,
         StringName = 21,
@@ -56,12 +56,12 @@ namespace Godot.SourceGenerators
         ExpEasing = 4,
         Link = 5,
         Flags = 6,
-        Layers2dRender = 7,
-        Layers2dPhysics = 8,
-        Layers2dNavigation = 9,
-        Layers3dRender = 10,
-        Layers3dPhysics = 11,
-        Layers3dNavigation = 12,
+        Layers2DRender = 7,
+        Layers2DPhysics = 8,
+        Layers2DNavigation = 9,
+        Layers3DRender = 10,
+        Layers3DPhysics = 11,
+        Layers3DNavigation = 12,
         File = 13,
         Dir = 14,
         GlobalFile = 15,

+ 7 - 7
modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalType.cs

@@ -21,19 +21,19 @@ namespace Godot.SourceGenerators
 
         // Godot structs
         Vector2,
-        Vector2i,
+        Vector2I,
         Rect2,
-        Rect2i,
+        Rect2I,
         Transform2D,
         Vector3,
-        Vector3i,
+        Vector3I,
         Basis,
         Quaternion,
         Transform3D,
         Vector4,
-        Vector4i,
+        Vector4I,
         Projection,
-        AABB,
+        Aabb,
         Color,
         Plane,
         Callable,
@@ -55,7 +55,7 @@ namespace Godot.SourceGenerators
         GodotObjectOrDerivedArray,
         SystemArrayOfStringName,
         SystemArrayOfNodePath,
-        SystemArrayOfRID,
+        SystemArrayOfRid,
 
         // Variant
         Variant,
@@ -64,7 +64,7 @@ namespace Godot.SourceGenerators
         GodotObjectOrDerived,
         StringName,
         NodePath,
-        RID,
+        Rid,
         GodotDictionary,
         GodotArray,
         GodotGenericDictionary,

+ 17 - 17
modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs

@@ -40,19 +40,19 @@ namespace Godot.SourceGenerators
                 MarshalType.Double => VariantType.Float,
                 MarshalType.String => VariantType.String,
                 MarshalType.Vector2 => VariantType.Vector2,
-                MarshalType.Vector2i => VariantType.Vector2i,
+                MarshalType.Vector2I => VariantType.Vector2I,
                 MarshalType.Rect2 => VariantType.Rect2,
-                MarshalType.Rect2i => VariantType.Rect2i,
-                MarshalType.Transform2D => VariantType.Transform2d,
+                MarshalType.Rect2I => VariantType.Rect2I,
+                MarshalType.Transform2D => VariantType.Transform2D,
                 MarshalType.Vector3 => VariantType.Vector3,
-                MarshalType.Vector3i => VariantType.Vector3i,
+                MarshalType.Vector3I => VariantType.Vector3I,
                 MarshalType.Basis => VariantType.Basis,
                 MarshalType.Quaternion => VariantType.Quaternion,
-                MarshalType.Transform3D => VariantType.Transform3d,
+                MarshalType.Transform3D => VariantType.Transform3D,
                 MarshalType.Vector4 => VariantType.Vector4,
-                MarshalType.Vector4i => VariantType.Vector4i,
+                MarshalType.Vector4I => VariantType.Vector4I,
                 MarshalType.Projection => VariantType.Projection,
-                MarshalType.AABB => VariantType.Aabb,
+                MarshalType.Aabb => VariantType.Aabb,
                 MarshalType.Color => VariantType.Color,
                 MarshalType.Plane => VariantType.Plane,
                 MarshalType.Callable => VariantType.Callable,
@@ -70,12 +70,12 @@ namespace Godot.SourceGenerators
                 MarshalType.GodotObjectOrDerivedArray => VariantType.Array,
                 MarshalType.SystemArrayOfStringName => VariantType.Array,
                 MarshalType.SystemArrayOfNodePath => VariantType.Array,
-                MarshalType.SystemArrayOfRID => VariantType.Array,
+                MarshalType.SystemArrayOfRid => VariantType.Array,
                 MarshalType.Variant => VariantType.Nil,
                 MarshalType.GodotObjectOrDerived => VariantType.Object,
                 MarshalType.StringName => VariantType.StringName,
                 MarshalType.NodePath => VariantType.NodePath,
-                MarshalType.RID => VariantType.Rid,
+                MarshalType.Rid => VariantType.Rid,
                 MarshalType.GodotDictionary => VariantType.Dictionary,
                 MarshalType.GodotArray => VariantType.Array,
                 MarshalType.GodotGenericDictionary => VariantType.Dictionary,
@@ -130,22 +130,22 @@ namespace Godot.SourceGenerators
                             return type switch
                             {
                                 { Name: "Vector2" } => MarshalType.Vector2,
-                                { Name: "Vector2i" } => MarshalType.Vector2i,
+                                { Name: "Vector2I" } => MarshalType.Vector2I,
                                 { Name: "Rect2" } => MarshalType.Rect2,
-                                { Name: "Rect2i" } => MarshalType.Rect2i,
+                                { Name: "Rect2I" } => MarshalType.Rect2I,
                                 { Name: "Transform2D" } => MarshalType.Transform2D,
                                 { Name: "Vector3" } => MarshalType.Vector3,
-                                { Name: "Vector3i" } => MarshalType.Vector3i,
+                                { Name: "Vector3I" } => MarshalType.Vector3I,
                                 { Name: "Basis" } => MarshalType.Basis,
                                 { Name: "Quaternion" } => MarshalType.Quaternion,
                                 { Name: "Transform3D" } => MarshalType.Transform3D,
                                 { Name: "Vector4" } => MarshalType.Vector4,
-                                { Name: "Vector4i" } => MarshalType.Vector4i,
+                                { Name: "Vector4I" } => MarshalType.Vector4I,
                                 { Name: "Projection" } => MarshalType.Projection,
-                                { Name: "AABB" } => MarshalType.AABB,
+                                { Name: "Aabb" } => MarshalType.Aabb,
                                 { Name: "Color" } => MarshalType.Color,
                                 { Name: "Plane" } => MarshalType.Plane,
-                                { Name: "RID" } => MarshalType.RID,
+                                { Name: "Rid" } => MarshalType.Rid,
                                 { Name: "Callable" } => MarshalType.Callable,
                                 { Name: "Signal" } => MarshalType.Signal,
                                 { Name: "Variant" } => MarshalType.Variant,
@@ -196,8 +196,8 @@ namespace Godot.SourceGenerators
                                     return MarshalType.SystemArrayOfStringName;
                                 case { Name: "NodePath" }:
                                     return MarshalType.SystemArrayOfNodePath;
-                                case { Name: "RID" }:
-                                    return MarshalType.SystemArrayOfRID;
+                                case { Name: "Rid" }:
+                                    return MarshalType.SystemArrayOfRid;
                             }
                         }
 

+ 1 - 1
modules/mono/editor/GodotTools/GodotTools/Build/BuildInfo.cs

@@ -23,7 +23,7 @@ namespace GodotTools.Build
         public Godot.Collections.Array CustomProperties { get; private set; } = new();
 
         public string LogsDirPath =>
-            Path.Combine(GodotSharpDirs.BuildLogsDirs, $"{Solution.MD5Text()}_{Configuration}");
+            Path.Combine(GodotSharpDirs.BuildLogsDirs, $"{Solution.Md5Text()}_{Configuration}");
 
         public override bool Equals(object? obj)
         {

+ 1 - 1
modules/mono/editor/GodotTools/GodotTools/Build/BuildManager.cs

@@ -55,7 +55,7 @@ namespace GodotTools.Build
 
         private static void PrintVerbose(string text)
         {
-            if (OS.IsStdoutVerbose())
+            if (OS.IsStdOutVerbose())
                 GD.Print(text);
         }
 

+ 2 - 2
modules/mono/editor/GodotTools/GodotTools/Build/BuildOutputView.cs

@@ -336,7 +336,7 @@ namespace GodotTools.Build
             _ = index; // Unused
 
             _issuesListContextMenu.Clear();
-            _issuesListContextMenu.Size = new Vector2i(1, 1);
+            _issuesListContextMenu.Size = new Vector2I(1, 1);
 
             if (_issuesList.IsAnythingSelected())
             {
@@ -347,7 +347,7 @@ namespace GodotTools.Build
 
             if (_issuesListContextMenu.ItemCount > 0)
             {
-                _issuesListContextMenu.Position = (Vector2i)(_issuesList.GlobalPosition + atPosition);
+                _issuesListContextMenu.Position = (Vector2I)(_issuesList.GlobalPosition + atPosition);
                 _issuesListContextMenu.Popup();
             }
         }

+ 2 - 2
modules/mono/editor/GodotTools/GodotTools/Build/BuildSystem.cs

@@ -28,7 +28,7 @@ namespace GodotTools.Build
 
             string launchMessage = startInfo.GetCommandLineDisplay(new StringBuilder("Running: ")).ToString();
             stdOutHandler?.Invoke(launchMessage);
-            if (Godot.OS.IsStdoutVerbose())
+            if (Godot.OS.IsStdOutVerbose())
                 Console.WriteLine(launchMessage);
 
             startInfo.RedirectStandardOutput = true;
@@ -89,7 +89,7 @@ namespace GodotTools.Build
 
             string launchMessage = startInfo.GetCommandLineDisplay(new StringBuilder("Running: ")).ToString();
             stdOutHandler?.Invoke(launchMessage);
-            if (Godot.OS.IsStdoutVerbose())
+            if (Godot.OS.IsStdOutVerbose())
                 Console.WriteLine(launchMessage);
 
             startInfo.RedirectStandardOutput = true;

+ 1 - 1
modules/mono/editor/GodotTools/GodotTools/Build/MSBuildPanel.cs

@@ -122,7 +122,7 @@ namespace GodotTools.Build
         {
             base._Ready();
 
-            CustomMinimumSize = new Vector2i(0, (int)(228 * EditorScale));
+            CustomMinimumSize = new Vector2(0, 228 * EditorScale);
             SizeFlagsVertical = SizeFlags.ExpandFill;
 
             var toolBarHBox = new HBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };

+ 4 - 4
modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs

@@ -192,7 +192,7 @@ namespace GodotTools
 
                     try
                     {
-                        if (Godot.OS.IsStdoutVerbose())
+                        if (Godot.OS.IsStdOutVerbose())
                             Console.WriteLine(
                                 $"Running: \"{command}\" {string.Join(" ", args.Select(a => $"\"{a}\""))}");
 
@@ -385,7 +385,7 @@ namespace GodotTools
             // correct version first (`RegisterDefaults` always picks the latest).
             if (DotNetFinder.TryFindDotNetSdk(dotNetSdkSearchVersion, out var sdkVersion, out string sdkPath))
             {
-                if (Godot.OS.IsStdoutVerbose())
+                if (Godot.OS.IsStdOutVerbose())
                     Console.WriteLine($"Found .NET Sdk version '{sdkVersion}': {sdkPath}");
 
                 ProjectUtils.MSBuildLocatorRegisterMSBuildPath(sdkPath);
@@ -395,12 +395,12 @@ namespace GodotTools
                 try
                 {
                     ProjectUtils.MSBuildLocatorRegisterDefaults(out sdkVersion, out sdkPath);
-                    if (Godot.OS.IsStdoutVerbose())
+                    if (Godot.OS.IsStdOutVerbose())
                         Console.WriteLine($"Found .NET Sdk version '{sdkVersion}': {sdkPath}");
                 }
                 catch (InvalidOperationException e)
                 {
-                    if (Godot.OS.IsStdoutVerbose())
+                    if (Godot.OS.IsStdOutVerbose())
                         GD.PrintErr(e.ToString());
                     GD.PushError($".NET Sdk not found. The required version is '{dotNetSdkSearchVersion}'.");
                 }

+ 1 - 1
modules/mono/editor/GodotTools/GodotTools/HotReloadAssemblyWatcher.cs

@@ -11,7 +11,7 @@ namespace GodotTools
 
         public override void _Notification(long what)
         {
-            if (what == Node.NotificationWmWindowFocusIn)
+            if (what == Node.NotificationWMWindowFocusIn)
             {
                 RestartTimer();
 

+ 2 - 2
modules/mono/editor/GodotTools/GodotTools/Ides/GodotIdeManager.cs

@@ -200,13 +200,13 @@ namespace GodotTools.Ides
         {
             public void LogDebug(string message)
             {
-                if (OS.IsStdoutVerbose())
+                if (OS.IsStdOutVerbose())
                     Console.WriteLine(message);
             }
 
             public void LogInfo(string message)
             {
-                if (OS.IsStdoutVerbose())
+                if (OS.IsStdOutVerbose())
                     Console.WriteLine(message);
             }
 

+ 40 - 110
modules/mono/editor/bindings_generator.cpp

@@ -38,10 +38,10 @@
 #include "core/io/dir_access.h"
 #include "core/io/file_access.h"
 #include "core/os/os.h"
-#include "core/string/ucaps.h"
 #include "main/main.h"
 
 #include "../godotsharp_defs.h"
+#include "../utils/naming_utils.h"
 #include "../utils/path_utils.h"
 #include "../utils/string_utils.h"
 
@@ -146,74 +146,6 @@ static String fix_doc_description(const String &p_bbcode) {
 			.strip_edges();
 }
 
-static String snake_to_pascal_case(const String &p_identifier, bool p_input_is_upper = false) {
-	String ret;
-	Vector<String> parts = p_identifier.split("_", true);
-
-	for (int i = 0; i < parts.size(); i++) {
-		String part = parts[i];
-
-		if (part.length()) {
-			part[0] = _find_upper(part[0]);
-			if (p_input_is_upper) {
-				for (int j = 1; j < part.length(); j++) {
-					part[j] = _find_lower(part[j]);
-				}
-			}
-			ret += part;
-		} else {
-			if (i == 0 || i == (parts.size() - 1)) {
-				// Preserve underscores at the beginning and end
-				ret += "_";
-			} else {
-				// Preserve contiguous underscores
-				if (parts[i - 1].length()) {
-					ret += "__";
-				} else {
-					ret += "_";
-				}
-			}
-		}
-	}
-
-	return ret;
-}
-
-static String snake_to_camel_case(const String &p_identifier, bool p_input_is_upper = false) {
-	String ret;
-	Vector<String> parts = p_identifier.split("_", true);
-
-	for (int i = 0; i < parts.size(); i++) {
-		String part = parts[i];
-
-		if (part.length()) {
-			if (i != 0) {
-				part[0] = _find_upper(part[0]);
-			}
-			if (p_input_is_upper) {
-				for (int j = i != 0 ? 1 : 0; j < part.length(); j++) {
-					part[j] = _find_lower(part[j]);
-				}
-			}
-			ret += part;
-		} else {
-			if (i == 0 || i == (parts.size() - 1)) {
-				// Preserve underscores at the beginning and end
-				ret += "_";
-			} else {
-				// Preserve contiguous underscores
-				if (parts[i - 1].length()) {
-					ret += "__";
-				} else {
-					ret += "_";
-				}
-			}
-		}
-	}
-
-	return ret;
-}
-
 String BindingsGenerator::bbcode_to_xml(const String &p_bbcode, const TypeInterface *p_itype) {
 	// Based on the version in EditorHelp
 
@@ -967,11 +899,11 @@ void BindingsGenerator::_generate_array_extensions(StringBuilder &p_output) {
 	ARRAY_ALL(string);
 	ARRAY_ALL(Color);
 	ARRAY_ALL(Vector2);
-	ARRAY_ALL(Vector2i);
+	ARRAY_ALL(Vector2I);
 	ARRAY_ALL(Vector3);
-	ARRAY_ALL(Vector3i);
+	ARRAY_ALL(Vector3I);
 	ARRAY_ALL(Vector4);
-	ARRAY_ALL(Vector4i);
+	ARRAY_ALL(Vector4I);
 
 #undef ARRAY_ALL
 #undef ARRAY_IS_EMPTY
@@ -1041,7 +973,7 @@ void BindingsGenerator::_generate_global_constants(StringBuilder &p_output) {
 			_log("Declaring global enum '%s' inside struct '%s'\n", enum_proxy_name.utf8().get_data(), enum_class_name.utf8().get_data());
 
 			p_output.append("\npublic partial struct ");
-			p_output.append(enum_class_name);
+			p_output.append(pascal_to_pascal_case(enum_class_name));
 			p_output.append("\n" OPEN_BLOCK);
 		}
 
@@ -1050,7 +982,7 @@ void BindingsGenerator::_generate_global_constants(StringBuilder &p_output) {
 		}
 
 		p_output.append("\npublic enum ");
-		p_output.append(enum_proxy_name);
+		p_output.append(pascal_to_pascal_case(enum_proxy_name));
 		p_output.append(" : long");
 		p_output.append("\n" OPEN_BLOCK);
 
@@ -1502,7 +1434,7 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str
 		}
 
 		output.append(MEMBER_BEGIN "public enum ");
-		output.append(ienum.cname.operator String());
+		output.append(pascal_to_pascal_case(ienum.cname.operator String()));
 		output.append(" : long");
 		output.append(MEMBER_BEGIN OPEN_BLOCK);
 
@@ -2896,7 +2828,7 @@ bool BindingsGenerator::_populate_object_type_interfaces() {
 
 		ClassDB::ClassInfo *class_info = ClassDB::classes.getptr(type_cname);
 
-		TypeInterface itype = TypeInterface::create_object_type(type_cname, api_type);
+		TypeInterface itype = TypeInterface::create_object_type(type_cname, pascal_to_pascal_case(type_cname), api_type);
 
 		itype.base_name = ClassDB::get_parent_class(type_cname);
 		itype.is_singleton = Engine::get_singleton()->has_singleton(itype.proxy_name);
@@ -3241,7 +3173,7 @@ bool BindingsGenerator::_populate_object_type_interfaces() {
 
 		for (const KeyValue<StringName, ClassDB::ClassInfo::EnumInfo> &E : enum_map) {
 			StringName enum_proxy_cname = E.key;
-			String enum_proxy_name = enum_proxy_cname.operator String();
+			String enum_proxy_name = pascal_to_pascal_case(enum_proxy_cname.operator String());
 			if (itype.find_property_by_proxy_name(enum_proxy_name) || itype.find_method_by_proxy_name(enum_proxy_name) || itype.find_signal_by_proxy_name(enum_proxy_name)) {
 				// In case the enum name conflicts with other PascalCase members,
 				// we append 'Enum' to the enum name in those cases.
@@ -3369,7 +3301,7 @@ bool BindingsGenerator::_arg_default_value_from_variant(const Variant &p_val, Ar
 		} break;
 		case Variant::AABB: {
 			AABB aabb = p_val.operator ::AABB();
-			r_iarg.default_argument = "new AABB(new Vector3" + aabb.position.operator String() + ", new Vector3" + aabb.size.operator String() + ")";
+			r_iarg.default_argument = "new Aabb(new Vector3" + aabb.position.operator String() + ", new Vector3" + aabb.size.operator String() + ")";
 			r_iarg.def_param_mode = ArgumentInterface::NULLABLE_VAL;
 		} break;
 		case Variant::RECT2: {
@@ -3379,7 +3311,7 @@ bool BindingsGenerator::_arg_default_value_from_variant(const Variant &p_val, Ar
 		} break;
 		case Variant::RECT2I: {
 			Rect2i rect = p_val.operator Rect2i();
-			r_iarg.default_argument = "new Rect2i(new Vector2i" + rect.position.operator String() + ", new Vector2i" + rect.size.operator String() + ")";
+			r_iarg.default_argument = "new Rect2I(new Vector2I" + rect.position.operator String() + ", new Vector2I" + rect.size.operator String() + ")";
 			r_iarg.def_param_mode = ArgumentInterface::NULLABLE_VAL;
 		} break;
 		case Variant::COLOR:
@@ -3513,32 +3445,30 @@ void BindingsGenerator::_populate_builtin_type_interfaces() {
 
 	TypeInterface itype;
 
-#define INSERT_STRUCT_TYPE(m_type)                                 \
-	{                                                              \
-		itype = TypeInterface::create_value_type(String(#m_type)); \
-		itype.c_type_in = #m_type "*";                             \
-		itype.c_type_out = itype.cs_type;                          \
-		itype.cs_in_expr = "&%0";                                  \
-		itype.cs_in_expr_is_unsafe = true;                         \
-		builtin_types.insert(itype.cname, itype);                  \
-	}
-
-	INSERT_STRUCT_TYPE(Vector2)
-	INSERT_STRUCT_TYPE(Vector2i)
-	INSERT_STRUCT_TYPE(Rect2)
-	INSERT_STRUCT_TYPE(Rect2i)
-	INSERT_STRUCT_TYPE(Transform2D)
-	INSERT_STRUCT_TYPE(Vector3)
-	INSERT_STRUCT_TYPE(Vector3i)
-	INSERT_STRUCT_TYPE(Basis)
-	INSERT_STRUCT_TYPE(Quaternion)
-	INSERT_STRUCT_TYPE(Transform3D)
-	INSERT_STRUCT_TYPE(AABB)
-	INSERT_STRUCT_TYPE(Color)
-	INSERT_STRUCT_TYPE(Plane)
-	INSERT_STRUCT_TYPE(Vector4)
-	INSERT_STRUCT_TYPE(Vector4i)
-	INSERT_STRUCT_TYPE(Projection)
+#define INSERT_STRUCT_TYPE(m_type, m_proxy_name)                                          \
+	{                                                                                     \
+		itype = TypeInterface::create_value_type(String(#m_type), String(#m_proxy_name)); \
+		itype.cs_in_expr = "&%0";                                                         \
+		itype.cs_in_expr_is_unsafe = true;                                                \
+		builtin_types.insert(itype.cname, itype);                                         \
+	}
+
+	INSERT_STRUCT_TYPE(Vector2, Vector2)
+	INSERT_STRUCT_TYPE(Vector2i, Vector2I)
+	INSERT_STRUCT_TYPE(Rect2, Rect2)
+	INSERT_STRUCT_TYPE(Rect2i, Rect2I)
+	INSERT_STRUCT_TYPE(Transform2D, Transform2D)
+	INSERT_STRUCT_TYPE(Vector3, Vector3)
+	INSERT_STRUCT_TYPE(Vector3i, Vector3I)
+	INSERT_STRUCT_TYPE(Basis, Basis)
+	INSERT_STRUCT_TYPE(Quaternion, Quaternion)
+	INSERT_STRUCT_TYPE(Transform3D, Transform3D)
+	INSERT_STRUCT_TYPE(AABB, Aabb)
+	INSERT_STRUCT_TYPE(Color, Color)
+	INSERT_STRUCT_TYPE(Plane, Plane)
+	INSERT_STRUCT_TYPE(Vector4, Vector4)
+	INSERT_STRUCT_TYPE(Vector4i, Vector4I)
+	INSERT_STRUCT_TYPE(Projection, Projection)
 
 #undef INSERT_STRUCT_TYPE
 
@@ -3677,7 +3607,7 @@ void BindingsGenerator::_populate_builtin_type_interfaces() {
 	itype = TypeInterface();
 	itype.name = "RID";
 	itype.cname = itype.name;
-	itype.proxy_name = "RID";
+	itype.proxy_name = "Rid";
 	itype.cs_type = itype.proxy_name;
 	itype.c_arg_in = "&%s";
 	itype.c_type = itype.cs_type;
@@ -3891,7 +3821,7 @@ void BindingsGenerator::_populate_global_constants() {
 			enum_itype.is_enum = true;
 			enum_itype.name = ienum.cname.operator String();
 			enum_itype.cname = ienum.cname;
-			enum_itype.proxy_name = enum_itype.name;
+			enum_itype.proxy_name = pascal_to_pascal_case(enum_itype.name);
 			TypeInterface::postsetup_enum_type(enum_itype);
 			enum_types.insert(enum_itype.cname, enum_itype);
 
@@ -3913,9 +3843,9 @@ void BindingsGenerator::_populate_global_constants() {
 	// HARDCODED
 	List<StringName> hardcoded_enums;
 	hardcoded_enums.push_back("Vector2.Axis");
-	hardcoded_enums.push_back("Vector2i.Axis");
+	hardcoded_enums.push_back("Vector2I.Axis");
 	hardcoded_enums.push_back("Vector3.Axis");
-	hardcoded_enums.push_back("Vector3i.Axis");
+	hardcoded_enums.push_back("Vector3I.Axis");
 	for (const StringName &enum_cname : hardcoded_enums) {
 		// These enums are not generated and must be written manually (e.g.: Vector3.Axis)
 		// Here, we assume core types do not begin with underscore
@@ -3923,7 +3853,7 @@ void BindingsGenerator::_populate_global_constants() {
 		enum_itype.is_enum = true;
 		enum_itype.name = enum_cname.operator String();
 		enum_itype.cname = enum_cname;
-		enum_itype.proxy_name = enum_itype.name;
+		enum_itype.proxy_name = pascal_to_pascal_case(enum_itype.name);
 		TypeInterface::postsetup_enum_type(enum_itype);
 		enum_types.insert(enum_itype.cname, enum_itype);
 	}

+ 59 - 14
modules/mono/editor/bindings_generator.h

@@ -472,43 +472,88 @@ class BindingsGenerator {
 		}
 
 	private:
+		static DocData::ClassDoc *_get_type_doc(TypeInterface &itype) {
+			String doc_name = itype.name.begins_with("_") ? itype.name.substr(1) : itype.name;
+			return &EditorHelp::get_doc_data()->class_list[doc_name];
+		}
+
 		static void _init_value_type(TypeInterface &itype) {
-			itype.proxy_name = itype.name;
+			if (itype.proxy_name.is_empty()) {
+				itype.proxy_name = itype.name;
+			}
 
-			itype.c_type = itype.name;
 			itype.cs_type = itype.proxy_name;
-			itype.c_type_in = itype.proxy_name + "*";
-			itype.c_type_out = itype.proxy_name;
-			itype.class_doc = &EditorHelp::get_doc_data()->class_list[itype.proxy_name];
+			itype.c_type = itype.cs_type;
+			itype.c_type_in = itype.cs_type + "*";
+			itype.c_type_out = itype.cs_type;
+
+			itype.class_doc = _get_type_doc(itype);
+		}
+
+		static void _init_object_type(TypeInterface &itype, ClassDB::APIType p_api_type) {
+			if (itype.proxy_name.is_empty()) {
+				itype.proxy_name = itype.name;
+			}
+
+			if (itype.proxy_name.begins_with("_")) {
+				itype.proxy_name = itype.proxy_name.substr(1);
+			}
+
+			itype.api_type = p_api_type;
+			itype.is_object_type = true;
+
+			itype.class_doc = _get_type_doc(itype);
 		}
 
 	public:
-		static TypeInterface create_value_type(const String &p_name) {
+		static TypeInterface create_value_type(const String &p_name, const String &p_proxy_name) {
 			TypeInterface itype;
 			itype.name = p_name;
-			itype.cname = StringName(p_name);
+			itype.cname = p_name;
+			itype.proxy_name = p_proxy_name;
 			_init_value_type(itype);
 			return itype;
 		}
 
-		static TypeInterface create_value_type(const StringName &p_name) {
+		static TypeInterface create_value_type(const StringName &p_cname, const String &p_proxy_name) {
 			TypeInterface itype;
-			itype.name = p_name.operator String();
+			itype.name = p_cname;
+			itype.cname = p_cname;
+			itype.proxy_name = p_proxy_name;
+			_init_value_type(itype);
+			return itype;
+		}
+
+		static TypeInterface create_value_type(const String &p_name) {
+			TypeInterface itype;
+			itype.name = p_name;
 			itype.cname = p_name;
 			_init_value_type(itype);
 			return itype;
 		}
 
-		static TypeInterface create_object_type(const StringName &p_cname, ClassDB::APIType p_api_type) {
+		static TypeInterface create_value_type(const StringName &p_cname) {
 			TypeInterface itype;
+			itype.name = p_cname;
+			itype.cname = p_cname;
+			_init_value_type(itype);
+			return itype;
+		}
 
+		static TypeInterface create_object_type(const StringName &p_cname, const String &p_proxy_name, ClassDB::APIType p_api_type) {
+			TypeInterface itype;
 			itype.name = p_cname;
 			itype.cname = p_cname;
-			itype.proxy_name = itype.name.begins_with("_") ? itype.name.substr(1, itype.name.length()) : itype.name;
-			itype.api_type = p_api_type;
-			itype.is_object_type = true;
-			itype.class_doc = &EditorHelp::get_doc_data()->class_list[itype.proxy_name];
+			itype.proxy_name = p_proxy_name;
+			_init_object_type(itype, p_api_type);
+			return itype;
+		}
 
+		static TypeInterface create_object_type(const StringName &p_cname, ClassDB::APIType p_api_type) {
+			TypeInterface itype;
+			itype.name = p_cname;
+			itype.cname = p_cname;
+			_init_object_type(itype, p_api_type);
 			return itype;
 		}
 

+ 4 - 4
modules/mono/editor/script_templates/CharacterBody2D/basic_movement.cs

@@ -17,22 +17,22 @@ public partial class _CLASS_ : _BASE_
 
         // Add the gravity.
         if (!IsOnFloor())
-            velocity.y += gravity * (float)delta;
+            velocity.Y += gravity * (float)delta;
 
         // Handle Jump.
         if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
-            velocity.y = JumpVelocity;
+            velocity.Y = JumpVelocity;
 
         // Get the input direction and handle the movement/deceleration.
         // As good practice, you should replace UI actions with custom gameplay actions.
         Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
         if (direction != Vector2.Zero)
         {
-            velocity.x = direction.x * Speed;
+            velocity.X = direction.X * Speed;
         }
         else
         {
-            velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
+            velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
         }
 
         Velocity = velocity;

+ 7 - 7
modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs

@@ -17,25 +17,25 @@ public partial class _CLASS_ : _BASE_
 
         // Add the gravity.
         if (!IsOnFloor())
-            velocity.y -= gravity * (float)delta;
+            velocity.Y -= gravity * (float)delta;
 
         // Handle Jump.
         if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
-            velocity.y = JumpVelocity;
+            velocity.Y = JumpVelocity;
 
         // Get the input direction and handle the movement/deceleration.
         // As good practice, you should replace UI actions with custom gameplay actions.
         Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
-        Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
+        Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
         if (direction != Vector3.Zero)
         {
-            velocity.x = direction.x * Speed;
-            velocity.z = direction.z * Speed;
+            velocity.X = direction.X * Speed;
+            velocity.Z = direction.Z * Speed;
         }
         else
         {
-            velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
-            velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
+            velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
+            velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
         }
 
         Velocity = velocity;

+ 178 - 178
modules/mono/glue/GodotSharp/GodotSharp/Core/AABB.cs → modules/mono/glue/GodotSharp/GodotSharp/Core/Aabb.cs

@@ -9,7 +9,7 @@ namespace Godot
     /// </summary>
     [Serializable]
     [StructLayout(LayoutKind.Sequential)]
-    public struct AABB : IEquatable<AABB>
+    public struct Aabb : IEquatable<Aabb>
     {
         private Vector3 _position;
         private Vector3 _size;
@@ -50,19 +50,19 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns an <see cref="AABB"/> with equivalent position and size, modified so that
+        /// Returns an <see cref="Aabb"/> with equivalent position and size, modified so that
         /// the most-negative corner is the origin and the size is positive.
         /// </summary>
-        /// <returns>The modified <see cref="AABB"/>.</returns>
-        public readonly AABB Abs()
+        /// <returns>The modified <see cref="Aabb"/>.</returns>
+        public readonly Aabb Abs()
         {
             Vector3 end = End;
-            Vector3 topLeft = new Vector3(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y), Mathf.Min(_position.z, end.z));
-            return new AABB(topLeft, _size.Abs());
+            Vector3 topLeft = new Vector3(Mathf.Min(_position.X, end.X), Mathf.Min(_position.Y, end.Y), Mathf.Min(_position.Z, end.Z));
+            return new Aabb(topLeft, _size.Abs());
         }
 
         /// <summary>
-        /// Returns the center of the <see cref="AABB"/>, which is equal
+        /// Returns the center of the <see cref="Aabb"/>, which is equal
         /// to <see cref="Position"/> + (<see cref="Size"/> / 2).
         /// </summary>
         /// <returns>The center.</returns>
@@ -72,94 +72,94 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if this <see cref="AABB"/> completely encloses another one.
+        /// Returns <see langword="true"/> if this <see cref="Aabb"/> completely encloses another one.
         /// </summary>
-        /// <param name="with">The other <see cref="AABB"/> that may be enclosed.</param>
+        /// <param name="with">The other <see cref="Aabb"/> that may be enclosed.</param>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not this <see cref="AABB"/> encloses <paramref name="with"/>.
+        /// A <see langword="bool"/> for whether or not this <see cref="Aabb"/> encloses <paramref name="with"/>.
         /// </returns>
-        public readonly bool Encloses(AABB with)
+        public readonly bool Encloses(Aabb with)
         {
             Vector3 srcMin = _position;
             Vector3 srcMax = _position + _size;
             Vector3 dstMin = with._position;
             Vector3 dstMax = with._position + with._size;
 
-            return srcMin.x <= dstMin.x &&
-                   srcMax.x > dstMax.x &&
-                   srcMin.y <= dstMin.y &&
-                   srcMax.y > dstMax.y &&
-                   srcMin.z <= dstMin.z &&
-                   srcMax.z > dstMax.z;
+            return srcMin.X <= dstMin.X &&
+                   srcMax.X > dstMax.X &&
+                   srcMin.Y <= dstMin.Y &&
+                   srcMax.Y > dstMax.Y &&
+                   srcMin.Z <= dstMin.Z &&
+                   srcMax.Z > dstMax.Z;
         }
 
         /// <summary>
-        /// Returns this <see cref="AABB"/> expanded to include a given point.
+        /// Returns this <see cref="Aabb"/> expanded to include a given point.
         /// </summary>
         /// <param name="point">The point to include.</param>
-        /// <returns>The expanded <see cref="AABB"/>.</returns>
-        public readonly AABB Expand(Vector3 point)
+        /// <returns>The expanded <see cref="Aabb"/>.</returns>
+        public readonly Aabb Expand(Vector3 point)
         {
             Vector3 begin = _position;
             Vector3 end = _position + _size;
 
-            if (point.x < begin.x)
+            if (point.X < begin.X)
             {
-                begin.x = point.x;
+                begin.X = point.X;
             }
-            if (point.y < begin.y)
+            if (point.Y < begin.Y)
             {
-                begin.y = point.y;
+                begin.Y = point.Y;
             }
-            if (point.z < begin.z)
+            if (point.Z < begin.Z)
             {
-                begin.z = point.z;
+                begin.Z = point.Z;
             }
 
-            if (point.x > end.x)
+            if (point.X > end.X)
             {
-                end.x = point.x;
+                end.X = point.X;
             }
-            if (point.y > end.y)
+            if (point.Y > end.Y)
             {
-                end.y = point.y;
+                end.Y = point.Y;
             }
-            if (point.z > end.z)
+            if (point.Z > end.Z)
             {
-                end.z = point.z;
+                end.Z = point.Z;
             }
 
-            return new AABB(begin, end - begin);
+            return new Aabb(begin, end - begin);
         }
 
         /// <summary>
-        /// Gets the position of one of the 8 endpoints of the <see cref="AABB"/>.
+        /// Gets the position of one of the 8 endpoints of the <see cref="Aabb"/>.
         /// </summary>
         /// <param name="idx">Which endpoint to get.</param>
         /// <exception cref="ArgumentOutOfRangeException">
         /// <paramref name="idx"/> is less than 0 or greater than 7.
         /// </exception>
-        /// <returns>An endpoint of the <see cref="AABB"/>.</returns>
+        /// <returns>An endpoint of the <see cref="Aabb"/>.</returns>
         public readonly Vector3 GetEndpoint(int idx)
         {
             switch (idx)
             {
                 case 0:
-                    return new Vector3(_position.x, _position.y, _position.z);
+                    return new Vector3(_position.X, _position.Y, _position.Z);
                 case 1:
-                    return new Vector3(_position.x, _position.y, _position.z + _size.z);
+                    return new Vector3(_position.X, _position.Y, _position.Z + _size.Z);
                 case 2:
-                    return new Vector3(_position.x, _position.y + _size.y, _position.z);
+                    return new Vector3(_position.X, _position.Y + _size.Y, _position.Z);
                 case 3:
-                    return new Vector3(_position.x, _position.y + _size.y, _position.z + _size.z);
+                    return new Vector3(_position.X, _position.Y + _size.Y, _position.Z + _size.Z);
                 case 4:
-                    return new Vector3(_position.x + _size.x, _position.y, _position.z);
+                    return new Vector3(_position.X + _size.X, _position.Y, _position.Z);
                 case 5:
-                    return new Vector3(_position.x + _size.x, _position.y, _position.z + _size.z);
+                    return new Vector3(_position.X + _size.X, _position.Y, _position.Z + _size.Z);
                 case 6:
-                    return new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z);
+                    return new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z);
                 case 7:
-                    return new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z + _size.z);
+                    return new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z + _size.Z);
                 default:
                 {
                     throw new ArgumentOutOfRangeException(nameof(idx),
@@ -169,21 +169,21 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns the normalized longest axis of the <see cref="AABB"/>.
+        /// Returns the normalized longest axis of the <see cref="Aabb"/>.
         /// </summary>
-        /// <returns>A vector representing the normalized longest axis of the <see cref="AABB"/>.</returns>
+        /// <returns>A vector representing the normalized longest axis of the <see cref="Aabb"/>.</returns>
         public readonly Vector3 GetLongestAxis()
         {
             var axis = new Vector3(1f, 0f, 0f);
-            real_t maxSize = _size.x;
+            real_t maxSize = _size.X;
 
-            if (_size.y > maxSize)
+            if (_size.Y > maxSize)
             {
                 axis = new Vector3(0f, 1f, 0f);
-                maxSize = _size.y;
+                maxSize = _size.Y;
             }
 
-            if (_size.z > maxSize)
+            if (_size.Z > maxSize)
             {
                 axis = new Vector3(0f, 0f, 1f);
             }
@@ -192,21 +192,21 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns the <see cref="Vector3.Axis"/> index of the longest axis of the <see cref="AABB"/>.
+        /// Returns the <see cref="Vector3.Axis"/> index of the longest axis of the <see cref="Aabb"/>.
         /// </summary>
         /// <returns>A <see cref="Vector3.Axis"/> index for which axis is longest.</returns>
         public readonly Vector3.Axis GetLongestAxisIndex()
         {
             var axis = Vector3.Axis.X;
-            real_t maxSize = _size.x;
+            real_t maxSize = _size.X;
 
-            if (_size.y > maxSize)
+            if (_size.Y > maxSize)
             {
                 axis = Vector3.Axis.Y;
-                maxSize = _size.y;
+                maxSize = _size.Y;
             }
 
-            if (_size.z > maxSize)
+            if (_size.Z > maxSize)
             {
                 axis = Vector3.Axis.Z;
             }
@@ -215,38 +215,38 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns the scalar length of the longest axis of the <see cref="AABB"/>.
+        /// Returns the scalar length of the longest axis of the <see cref="Aabb"/>.
         /// </summary>
-        /// <returns>The scalar length of the longest axis of the <see cref="AABB"/>.</returns>
+        /// <returns>The scalar length of the longest axis of the <see cref="Aabb"/>.</returns>
         public readonly real_t GetLongestAxisSize()
         {
-            real_t maxSize = _size.x;
+            real_t maxSize = _size.X;
 
-            if (_size.y > maxSize)
-                maxSize = _size.y;
+            if (_size.Y > maxSize)
+                maxSize = _size.Y;
 
-            if (_size.z > maxSize)
-                maxSize = _size.z;
+            if (_size.Z > maxSize)
+                maxSize = _size.Z;
 
             return maxSize;
         }
 
         /// <summary>
-        /// Returns the normalized shortest axis of the <see cref="AABB"/>.
+        /// Returns the normalized shortest axis of the <see cref="Aabb"/>.
         /// </summary>
-        /// <returns>A vector representing the normalized shortest axis of the <see cref="AABB"/>.</returns>
+        /// <returns>A vector representing the normalized shortest axis of the <see cref="Aabb"/>.</returns>
         public readonly Vector3 GetShortestAxis()
         {
             var axis = new Vector3(1f, 0f, 0f);
-            real_t maxSize = _size.x;
+            real_t maxSize = _size.X;
 
-            if (_size.y < maxSize)
+            if (_size.Y < maxSize)
             {
                 axis = new Vector3(0f, 1f, 0f);
-                maxSize = _size.y;
+                maxSize = _size.Y;
             }
 
-            if (_size.z < maxSize)
+            if (_size.Z < maxSize)
             {
                 axis = new Vector3(0f, 0f, 1f);
             }
@@ -255,21 +255,21 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns the <see cref="Vector3.Axis"/> index of the shortest axis of the <see cref="AABB"/>.
+        /// Returns the <see cref="Vector3.Axis"/> index of the shortest axis of the <see cref="Aabb"/>.
         /// </summary>
         /// <returns>A <see cref="Vector3.Axis"/> index for which axis is shortest.</returns>
         public readonly Vector3.Axis GetShortestAxisIndex()
         {
             var axis = Vector3.Axis.X;
-            real_t maxSize = _size.x;
+            real_t maxSize = _size.X;
 
-            if (_size.y < maxSize)
+            if (_size.Y < maxSize)
             {
                 axis = Vector3.Axis.Y;
-                maxSize = _size.y;
+                maxSize = _size.Y;
             }
 
-            if (_size.z < maxSize)
+            if (_size.Z < maxSize)
             {
                 axis = Vector3.Axis.Z;
             }
@@ -278,18 +278,18 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns the scalar length of the shortest axis of the <see cref="AABB"/>.
+        /// Returns the scalar length of the shortest axis of the <see cref="Aabb"/>.
         /// </summary>
-        /// <returns>The scalar length of the shortest axis of the <see cref="AABB"/>.</returns>
+        /// <returns>The scalar length of the shortest axis of the <see cref="Aabb"/>.</returns>
         public readonly real_t GetShortestAxisSize()
         {
-            real_t maxSize = _size.x;
+            real_t maxSize = _size.X;
 
-            if (_size.y < maxSize)
-                maxSize = _size.y;
+            if (_size.Y < maxSize)
+                maxSize = _size.Y;
 
-            if (_size.z < maxSize)
-                maxSize = _size.z;
+            if (_size.Z < maxSize)
+                maxSize = _size.Z;
 
             return maxSize;
         }
@@ -306,99 +306,99 @@ namespace Godot
             Vector3 ofs = _position + halfExtents;
 
             return ofs + new Vector3(
-                dir.x > 0f ? -halfExtents.x : halfExtents.x,
-                dir.y > 0f ? -halfExtents.y : halfExtents.y,
-                dir.z > 0f ? -halfExtents.z : halfExtents.z);
+                dir.X > 0f ? -halfExtents.X : halfExtents.X,
+                dir.Y > 0f ? -halfExtents.Y : halfExtents.Y,
+                dir.Z > 0f ? -halfExtents.Z : halfExtents.Z);
         }
 
         /// <summary>
-        /// Returns the volume of the <see cref="AABB"/>.
+        /// Returns the volume of the <see cref="Aabb"/>.
         /// </summary>
         /// <returns>The volume.</returns>
         public readonly real_t GetVolume()
         {
-            return _size.x * _size.y * _size.z;
+            return _size.X * _size.Y * _size.Z;
         }
 
         /// <summary>
-        /// Returns a copy of the <see cref="AABB"/> grown a given amount of units towards all the sides.
+        /// Returns a copy of the <see cref="Aabb"/> grown a given amount of units towards all the sides.
         /// </summary>
         /// <param name="by">The amount to grow by.</param>
-        /// <returns>The grown <see cref="AABB"/>.</returns>
-        public readonly AABB Grow(real_t by)
+        /// <returns>The grown <see cref="Aabb"/>.</returns>
+        public readonly Aabb Grow(real_t by)
         {
-            AABB res = this;
+            Aabb res = this;
 
-            res._position.x -= by;
-            res._position.y -= by;
-            res._position.z -= by;
-            res._size.x += 2.0f * by;
-            res._size.y += 2.0f * by;
-            res._size.z += 2.0f * by;
+            res._position.X -= by;
+            res._position.Y -= by;
+            res._position.Z -= by;
+            res._size.X += 2.0f * by;
+            res._size.Y += 2.0f * by;
+            res._size.Z += 2.0f * by;
 
             return res;
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="AABB"/> contains a point,
+        /// Returns <see langword="true"/> if the <see cref="Aabb"/> contains a point,
         /// or <see langword="false"/> otherwise.
         /// </summary>
         /// <param name="point">The point to check.</param>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> contains <paramref name="point"/>.
+        /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> contains <paramref name="point"/>.
         /// </returns>
         public readonly bool HasPoint(Vector3 point)
         {
-            if (point.x < _position.x)
+            if (point.X < _position.X)
                 return false;
-            if (point.y < _position.y)
+            if (point.Y < _position.Y)
                 return false;
-            if (point.z < _position.z)
+            if (point.Z < _position.Z)
                 return false;
-            if (point.x > _position.x + _size.x)
+            if (point.X > _position.X + _size.X)
                 return false;
-            if (point.y > _position.y + _size.y)
+            if (point.Y > _position.Y + _size.Y)
                 return false;
-            if (point.z > _position.z + _size.z)
+            if (point.Z > _position.Z + _size.Z)
                 return false;
 
             return true;
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="AABB"/>
+        /// Returns <see langword="true"/> if the <see cref="Aabb"/>
         /// has a surface or a length, and <see langword="false"/>
-        /// if the <see cref="AABB"/> is empty (all components
+        /// if the <see cref="Aabb"/> is empty (all components
         /// of <see cref="Size"/> are zero or negative).
         /// </summary>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> has surface.
+        /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> has surface.
         /// </returns>
         public readonly bool HasSurface()
         {
-            return _size.x > 0.0f || _size.y > 0.0f || _size.z > 0.0f;
+            return _size.X > 0.0f || _size.Y > 0.0f || _size.Z > 0.0f;
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="AABB"/> has
-        /// area, and <see langword="false"/> if the <see cref="AABB"/>
+        /// Returns <see langword="true"/> if the <see cref="Aabb"/> has
+        /// area, and <see langword="false"/> if the <see cref="Aabb"/>
         /// is linear, empty, or has a negative <see cref="Size"/>.
         /// See also <see cref="GetVolume"/>.
         /// </summary>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> has volume.
+        /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> has volume.
         /// </returns>
         public readonly bool HasVolume()
         {
-            return _size.x > 0.0f && _size.y > 0.0f && _size.z > 0.0f;
+            return _size.X > 0.0f && _size.Y > 0.0f && _size.Z > 0.0f;
         }
 
         /// <summary>
-        /// Returns the intersection of this <see cref="AABB"/> and <paramref name="with"/>.
+        /// Returns the intersection of this <see cref="Aabb"/> and <paramref name="with"/>.
         /// </summary>
-        /// <param name="with">The other <see cref="AABB"/>.</param>
-        /// <returns>The clipped <see cref="AABB"/>.</returns>
-        public readonly AABB Intersection(AABB with)
+        /// <param name="with">The other <see cref="Aabb"/>.</param>
+        /// <returns>The clipped <see cref="Aabb"/>.</returns>
+        public readonly Aabb Intersection(Aabb with)
         {
             Vector3 srcMin = _position;
             Vector3 srcMax = _position + _size;
@@ -407,78 +407,78 @@ namespace Godot
 
             Vector3 min, max;
 
-            if (srcMin.x > dstMax.x || srcMax.x < dstMin.x)
+            if (srcMin.X > dstMax.X || srcMax.X < dstMin.X)
             {
-                return new AABB();
+                return new Aabb();
             }
 
-            min.x = srcMin.x > dstMin.x ? srcMin.x : dstMin.x;
-            max.x = srcMax.x < dstMax.x ? srcMax.x : dstMax.x;
+            min.X = srcMin.X > dstMin.X ? srcMin.X : dstMin.X;
+            max.X = srcMax.X < dstMax.X ? srcMax.X : dstMax.X;
 
-            if (srcMin.y > dstMax.y || srcMax.y < dstMin.y)
+            if (srcMin.Y > dstMax.Y || srcMax.Y < dstMin.Y)
             {
-                return new AABB();
+                return new Aabb();
             }
 
-            min.y = srcMin.y > dstMin.y ? srcMin.y : dstMin.y;
-            max.y = srcMax.y < dstMax.y ? srcMax.y : dstMax.y;
+            min.Y = srcMin.Y > dstMin.Y ? srcMin.Y : dstMin.Y;
+            max.Y = srcMax.Y < dstMax.Y ? srcMax.Y : dstMax.Y;
 
-            if (srcMin.z > dstMax.z || srcMax.z < dstMin.z)
+            if (srcMin.Z > dstMax.Z || srcMax.Z < dstMin.Z)
             {
-                return new AABB();
+                return new Aabb();
             }
 
-            min.z = srcMin.z > dstMin.z ? srcMin.z : dstMin.z;
-            max.z = srcMax.z < dstMax.z ? srcMax.z : dstMax.z;
+            min.Z = srcMin.Z > dstMin.Z ? srcMin.Z : dstMin.Z;
+            max.Z = srcMax.Z < dstMax.Z ? srcMax.Z : dstMax.Z;
 
-            return new AABB(min, max - min);
+            return new Aabb(min, max - min);
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="AABB"/> overlaps with <paramref name="with"/>
+        /// Returns <see langword="true"/> if the <see cref="Aabb"/> overlaps with <paramref name="with"/>
         /// (i.e. they have at least one point in common).
         /// </summary>
-        /// <param name="with">The other <see cref="AABB"/> to check for intersections with.</param>
+        /// <param name="with">The other <see cref="Aabb"/> to check for intersections with.</param>
         /// <returns>
         /// A <see langword="bool"/> for whether or not they are intersecting.
         /// </returns>
-        public readonly bool Intersects(AABB with)
+        public readonly bool Intersects(Aabb with)
         {
-            if (_position.x >= with._position.x + with._size.x)
+            if (_position.X >= with._position.X + with._size.X)
                 return false;
-            if (_position.x + _size.x <= with._position.x)
+            if (_position.X + _size.X <= with._position.X)
                 return false;
-            if (_position.y >= with._position.y + with._size.y)
+            if (_position.Y >= with._position.Y + with._size.Y)
                 return false;
-            if (_position.y + _size.y <= with._position.y)
+            if (_position.Y + _size.Y <= with._position.Y)
                 return false;
-            if (_position.z >= with._position.z + with._size.z)
+            if (_position.Z >= with._position.Z + with._size.Z)
                 return false;
-            if (_position.z + _size.z <= with._position.z)
+            if (_position.Z + _size.Z <= with._position.Z)
                 return false;
 
             return true;
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="AABB"/> is on both sides of <paramref name="plane"/>.
+        /// Returns <see langword="true"/> if the <see cref="Aabb"/> is on both sides of <paramref name="plane"/>.
         /// </summary>
         /// <param name="plane">The <see cref="Plane"/> to check for intersection.</param>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> intersects the <see cref="Plane"/>.
+        /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> intersects the <see cref="Plane"/>.
         /// </returns>
         public readonly bool IntersectsPlane(Plane plane)
         {
             Vector3[] points =
             {
-                new Vector3(_position.x, _position.y, _position.z),
-                new Vector3(_position.x, _position.y, _position.z + _size.z),
-                new Vector3(_position.x, _position.y + _size.y, _position.z),
-                new Vector3(_position.x, _position.y + _size.y, _position.z + _size.z),
-                new Vector3(_position.x + _size.x, _position.y, _position.z),
-                new Vector3(_position.x + _size.x, _position.y, _position.z + _size.z),
-                new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z),
-                new Vector3(_position.x + _size.x, _position.y + _size.y, _position.z + _size.z)
+                new Vector3(_position.X, _position.Y, _position.Z),
+                new Vector3(_position.X, _position.Y, _position.Z + _size.Z),
+                new Vector3(_position.X, _position.Y + _size.Y, _position.Z),
+                new Vector3(_position.X, _position.Y + _size.Y, _position.Z + _size.Z),
+                new Vector3(_position.X + _size.X, _position.Y, _position.Z),
+                new Vector3(_position.X + _size.X, _position.Y, _position.Z + _size.Z),
+                new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z),
+                new Vector3(_position.X + _size.X, _position.Y + _size.Y, _position.Z + _size.Z)
             };
 
             bool over = false;
@@ -500,13 +500,13 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="AABB"/> intersects
+        /// Returns <see langword="true"/> if the <see cref="Aabb"/> intersects
         /// the line segment between <paramref name="from"/> and <paramref name="to"/>.
         /// </summary>
         /// <param name="from">The start of the line segment.</param>
         /// <param name="to">The end of the line segment.</param>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not the <see cref="AABB"/> intersects the line segment.
+        /// A <see langword="bool"/> for whether or not the <see cref="Aabb"/> intersects the line segment.
         /// </returns>
         public readonly bool IntersectsSegment(Vector3 from, Vector3 to)
         {
@@ -563,7 +563,7 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if this <see cref="AABB"/> is finite, by calling
+        /// Returns <see langword="true"/> if this <see cref="Aabb"/> is finite, by calling
         /// <see cref="Mathf.IsFinite"/> on each component.
         /// </summary>
         /// <returns>Whether this vector is finite or not.</returns>
@@ -573,73 +573,73 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns a larger <see cref="AABB"/> that contains this <see cref="AABB"/> and <paramref name="with"/>.
+        /// Returns a larger <see cref="Aabb"/> that contains this <see cref="Aabb"/> and <paramref name="with"/>.
         /// </summary>
-        /// <param name="with">The other <see cref="AABB"/>.</param>
-        /// <returns>The merged <see cref="AABB"/>.</returns>
-        public readonly AABB Merge(AABB with)
+        /// <param name="with">The other <see cref="Aabb"/>.</param>
+        /// <returns>The merged <see cref="Aabb"/>.</returns>
+        public readonly Aabb Merge(Aabb with)
         {
             Vector3 beg1 = _position;
             Vector3 beg2 = with._position;
-            var end1 = new Vector3(_size.x, _size.y, _size.z) + beg1;
-            var end2 = new Vector3(with._size.x, with._size.y, with._size.z) + beg2;
+            var end1 = new Vector3(_size.X, _size.Y, _size.Z) + beg1;
+            var end2 = new Vector3(with._size.X, with._size.Y, with._size.Z) + beg2;
 
             var min = new Vector3(
-                beg1.x < beg2.x ? beg1.x : beg2.x,
-                beg1.y < beg2.y ? beg1.y : beg2.y,
-                beg1.z < beg2.z ? beg1.z : beg2.z
+                beg1.X < beg2.X ? beg1.X : beg2.X,
+                beg1.Y < beg2.Y ? beg1.Y : beg2.Y,
+                beg1.Z < beg2.Z ? beg1.Z : beg2.Z
             );
 
             var max = new Vector3(
-                end1.x > end2.x ? end1.x : end2.x,
-                end1.y > end2.y ? end1.y : end2.y,
-                end1.z > end2.z ? end1.z : end2.z
+                end1.X > end2.X ? end1.X : end2.X,
+                end1.Y > end2.Y ? end1.Y : end2.Y,
+                end1.Z > end2.Z ? end1.Z : end2.Z
             );
 
-            return new AABB(min, max - min);
+            return new Aabb(min, max - min);
         }
 
         /// <summary>
-        /// Constructs an <see cref="AABB"/> from a position and size.
+        /// Constructs an <see cref="Aabb"/> from a position and size.
         /// </summary>
         /// <param name="position">The position.</param>
         /// <param name="size">The size, typically positive.</param>
-        public AABB(Vector3 position, Vector3 size)
+        public Aabb(Vector3 position, Vector3 size)
         {
             _position = position;
             _size = size;
         }
 
         /// <summary>
-        /// Constructs an <see cref="AABB"/> from a <paramref name="position"/>,
+        /// Constructs an <see cref="Aabb"/> from a <paramref name="position"/>,
         /// <paramref name="width"/>, <paramref name="height"/>, and <paramref name="depth"/>.
         /// </summary>
         /// <param name="position">The position.</param>
         /// <param name="width">The width, typically positive.</param>
         /// <param name="height">The height, typically positive.</param>
         /// <param name="depth">The depth, typically positive.</param>
-        public AABB(Vector3 position, real_t width, real_t height, real_t depth)
+        public Aabb(Vector3 position, real_t width, real_t height, real_t depth)
         {
             _position = position;
             _size = new Vector3(width, height, depth);
         }
 
         /// <summary>
-        /// Constructs an <see cref="AABB"/> from <paramref name="x"/>,
+        /// Constructs an <see cref="Aabb"/> from <paramref name="x"/>,
         /// <paramref name="y"/>, <paramref name="z"/>, and <paramref name="size"/>.
         /// </summary>
         /// <param name="x">The position's X coordinate.</param>
         /// <param name="y">The position's Y coordinate.</param>
         /// <param name="z">The position's Z coordinate.</param>
         /// <param name="size">The size, typically positive.</param>
-        public AABB(real_t x, real_t y, real_t z, Vector3 size)
+        public Aabb(real_t x, real_t y, real_t z, Vector3 size)
         {
             _position = new Vector3(x, y, z);
             _size = size;
         }
 
         /// <summary>
-        /// Constructs an <see cref="AABB"/> from <paramref name="x"/>,
+        /// Constructs an <see cref="Aabb"/> from <paramref name="x"/>,
         /// <paramref name="y"/>, <paramref name="z"/>, <paramref name="width"/>,
         /// <paramref name="height"/>, and <paramref name="depth"/>.
         /// </summary>
@@ -649,7 +649,7 @@ namespace Godot
         /// <param name="width">The width, typically positive.</param>
         /// <param name="height">The height, typically positive.</param>
         /// <param name="depth">The depth, typically positive.</param>
-        public AABB(real_t x, real_t y, real_t z, real_t width, real_t height, real_t depth)
+        public Aabb(real_t x, real_t y, real_t z, real_t width, real_t height, real_t depth)
         {
             _position = new Vector3(x, y, z);
             _size = new Vector3(width, height, depth);
@@ -663,7 +663,7 @@ namespace Godot
         /// <param name="left">The left AABB.</param>
         /// <param name="right">The right AABB.</param>
         /// <returns>Whether or not the AABBs are exactly equal.</returns>
-        public static bool operator ==(AABB left, AABB right)
+        public static bool operator ==(Aabb left, Aabb right)
         {
             return left.Equals(right);
         }
@@ -676,7 +676,7 @@ namespace Godot
         /// <param name="left">The left AABB.</param>
         /// <param name="right">The right AABB.</param>
         /// <returns>Whether or not the AABBs are not equal.</returns>
-        public static bool operator !=(AABB left, AABB right)
+        public static bool operator !=(Aabb left, Aabb right)
         {
             return !left.Equals(right);
         }
@@ -691,7 +691,7 @@ namespace Godot
         /// <returns>Whether or not the AABB and the object are equal.</returns>
         public override readonly bool Equals(object obj)
         {
-            return obj is AABB other && Equals(other);
+            return obj is Aabb other && Equals(other);
         }
 
         /// <summary>
@@ -701,7 +701,7 @@ namespace Godot
         /// </summary>
         /// <param name="other">The other AABB.</param>
         /// <returns>Whether or not the AABBs are exactly equal.</returns>
-        public readonly bool Equals(AABB other)
+        public readonly bool Equals(Aabb other)
         {
             return _position == other._position && _size == other._size;
         }
@@ -712,13 +712,13 @@ namespace Godot
         /// </summary>
         /// <param name="other">The other AABB to compare.</param>
         /// <returns>Whether or not the AABBs structures are approximately equal.</returns>
-        public readonly bool IsEqualApprox(AABB other)
+        public readonly bool IsEqualApprox(Aabb other)
         {
             return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other._size);
         }
 
         /// <summary>
-        /// Serves as the hash function for <see cref="AABB"/>.
+        /// Serves as the hash function for <see cref="Aabb"/>.
         /// </summary>
         /// <returns>A hash code for this AABB.</returns>
         public override readonly int GetHashCode()
@@ -727,7 +727,7 @@ namespace Godot
         }
 
         /// <summary>
-        /// Converts this <see cref="AABB"/> to a string.
+        /// Converts this <see cref="Aabb"/> to a string.
         /// </summary>
         /// <returns>A string representation of this AABB.</returns>
         public override readonly string ToString()
@@ -736,7 +736,7 @@ namespace Godot
         }
 
         /// <summary>
-        /// Converts this <see cref="AABB"/> to a string with the given <paramref name="format"/>.
+        /// Converts this <see cref="Aabb"/> to a string with the given <paramref name="format"/>.
         /// </summary>
         /// <returns>A string representation of this AABB.</returns>
         public readonly string ToString(string format)

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs

@@ -99,7 +99,7 @@ namespace Godot.Collections
                 this[i] = array[i];
         }
 
-        public Array(Span<RID> array) : this()
+        public Array(Span<Rid> array) : this()
         {
             if (array == null)
                 throw new ArgumentNullException(nameof(array));

+ 24 - 0
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotClassNameAttribute.cs

@@ -0,0 +1,24 @@
+using System;
+
+namespace Godot
+{
+    /// <summary>
+    /// Attribute that specifies the engine class name when it's not the same
+    /// as the generated C# class name. This allows introspection code to find
+    /// the name associated with the class. If the attribute is not present,
+    /// the C# class name can be used instead.
+    /// </summary>
+    [AttributeUsage(AttributeTargets.Class)]
+    public class GodotClassNameAttribute : Attribute
+    {
+        /// <summary>
+        /// Original engine class name.
+        /// </summary>
+        public string Name { get; }
+
+        public GodotClassNameAttribute(string name)
+        {
+            Name = name;
+        }
+    }
+}

+ 5 - 5
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RPCAttribute.cs → modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RpcAttribute.cs

@@ -5,16 +5,16 @@ namespace Godot
     /// <summary>
     /// Attribute that changes the RPC mode for the annotated <c>method</c> to the given <see cref="Mode"/>,
     /// optionally specifying the <see cref="TransferMode"/> and <see cref="TransferChannel"/> (on supported peers).
-    /// See <see cref="MultiplayerAPI.RPCMode"/> and <see cref="MultiplayerPeer.TransferModeEnum"/>.
+    /// See <see cref="MultiplayerApi.RpcMode"/> and <see cref="MultiplayerPeer.TransferModeEnum"/>.
     /// By default, methods are not exposed to networking (and RPCs).
     /// </summary>
     [AttributeUsage(AttributeTargets.Method, AllowMultiple = false)]
-    public sealed class RPCAttribute : Attribute
+    public sealed class RpcAttribute : Attribute
     {
         /// <summary>
         /// RPC mode for the annotated method.
         /// </summary>
-        public MultiplayerAPI.RPCMode Mode { get; } = MultiplayerAPI.RPCMode.Disabled;
+        public MultiplayerApi.RpcMode Mode { get; } = MultiplayerApi.RpcMode.Disabled;
 
         /// <summary>
         /// If the method will also be called locally; otherwise, it is only called remotely.
@@ -32,10 +32,10 @@ namespace Godot
         public int TransferChannel { get; init; } = 0;
 
         /// <summary>
-        /// Constructs a <see cref="RPCAttribute"/> instance.
+        /// Constructs a <see cref="RpcAttribute"/> instance.
         /// </summary>
         /// <param name="mode">The RPC mode to use.</param>
-        public RPCAttribute(MultiplayerAPI.RPCMode mode = MultiplayerAPI.RPCMode.Authority)
+        public RpcAttribute(MultiplayerApi.RpcMode mode = MultiplayerApi.RpcMode.Authority)
         {
             Mode = mode;
         }

+ 136 - 136
modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs

@@ -27,7 +27,7 @@ namespace Godot
         /// The basis matrix's X vector (column 0).
         /// </summary>
         /// <value>Equivalent to <see cref="Column0"/> and array index <c>[0]</c>.</value>
-        public Vector3 x
+        public Vector3 X
         {
             readonly get => Column0;
             set => Column0 = value;
@@ -37,7 +37,7 @@ namespace Godot
         /// The basis matrix's Y vector (column 1).
         /// </summary>
         /// <value>Equivalent to <see cref="Column1"/> and array index <c>[1]</c>.</value>
-        public Vector3 y
+        public Vector3 Y
         {
             readonly get => Column1;
             set => Column1 = value;
@@ -47,7 +47,7 @@ namespace Godot
         /// The basis matrix's Z vector (column 2).
         /// </summary>
         /// <value>Equivalent to <see cref="Column2"/> and array index <c>[2]</c>.</value>
-        public Vector3 z
+        public Vector3 Z
         {
             readonly get => Column2;
             set => Column2 = value;
@@ -77,45 +77,45 @@ namespace Godot
         /// <summary>
         /// Column 0 of the basis matrix (the X vector).
         /// </summary>
-        /// <value>Equivalent to <see cref="x"/> and array index <c>[0]</c>.</value>
+        /// <value>Equivalent to <see cref="X"/> and array index <c>[0]</c>.</value>
         public Vector3 Column0
         {
-            readonly get => new Vector3(Row0.x, Row1.x, Row2.x);
+            readonly get => new Vector3(Row0.X, Row1.X, Row2.X);
             set
             {
-                Row0.x = value.x;
-                Row1.x = value.y;
-                Row2.x = value.z;
+                Row0.X = value.X;
+                Row1.X = value.Y;
+                Row2.X = value.Z;
             }
         }
 
         /// <summary>
         /// Column 1 of the basis matrix (the Y vector).
         /// </summary>
-        /// <value>Equivalent to <see cref="y"/> and array index <c>[1]</c>.</value>
+        /// <value>Equivalent to <see cref="Y"/> and array index <c>[1]</c>.</value>
         public Vector3 Column1
         {
-            readonly get => new Vector3(Row0.y, Row1.y, Row2.y);
+            readonly get => new Vector3(Row0.Y, Row1.Y, Row2.Y);
             set
             {
-                Row0.y = value.x;
-                Row1.y = value.y;
-                Row2.y = value.z;
+                Row0.Y = value.X;
+                Row1.Y = value.Y;
+                Row2.Y = value.Z;
             }
         }
 
         /// <summary>
         /// Column 2 of the basis matrix (the Z vector).
         /// </summary>
-        /// <value>Equivalent to <see cref="z"/> and array index <c>[2]</c>.</value>
+        /// <value>Equivalent to <see cref="Z"/> and array index <c>[2]</c>.</value>
         public Vector3 Column2
         {
-            readonly get => new Vector3(Row0.z, Row1.z, Row2.z);
+            readonly get => new Vector3(Row0.Z, Row1.Z, Row2.Z);
             set
             {
-                Row0.z = value.x;
-                Row1.z = value.y;
-                Row2.z = value.z;
+                Row0.Z = value.X;
+                Row1.Z = value.Y;
+                Row2.Z = value.Z;
             }
         }
 
@@ -213,9 +213,9 @@ namespace Godot
 
         private void SetDiagonal(Vector3 diagonal)
         {
-            Row0 = new Vector3(diagonal.x, 0, 0);
-            Row1 = new Vector3(0, diagonal.y, 0);
-            Row2 = new Vector3(0, 0, diagonal.z);
+            Row0 = new Vector3(diagonal.X, 0, 0);
+            Row1 = new Vector3(0, diagonal.Y, 0);
+            Row2 = new Vector3(0, 0, diagonal.Z);
         }
 
         /// <summary>
@@ -270,29 +270,29 @@ namespace Godot
                             if (Row1[0] == 0 && Row0[1] == 0 && Row1[2] == 0 && Row2[1] == 0 && Row1[1] == 1)
                             {
                                 // return the simplest form (human friendlier in editor and scripts)
-                                euler.x = 0;
-                                euler.y = Mathf.Atan2(Row0[2], Row0[0]);
-                                euler.z = 0;
+                                euler.X = 0;
+                                euler.Y = Mathf.Atan2(Row0[2], Row0[0]);
+                                euler.Z = 0;
                             }
                             else
                             {
-                                euler.x = Mathf.Atan2(-Row1[2], Row2[2]);
-                                euler.y = Mathf.Asin(sy);
-                                euler.z = Mathf.Atan2(-Row0[1], Row0[0]);
+                                euler.X = Mathf.Atan2(-Row1[2], Row2[2]);
+                                euler.Y = Mathf.Asin(sy);
+                                euler.Z = Mathf.Atan2(-Row0[1], Row0[0]);
                             }
                         }
                         else
                         {
-                            euler.x = Mathf.Atan2(Row2[1], Row1[1]);
-                            euler.y = -Mathf.Tau / 4.0f;
-                            euler.z = 0.0f;
+                            euler.X = Mathf.Atan2(Row2[1], Row1[1]);
+                            euler.Y = -Mathf.Tau / 4.0f;
+                            euler.Z = 0.0f;
                         }
                     }
                     else
                     {
-                        euler.x = Mathf.Atan2(Row2[1], Row1[1]);
-                        euler.y = Mathf.Tau / 4.0f;
-                        euler.z = 0.0f;
+                        euler.X = Mathf.Atan2(Row2[1], Row1[1]);
+                        euler.Y = Mathf.Tau / 4.0f;
+                        euler.Z = 0.0f;
                     }
                     return euler;
                 }
@@ -310,24 +310,24 @@ namespace Godot
                     {
                         if (sz > -(1.0f - Mathf.Epsilon))
                         {
-                            euler.x = Mathf.Atan2(Row2[1], Row1[1]);
-                            euler.y = Mathf.Atan2(Row0[2], Row0[0]);
-                            euler.z = Mathf.Asin(-sz);
+                            euler.X = Mathf.Atan2(Row2[1], Row1[1]);
+                            euler.Y = Mathf.Atan2(Row0[2], Row0[0]);
+                            euler.Z = Mathf.Asin(-sz);
                         }
                         else
                         {
                             // It's -1
-                            euler.x = -Mathf.Atan2(Row1[2], Row2[2]);
-                            euler.y = 0.0f;
-                            euler.z = Mathf.Tau / 4.0f;
+                            euler.X = -Mathf.Atan2(Row1[2], Row2[2]);
+                            euler.Y = 0.0f;
+                            euler.Z = Mathf.Tau / 4.0f;
                         }
                     }
                     else
                     {
                         // It's 1
-                        euler.x = -Mathf.Atan2(Row1[2], Row2[2]);
-                        euler.y = 0.0f;
-                        euler.z = -Mathf.Tau / 4.0f;
+                        euler.X = -Mathf.Atan2(Row1[2], Row2[2]);
+                        euler.Y = 0.0f;
+                        euler.Z = -Mathf.Tau / 4.0f;
                     }
                     return euler;
                 }
@@ -349,29 +349,29 @@ namespace Godot
                             if (Row1[0] == 0 && Row0[1] == 0 && Row0[2] == 0 && Row2[0] == 0 && Row0[0] == 1)
                             {
                                 // return the simplest form (human friendlier in editor and scripts)
-                                euler.x = Mathf.Atan2(-m12, Row1[1]);
-                                euler.y = 0;
-                                euler.z = 0;
+                                euler.X = Mathf.Atan2(-m12, Row1[1]);
+                                euler.Y = 0;
+                                euler.Z = 0;
                             }
                             else
                             {
-                                euler.x = Mathf.Asin(-m12);
-                                euler.y = Mathf.Atan2(Row0[2], Row2[2]);
-                                euler.z = Mathf.Atan2(Row1[0], Row1[1]);
+                                euler.X = Mathf.Asin(-m12);
+                                euler.Y = Mathf.Atan2(Row0[2], Row2[2]);
+                                euler.Z = Mathf.Atan2(Row1[0], Row1[1]);
                             }
                         }
                         else
                         { // m12 == -1
-                            euler.x = Mathf.Tau / 4.0f;
-                            euler.y = Mathf.Atan2(Row0[1], Row0[0]);
-                            euler.z = 0;
+                            euler.X = Mathf.Tau / 4.0f;
+                            euler.Y = Mathf.Atan2(Row0[1], Row0[0]);
+                            euler.Z = 0;
                         }
                     }
                     else
                     { // m12 == 1
-                        euler.x = -Mathf.Tau / 4.0f;
-                        euler.y = -Mathf.Atan2(Row0[1], Row0[0]);
-                        euler.z = 0;
+                        euler.X = -Mathf.Tau / 4.0f;
+                        euler.Y = -Mathf.Atan2(Row0[1], Row0[0]);
+                        euler.Z = 0;
                     }
 
                     return euler;
@@ -390,24 +390,24 @@ namespace Godot
                     {
                         if (sz > -(1.0f - Mathf.Epsilon))
                         {
-                            euler.x = Mathf.Atan2(-Row1[2], Row1[1]);
-                            euler.y = Mathf.Atan2(-Row2[0], Row0[0]);
-                            euler.z = Mathf.Asin(sz);
+                            euler.X = Mathf.Atan2(-Row1[2], Row1[1]);
+                            euler.Y = Mathf.Atan2(-Row2[0], Row0[0]);
+                            euler.Z = Mathf.Asin(sz);
                         }
                         else
                         {
                             // It's -1
-                            euler.x = Mathf.Atan2(Row2[1], Row2[2]);
-                            euler.y = 0.0f;
-                            euler.z = -Mathf.Tau / 4.0f;
+                            euler.X = Mathf.Atan2(Row2[1], Row2[2]);
+                            euler.Y = 0.0f;
+                            euler.Z = -Mathf.Tau / 4.0f;
                         }
                     }
                     else
                     {
                         // It's 1
-                        euler.x = Mathf.Atan2(Row2[1], Row2[2]);
-                        euler.y = 0.0f;
-                        euler.z = Mathf.Tau / 4.0f;
+                        euler.X = Mathf.Atan2(Row2[1], Row2[2]);
+                        euler.Y = 0.0f;
+                        euler.Z = Mathf.Tau / 4.0f;
                     }
                     return euler;
                 }
@@ -425,24 +425,24 @@ namespace Godot
                     {
                         if (sx > -(1.0f - Mathf.Epsilon))
                         {
-                            euler.x = Mathf.Asin(sx);
-                            euler.y = Mathf.Atan2(-Row2[0], Row2[2]);
-                            euler.z = Mathf.Atan2(-Row0[1], Row1[1]);
+                            euler.X = Mathf.Asin(sx);
+                            euler.Y = Mathf.Atan2(-Row2[0], Row2[2]);
+                            euler.Z = Mathf.Atan2(-Row0[1], Row1[1]);
                         }
                         else
                         {
                             // It's -1
-                            euler.x = -Mathf.Tau / 4.0f;
-                            euler.y = Mathf.Atan2(Row0[2], Row0[0]);
-                            euler.z = 0;
+                            euler.X = -Mathf.Tau / 4.0f;
+                            euler.Y = Mathf.Atan2(Row0[2], Row0[0]);
+                            euler.Z = 0;
                         }
                     }
                     else
                     {
                         // It's 1
-                        euler.x = Mathf.Tau / 4.0f;
-                        euler.y = Mathf.Atan2(Row0[2], Row0[0]);
-                        euler.z = 0;
+                        euler.X = Mathf.Tau / 4.0f;
+                        euler.Y = Mathf.Atan2(Row0[2], Row0[0]);
+                        euler.Z = 0;
                     }
                     return euler;
                 }
@@ -460,24 +460,24 @@ namespace Godot
                     {
                         if (sy > -(1.0f - Mathf.Epsilon))
                         {
-                            euler.x = Mathf.Atan2(Row2[1], Row2[2]);
-                            euler.y = Mathf.Asin(-sy);
-                            euler.z = Mathf.Atan2(Row1[0], Row0[0]);
+                            euler.X = Mathf.Atan2(Row2[1], Row2[2]);
+                            euler.Y = Mathf.Asin(-sy);
+                            euler.Z = Mathf.Atan2(Row1[0], Row0[0]);
                         }
                         else
                         {
                             // It's -1
-                            euler.x = 0;
-                            euler.y = Mathf.Tau / 4.0f;
-                            euler.z = -Mathf.Atan2(Row0[1], Row1[1]);
+                            euler.X = 0;
+                            euler.Y = Mathf.Tau / 4.0f;
+                            euler.Z = -Mathf.Atan2(Row0[1], Row1[1]);
                         }
                     }
                     else
                     {
                         // It's 1
-                        euler.x = 0;
-                        euler.y = -Mathf.Tau / 4.0f;
-                        euler.z = -Mathf.Atan2(Row0[1], Row1[1]);
+                        euler.X = 0;
+                        euler.Y = -Mathf.Tau / 4.0f;
+                        euler.Z = -Mathf.Atan2(Row0[1], Row1[1]);
                     }
                     return euler;
                 }
@@ -653,9 +653,9 @@ namespace Godot
         public readonly Basis Scaled(Vector3 scale)
         {
             Basis b = this;
-            b.Row0 *= scale.x;
-            b.Row1 *= scale.y;
-            b.Row2 *= scale.z;
+            b.Row0 *= scale.X;
+            b.Row1 *= scale.Y;
+            b.Row2 *= scale.Z;
             return b;
         }
 
@@ -792,18 +792,18 @@ namespace Godot
         {
             real_t s = 2.0f / quaternion.LengthSquared();
 
-            real_t xs = quaternion.x * s;
-            real_t ys = quaternion.y * s;
-            real_t zs = quaternion.z * s;
-            real_t wx = quaternion.w * xs;
-            real_t wy = quaternion.w * ys;
-            real_t wz = quaternion.w * zs;
-            real_t xx = quaternion.x * xs;
-            real_t xy = quaternion.x * ys;
-            real_t xz = quaternion.x * zs;
-            real_t yy = quaternion.y * ys;
-            real_t yz = quaternion.y * zs;
-            real_t zz = quaternion.z * zs;
+            real_t xs = quaternion.X * s;
+            real_t ys = quaternion.Y * s;
+            real_t zs = quaternion.Z * s;
+            real_t wx = quaternion.W * xs;
+            real_t wy = quaternion.W * ys;
+            real_t wz = quaternion.W * zs;
+            real_t xx = quaternion.X * xs;
+            real_t xy = quaternion.X * ys;
+            real_t xz = quaternion.X * zs;
+            real_t yy = quaternion.Y * ys;
+            real_t yz = quaternion.Y * zs;
+            real_t zz = quaternion.Z * zs;
 
             Row0 = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
             Row1 = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
@@ -818,29 +818,29 @@ namespace Godot
         /// <param name="angle">The angle to rotate, in radians.</param>
         public Basis(Vector3 axis, real_t angle)
         {
-            Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
+            Vector3 axisSq = new Vector3(axis.X * axis.X, axis.Y * axis.Y, axis.Z * axis.Z);
             (real_t sin, real_t cos) = Mathf.SinCos(angle);
 
-            Row0.x = axisSq.x + cos * (1.0f - axisSq.x);
-            Row1.y = axisSq.y + cos * (1.0f - axisSq.y);
-            Row2.z = axisSq.z + cos * (1.0f - axisSq.z);
+            Row0.X = axisSq.X + cos * (1.0f - axisSq.X);
+            Row1.Y = axisSq.Y + cos * (1.0f - axisSq.Y);
+            Row2.Z = axisSq.Z + cos * (1.0f - axisSq.Z);
 
             real_t t = 1.0f - cos;
 
-            real_t xyzt = axis.x * axis.y * t;
-            real_t zyxs = axis.z * sin;
-            Row0.y = xyzt - zyxs;
-            Row1.x = xyzt + zyxs;
+            real_t xyzt = axis.X * axis.Y * t;
+            real_t zyxs = axis.Z * sin;
+            Row0.Y = xyzt - zyxs;
+            Row1.X = xyzt + zyxs;
 
-            xyzt = axis.x * axis.z * t;
-            zyxs = axis.y * sin;
-            Row0.z = xyzt + zyxs;
-            Row2.x = xyzt - zyxs;
+            xyzt = axis.X * axis.Z * t;
+            zyxs = axis.Y * sin;
+            Row0.Z = xyzt + zyxs;
+            Row2.X = xyzt - zyxs;
 
-            xyzt = axis.y * axis.z * t;
-            zyxs = axis.x * sin;
-            Row1.z = xyzt - zyxs;
-            Row2.y = xyzt + zyxs;
+            xyzt = axis.Y * axis.Z * t;
+            zyxs = axis.X * sin;
+            Row1.Z = xyzt - zyxs;
+            Row2.Y = xyzt + zyxs;
         }
 
         /// <summary>
@@ -851,9 +851,9 @@ namespace Godot
         /// <param name="column2">The Z vector, or Column2.</param>
         public Basis(Vector3 column0, Vector3 column1, Vector3 column2)
         {
-            Row0 = new Vector3(column0.x, column1.x, column2.x);
-            Row1 = new Vector3(column0.y, column1.y, column2.y);
-            Row2 = new Vector3(column0.z, column1.z, column2.z);
+            Row0 = new Vector3(column0.X, column1.X, column2.X);
+            Row1 = new Vector3(column0.Y, column1.Y, column2.Y);
+            Row2 = new Vector3(column0.Z, column1.Z, column2.Z);
             // Same as:
             // Column0 = column0;
             // Column1 = column1;
@@ -863,17 +863,17 @@ namespace Godot
 
         /// <summary>
         /// Constructs a transformation matrix from the given components.
-        /// Arguments are named such that xy is equal to calling <c>x.y</c>.
+        /// Arguments are named such that xy is equal to calling <c>X.Y</c>.
         /// </summary>
-        /// <param name="xx">The X component of the X column vector, accessed via <c>b.x.x</c> or <c>[0][0]</c>.</param>
-        /// <param name="yx">The X component of the Y column vector, accessed via <c>b.y.x</c> or <c>[1][0]</c>.</param>
-        /// <param name="zx">The X component of the Z column vector, accessed via <c>b.z.x</c> or <c>[2][0]</c>.</param>
-        /// <param name="xy">The Y component of the X column vector, accessed via <c>b.x.y</c> or <c>[0][1]</c>.</param>
-        /// <param name="yy">The Y component of the Y column vector, accessed via <c>b.y.y</c> or <c>[1][1]</c>.</param>
-        /// <param name="zy">The Y component of the Z column vector, accessed via <c>b.y.y</c> or <c>[2][1]</c>.</param>
-        /// <param name="xz">The Z component of the X column vector, accessed via <c>b.x.y</c> or <c>[0][2]</c>.</param>
-        /// <param name="yz">The Z component of the Y column vector, accessed via <c>b.y.y</c> or <c>[1][2]</c>.</param>
-        /// <param name="zz">The Z component of the Z column vector, accessed via <c>b.y.y</c> or <c>[2][2]</c>.</param>
+        /// <param name="xx">The X component of the X column vector, accessed via <c>b.X.X</c> or <c>[0][0]</c>.</param>
+        /// <param name="yx">The X component of the Y column vector, accessed via <c>b.Y.X</c> or <c>[1][0]</c>.</param>
+        /// <param name="zx">The X component of the Z column vector, accessed via <c>b.Z.X</c> or <c>[2][0]</c>.</param>
+        /// <param name="xy">The Y component of the X column vector, accessed via <c>b.X.Y</c> or <c>[0][1]</c>.</param>
+        /// <param name="yy">The Y component of the Y column vector, accessed via <c>b.Y.Y</c> or <c>[1][1]</c>.</param>
+        /// <param name="zy">The Y component of the Z column vector, accessed via <c>b.Y.Y</c> or <c>[2][1]</c>.</param>
+        /// <param name="xz">The Z component of the X column vector, accessed via <c>b.X.Y</c> or <c>[0][2]</c>.</param>
+        /// <param name="yz">The Z component of the Y column vector, accessed via <c>b.Y.Y</c> or <c>[1][2]</c>.</param>
+        /// <param name="zz">The Z component of the Z column vector, accessed via <c>b.Y.Y</c> or <c>[2][2]</c>.</param>
         public Basis(real_t xx, real_t yx, real_t zx, real_t xy, real_t yy, real_t zy, real_t xz, real_t yz, real_t zz)
         {
             Row0 = new Vector3(xx, yx, zx);
@@ -888,7 +888,7 @@ namespace Godot
         /// <param name="order">The order to compose the Euler angles.</param>
         public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.Yxz)
         {
-            (real_t sin, real_t cos) = Mathf.SinCos(euler.x);
+            (real_t sin, real_t cos) = Mathf.SinCos(euler.X);
             Basis xmat = new Basis
             (
                 new Vector3(1, 0, 0),
@@ -896,7 +896,7 @@ namespace Godot
                 new Vector3(0, -sin, cos)
             );
 
-            (sin, cos) = Mathf.SinCos(euler.y);
+            (sin, cos) = Mathf.SinCos(euler.Y);
             Basis ymat = new Basis
             (
                 new Vector3(cos, 0, -sin),
@@ -904,7 +904,7 @@ namespace Godot
                 new Vector3(sin, 0, cos)
             );
 
-            (sin, cos) = Mathf.SinCos(euler.z);
+            (sin, cos) = Mathf.SinCos(euler.Z);
             Basis zmat = new Basis
             (
                 new Vector3(cos, sin, 0),
@@ -941,9 +941,9 @@ namespace Godot
         public static Basis FromScale(Vector3 scale)
         {
             return new Basis(
-                scale.x, 0, 0,
-                0, scale.y, 0,
-                0, 0, scale.z
+                scale.X, 0, 0,
+                0, scale.Y, 0,
+                0, 0, scale.Z
             );
         }
 
@@ -994,9 +994,9 @@ namespace Godot
         {
             return new Vector3
             (
-                basis.Row0[0] * vector.x + basis.Row1[0] * vector.y + basis.Row2[0] * vector.z,
-                basis.Row0[1] * vector.x + basis.Row1[1] * vector.y + basis.Row2[1] * vector.z,
-                basis.Row0[2] * vector.x + basis.Row1[2] * vector.y + basis.Row2[2] * vector.z
+                basis.Row0[0] * vector.X + basis.Row1[0] * vector.Y + basis.Row2[0] * vector.Z,
+                basis.Row0[1] * vector.X + basis.Row1[1] * vector.Y + basis.Row2[1] * vector.Z,
+                basis.Row0[2] * vector.X + basis.Row1[2] * vector.Y + basis.Row2[2] * vector.Z
             );
         }
 
@@ -1077,7 +1077,7 @@ namespace Godot
         /// <returns>A string representation of this basis.</returns>
         public override readonly string ToString()
         {
-            return $"[X: {x}, Y: {y}, Z: {z}]";
+            return $"[X: {X}, Y: {Y}, Z: {Z}]";
         }
 
         /// <summary>
@@ -1086,7 +1086,7 @@ namespace Godot
         /// <returns>A string representation of this basis.</returns>
         public readonly string ToString(string format)
         {
-            return $"[X: {x.ToString(format)}, Y: {y.ToString(format)}, Z: {z.ToString(format)}]";
+            return $"[X: {X.ToString(format)}, Y: {Y.ToString(format)}, Z: {Z.ToString(format)}]";
         }
     }
 }

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/GodotSerializationInfo.cs

@@ -48,7 +48,7 @@ public sealed class GodotSerializationInfo : IDisposable
         {
             _signalEvents[name] = serializedData;
         }
-        else if (OS.IsStdoutVerbose())
+        else if (OS.IsStdOutVerbose())
         {
             Console.WriteLine($"Failed to serialize event signal delegate: {name}");
         }
@@ -72,7 +72,7 @@ public sealed class GodotSerializationInfo : IDisposable
 
                 return true;
             }
-            else if (OS.IsStdoutVerbose())
+            else if (OS.IsStdOutVerbose())
             {
                 Console.WriteLine($"Failed to deserialize event signal delegate: {name}");
             }

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs

@@ -650,7 +650,7 @@ namespace Godot.Bridge
                             continue;
 
                         var rpcAttr = method.GetCustomAttributes(inherit: false)
-                            .OfType<RPCAttribute>().FirstOrDefault();
+                            .OfType<RpcAttribute>().FirstOrDefault();
 
                         if (rpcAttr == null)
                             continue;

+ 220 - 220
modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs

@@ -21,97 +21,97 @@ namespace Godot
         /// <summary>
         /// The color's red component, typically on the range of 0 to 1.
         /// </summary>
-        public float r;
+        public float R;
 
         /// <summary>
         /// The color's green component, typically on the range of 0 to 1.
         /// </summary>
-        public float g;
+        public float G;
 
         /// <summary>
         /// The color's blue component, typically on the range of 0 to 1.
         /// </summary>
-        public float b;
+        public float B;
 
         /// <summary>
         /// The color's alpha (transparency) component, typically on the range of 0 to 1.
         /// </summary>
-        public float a;
+        public float A;
 
         /// <summary>
-        /// Wrapper for <see cref="r"/> that uses the range 0 to 255 instead of 0 to 1.
+        /// Wrapper for <see cref="R"/> that uses the range 0 to 255 instead of 0 to 1.
         /// </summary>
         /// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
-        public int r8
+        public int R8
         {
             readonly get
             {
-                return (int)Math.Round(r * 255.0f);
+                return (int)Math.Round(R * 255.0f);
             }
             set
             {
-                r = value / 255.0f;
+                R = value / 255.0f;
             }
         }
 
         /// <summary>
-        /// Wrapper for <see cref="g"/> that uses the range 0 to 255 instead of 0 to 1.
+        /// Wrapper for <see cref="G"/> that uses the range 0 to 255 instead of 0 to 1.
         /// </summary>
         /// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
-        public int g8
+        public int G8
         {
             readonly get
             {
-                return (int)Math.Round(g * 255.0f);
+                return (int)Math.Round(G * 255.0f);
             }
             set
             {
-                g = value / 255.0f;
+                G = value / 255.0f;
             }
         }
 
         /// <summary>
-        /// Wrapper for <see cref="b"/> that uses the range 0 to 255 instead of 0 to 1.
+        /// Wrapper for <see cref="B"/> that uses the range 0 to 255 instead of 0 to 1.
         /// </summary>
         /// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
-        public int b8
+        public int B8
         {
             readonly get
             {
-                return (int)Math.Round(b * 255.0f);
+                return (int)Math.Round(B * 255.0f);
             }
             set
             {
-                b = value / 255.0f;
+                B = value / 255.0f;
             }
         }
 
         /// <summary>
-        /// Wrapper for <see cref="a"/> that uses the range 0 to 255 instead of 0 to 1.
+        /// Wrapper for <see cref="A"/> that uses the range 0 to 255 instead of 0 to 1.
         /// </summary>
         /// <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
-        public int a8
+        public int A8
         {
             readonly get
             {
-                return (int)Math.Round(a * 255.0f);
+                return (int)Math.Round(A * 255.0f);
             }
             set
             {
-                a = value / 255.0f;
+                A = value / 255.0f;
             }
         }
 
         /// <summary>
         /// The HSV hue of this color, on the range 0 to 1.
         /// </summary>
-        /// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHSV"/>.</value>
-        public float h
+        /// <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="FromHsv"/>.</value>
+        public float H
         {
             readonly get
             {
-                float max = Math.Max(r, Math.Max(g, b));
-                float min = Math.Min(r, Math.Min(g, b));
+                float max = Math.Max(R, Math.Max(G, B));
+                float min = Math.Min(R, Math.Min(G, B));
 
                 float delta = max - min;
 
@@ -122,17 +122,17 @@ namespace Godot
 
                 float h;
 
-                if (r == max)
+                if (R == max)
                 {
-                    h = (g - b) / delta; // Between yellow & magenta
+                    h = (G - B) / delta; // Between yellow & magenta
                 }
-                else if (g == max)
+                else if (G == max)
                 {
-                    h = 2 + ((b - r) / delta); // Between cyan & yellow
+                    h = 2 + ((B - R) / delta); // Between cyan & yellow
                 }
                 else
                 {
-                    h = 4 + ((r - g) / delta); // Between magenta & cyan
+                    h = 4 + ((R - G) / delta); // Between magenta & cyan
                 }
 
                 h /= 6.0f;
@@ -146,20 +146,20 @@ namespace Godot
             }
             set
             {
-                this = FromHSV(value, s, v, a);
+                this = FromHsv(value, S, V, A);
             }
         }
 
         /// <summary>
         /// The HSV saturation of this color, on the range 0 to 1.
         /// </summary>
-        /// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHSV"/>.</value>
-        public float s
+        /// <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="FromHsv"/>.</value>
+        public float S
         {
             readonly get
             {
-                float max = Math.Max(r, Math.Max(g, b));
-                float min = Math.Min(r, Math.Min(g, b));
+                float max = Math.Max(R, Math.Max(G, B));
+                float min = Math.Min(R, Math.Min(G, B));
 
                 float delta = max - min;
 
@@ -167,23 +167,23 @@ namespace Godot
             }
             set
             {
-                this = FromHSV(h, value, v, a);
+                this = FromHsv(H, value, V, A);
             }
         }
 
         /// <summary>
         /// The HSV value (brightness) of this color, on the range 0 to 1.
         /// </summary>
-        /// <value>Getting is equivalent to using <see cref="Math.Max(float, float)"/> on the RGB components. Setting uses <see cref="FromHSV"/>.</value>
-        public float v
+        /// <value>Getting is equivalent to using <see cref="Math.Max(float, float)"/> on the RGB components. Setting uses <see cref="FromHsv"/>.</value>
+        public float V
         {
             readonly get
             {
-                return Math.Max(r, Math.Max(g, b));
+                return Math.Max(R, Math.Max(G, B));
             }
             set
             {
-                this = FromHSV(h, s, value, a);
+                this = FromHsv(H, S, value, A);
             }
         }
 
@@ -197,17 +197,17 @@ namespace Godot
         /// </summary>
         public readonly float Luminance
         {
-            get { return 0.2126f * r + 0.7152f * g + 0.0722f * b; }
+            get { return 0.2126f * R + 0.7152f * G + 0.0722f * B; }
         }
 
         /// <summary>
         /// Access color components using their index.
         /// </summary>
         /// <value>
-        /// <c>[0]</c> is equivalent to <see cref="r"/>,
-        /// <c>[1]</c> is equivalent to <see cref="g"/>,
-        /// <c>[2]</c> is equivalent to <see cref="b"/>,
-        /// <c>[3]</c> is equivalent to <see cref="a"/>.
+        /// <c>[0]</c> is equivalent to <see cref="R"/>,
+        /// <c>[1]</c> is equivalent to <see cref="G"/>,
+        /// <c>[2]</c> is equivalent to <see cref="B"/>,
+        /// <c>[3]</c> is equivalent to <see cref="A"/>.
         /// </value>
         public float this[int index]
         {
@@ -216,13 +216,13 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        return r;
+                        return R;
                     case 1:
-                        return g;
+                        return G;
                     case 2:
-                        return b;
+                        return B;
                     case 3:
-                        return a;
+                        return A;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
                 }
@@ -232,16 +232,16 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        r = value;
+                        R = value;
                         return;
                     case 1:
-                        g = value;
+                        G = value;
                         return;
                     case 2:
-                        b = value;
+                        B = value;
                         return;
                     case 3:
-                        a = value;
+                        A = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
@@ -260,17 +260,17 @@ namespace Godot
         {
             Color res;
 
-            float sa = 1.0f - over.a;
-            res.a = (a * sa) + over.a;
+            float sa = 1.0f - over.A;
+            res.A = (A * sa) + over.A;
 
-            if (res.a == 0)
+            if (res.A == 0)
             {
                 return new Color(0, 0, 0, 0);
             }
 
-            res.r = ((r * a * sa) + (over.r * over.a)) / res.a;
-            res.g = ((g * a * sa) + (over.g * over.a)) / res.a;
-            res.b = ((b * a * sa) + (over.b * over.a)) / res.a;
+            res.R = ((R * A * sa) + (over.R * over.A)) / res.A;
+            res.G = ((G * A * sa) + (over.G * over.A)) / res.A;
+            res.B = ((B * A * sa) + (over.B * over.A)) / res.A;
 
             return res;
         }
@@ -289,10 +289,10 @@ namespace Godot
             Color maximum = max ?? new Color(1, 1, 1, 1);
             return new Color
             (
-                (float)Mathf.Clamp(r, minimum.r, maximum.r),
-                (float)Mathf.Clamp(g, minimum.g, maximum.g),
-                (float)Mathf.Clamp(b, minimum.b, maximum.b),
-                (float)Mathf.Clamp(a, minimum.a, maximum.a)
+                (float)Mathf.Clamp(R, minimum.R, maximum.R),
+                (float)Mathf.Clamp(G, minimum.G, maximum.G),
+                (float)Mathf.Clamp(B, minimum.B, maximum.B),
+                (float)Mathf.Clamp(A, minimum.A, maximum.A)
             );
         }
 
@@ -305,9 +305,9 @@ namespace Godot
         public readonly Color Darkened(float amount)
         {
             Color res = this;
-            res.r *= 1.0f - amount;
-            res.g *= 1.0f - amount;
-            res.b *= 1.0f - amount;
+            res.R *= 1.0f - amount;
+            res.G *= 1.0f - amount;
+            res.B *= 1.0f - amount;
             return res;
         }
 
@@ -318,10 +318,10 @@ namespace Godot
         public readonly Color Inverted()
         {
             return new Color(
-                1.0f - r,
-                1.0f - g,
-                1.0f - b,
-                a
+                1.0f - R,
+                1.0f - G,
+                1.0f - B,
+                A
             );
         }
 
@@ -334,9 +334,9 @@ namespace Godot
         public readonly Color Lightened(float amount)
         {
             Color res = this;
-            res.r += (1.0f - res.r) * amount;
-            res.g += (1.0f - res.g) * amount;
-            res.b += (1.0f - res.b) * amount;
+            res.R += (1.0f - res.R) * amount;
+            res.G += (1.0f - res.G) * amount;
+            res.B += (1.0f - res.B) * amount;
             return res;
         }
 
@@ -351,10 +351,10 @@ namespace Godot
         {
             return new Color
             (
-                (float)Mathf.Lerp(r, to.r, weight),
-                (float)Mathf.Lerp(g, to.g, weight),
-                (float)Mathf.Lerp(b, to.b, weight),
-                (float)Mathf.Lerp(a, to.a, weight)
+                (float)Mathf.Lerp(R, to.R, weight),
+                (float)Mathf.Lerp(G, to.G, weight),
+                (float)Mathf.Lerp(B, to.B, weight),
+                (float)Mathf.Lerp(A, to.A, weight)
             );
         }
 
@@ -367,9 +367,9 @@ namespace Godot
         public readonly Color LinearToSrgb()
         {
             return new Color(
-                r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * (float)Mathf.Pow(r, 1.0f / 2.4f) - 0.055f,
-                g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * (float)Mathf.Pow(g, 1.0f / 2.4f) - 0.055f,
-                b < 0.0031308f ? 12.92f * b : (1.0f + 0.055f) * (float)Mathf.Pow(b, 1.0f / 2.4f) - 0.055f, a);
+                R < 0.0031308f ? 12.92f * R : (1.0f + 0.055f) * (float)Mathf.Pow(R, 1.0f / 2.4f) - 0.055f,
+                G < 0.0031308f ? 12.92f * G : (1.0f + 0.055f) * (float)Mathf.Pow(G, 1.0f / 2.4f) - 0.055f,
+                B < 0.0031308f ? 12.92f * B : (1.0f + 0.055f) * (float)Mathf.Pow(B, 1.0f / 2.4f) - 0.055f, A);
         }
 
         /// <summary>
@@ -381,10 +381,10 @@ namespace Godot
         public readonly Color SrgbToLinear()
         {
             return new Color(
-                r < 0.04045f ? r * (1.0f / 12.92f) : (float)Mathf.Pow((r + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
-                g < 0.04045f ? g * (1.0f / 12.92f) : (float)Mathf.Pow((g + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
-                b < 0.04045f ? b * (1.0f / 12.92f) : (float)Mathf.Pow((b + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
-                a);
+                R < 0.04045f ? R * (1.0f / 12.92f) : (float)Mathf.Pow((R + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
+                G < 0.04045f ? G * (1.0f / 12.92f) : (float)Mathf.Pow((G + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
+                B < 0.04045f ? B * (1.0f / 12.92f) : (float)Mathf.Pow((B + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
+                A);
         }
 
         /// <summary>
@@ -395,13 +395,13 @@ namespace Godot
         /// <returns>A <see langword="uint"/> representing this color in ABGR32 format.</returns>
         public readonly uint ToAbgr32()
         {
-            uint c = (byte)Math.Round(a * 255);
+            uint c = (byte)Math.Round(A * 255);
             c <<= 8;
-            c |= (byte)Math.Round(b * 255);
+            c |= (byte)Math.Round(B * 255);
             c <<= 8;
-            c |= (byte)Math.Round(g * 255);
+            c |= (byte)Math.Round(G * 255);
             c <<= 8;
-            c |= (byte)Math.Round(r * 255);
+            c |= (byte)Math.Round(R * 255);
 
             return c;
         }
@@ -414,13 +414,13 @@ namespace Godot
         /// <returns>A <see langword="ulong"/> representing this color in ABGR64 format.</returns>
         public readonly ulong ToAbgr64()
         {
-            ulong c = (ushort)Math.Round(a * 65535);
+            ulong c = (ushort)Math.Round(A * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(b * 65535);
+            c |= (ushort)Math.Round(B * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(g * 65535);
+            c |= (ushort)Math.Round(G * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(r * 65535);
+            c |= (ushort)Math.Round(R * 65535);
 
             return c;
         }
@@ -433,13 +433,13 @@ namespace Godot
         /// <returns>A <see langword="uint"/> representing this color in ARGB32 format.</returns>
         public readonly uint ToArgb32()
         {
-            uint c = (byte)Math.Round(a * 255);
+            uint c = (byte)Math.Round(A * 255);
             c <<= 8;
-            c |= (byte)Math.Round(r * 255);
+            c |= (byte)Math.Round(R * 255);
             c <<= 8;
-            c |= (byte)Math.Round(g * 255);
+            c |= (byte)Math.Round(G * 255);
             c <<= 8;
-            c |= (byte)Math.Round(b * 255);
+            c |= (byte)Math.Round(B * 255);
 
             return c;
         }
@@ -452,13 +452,13 @@ namespace Godot
         /// <returns>A <see langword="ulong"/> representing this color in ARGB64 format.</returns>
         public readonly ulong ToArgb64()
         {
-            ulong c = (ushort)Math.Round(a * 65535);
+            ulong c = (ushort)Math.Round(A * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(r * 65535);
+            c |= (ushort)Math.Round(R * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(g * 65535);
+            c |= (ushort)Math.Round(G * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(b * 65535);
+            c |= (ushort)Math.Round(B * 65535);
 
             return c;
         }
@@ -471,13 +471,13 @@ namespace Godot
         /// <returns>A <see langword="uint"/> representing this color in RGBA32 format.</returns>
         public readonly uint ToRgba32()
         {
-            uint c = (byte)Math.Round(r * 255);
+            uint c = (byte)Math.Round(R * 255);
             c <<= 8;
-            c |= (byte)Math.Round(g * 255);
+            c |= (byte)Math.Round(G * 255);
             c <<= 8;
-            c |= (byte)Math.Round(b * 255);
+            c |= (byte)Math.Round(B * 255);
             c <<= 8;
-            c |= (byte)Math.Round(a * 255);
+            c |= (byte)Math.Round(A * 255);
 
             return c;
         }
@@ -490,13 +490,13 @@ namespace Godot
         /// <returns>A <see langword="ulong"/> representing this color in RGBA64 format.</returns>
         public readonly ulong ToRgba64()
         {
-            ulong c = (ushort)Math.Round(r * 65535);
+            ulong c = (ushort)Math.Round(R * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(g * 65535);
+            c |= (ushort)Math.Round(G * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(b * 65535);
+            c |= (ushort)Math.Round(B * 65535);
             c <<= 16;
-            c |= (ushort)Math.Round(a * 65535);
+            c |= (ushort)Math.Round(A * 65535);
 
             return c;
         }
@@ -508,17 +508,17 @@ namespace Godot
         /// Whether or not to include alpha. If <see langword="false"/>, the color is RGB instead of RGBA.
         /// </param>
         /// <returns>A string for the HTML hexadecimal representation of this color.</returns>
-        public readonly string ToHTML(bool includeAlpha = true)
+        public readonly string ToHtml(bool includeAlpha = true)
         {
             string txt = string.Empty;
 
-            txt += ToHex32(r);
-            txt += ToHex32(g);
-            txt += ToHex32(b);
+            txt += ToHex32(R);
+            txt += ToHex32(G);
+            txt += ToHex32(B);
 
             if (includeAlpha)
             {
-                txt += ToHex32(a);
+                txt += ToHex32(A);
             }
 
             return txt;
@@ -533,10 +533,10 @@ namespace Godot
         /// <param name="a">The color's alpha (transparency) value, typically on the range of 0 to 1. Default: 1.</param>
         public Color(float r, float g, float b, float a = 1.0f)
         {
-            this.r = r;
-            this.g = g;
-            this.b = b;
-            this.a = a;
+            R = r;
+            G = g;
+            B = b;
+            A = a;
         }
 
         /// <summary>
@@ -546,10 +546,10 @@ namespace Godot
         /// <param name="a">The color's alpha (transparency) value, typically on the range of 0 to 1. Default: 1.</param>
         public Color(Color c, float a = 1.0f)
         {
-            r = c.r;
-            g = c.g;
-            b = c.b;
-            this.a = a;
+            R = c.R;
+            G = c.G;
+            B = c.B;
+            A = a;
         }
 
         /// <summary>
@@ -559,13 +559,13 @@ namespace Godot
         /// <param name="rgba">The <see langword="uint"/> representing the color.</param>
         public Color(uint rgba)
         {
-            a = (rgba & 0xFF) / 255.0f;
+            A = (rgba & 0xFF) / 255.0f;
             rgba >>= 8;
-            b = (rgba & 0xFF) / 255.0f;
+            B = (rgba & 0xFF) / 255.0f;
             rgba >>= 8;
-            g = (rgba & 0xFF) / 255.0f;
+            G = (rgba & 0xFF) / 255.0f;
             rgba >>= 8;
-            r = (rgba & 0xFF) / 255.0f;
+            R = (rgba & 0xFF) / 255.0f;
         }
 
         /// <summary>
@@ -575,13 +575,13 @@ namespace Godot
         /// <param name="rgba">The <see langword="ulong"/> representing the color.</param>
         public Color(ulong rgba)
         {
-            a = (rgba & 0xFFFF) / 65535.0f;
+            A = (rgba & 0xFFFF) / 65535.0f;
             rgba >>= 16;
-            b = (rgba & 0xFFFF) / 65535.0f;
+            B = (rgba & 0xFFFF) / 65535.0f;
             rgba >>= 16;
-            g = (rgba & 0xFFFF) / 65535.0f;
+            G = (rgba & 0xFFFF) / 65535.0f;
             rgba >>= 16;
-            r = (rgba & 0xFFFF) / 65535.0f;
+            R = (rgba & 0xFFFF) / 65535.0f;
         }
 
         /// <summary>
@@ -598,7 +598,7 @@ namespace Godot
         {
             if (HtmlIsValid(code))
             {
-                this = FromHTML(code);
+                this = FromHtml(code);
             }
             else
             {
@@ -616,7 +616,7 @@ namespace Godot
         public Color(string code, float alpha)
         {
             this = new Color(code);
-            a = alpha;
+            A = alpha;
         }
 
         /// <summary>
@@ -626,15 +626,15 @@ namespace Godot
         /// <exception name="ArgumentOutOfRangeException">
         /// <paramref name="rgba"/> color code is invalid.
         /// </exception>
-        public static Color FromHTML(ReadOnlySpan<char> rgba)
+        public static Color FromHtml(ReadOnlySpan<char> rgba)
         {
             Color c;
             if (rgba.Length == 0)
             {
-                c.r = 0f;
-                c.g = 0f;
-                c.b = 0f;
-                c.a = 1.0f;
+                c.R = 0f;
+                c.G = 0f;
+                c.B = 0f;
+                c.A = 1.0f;
                 return c;
             }
 
@@ -670,44 +670,44 @@ namespace Godot
                     $"Invalid color code. Length is {rgba.Length}, but a length of 6 or 8 is expected: {rgba}");
             }
 
-            c.a = 1.0f;
+            c.A = 1.0f;
             if (isShorthand)
             {
-                c.r = ParseCol4(rgba, 0) / 15f;
-                c.g = ParseCol4(rgba, 1) / 15f;
-                c.b = ParseCol4(rgba, 2) / 15f;
+                c.R = ParseCol4(rgba, 0) / 15f;
+                c.G = ParseCol4(rgba, 1) / 15f;
+                c.B = ParseCol4(rgba, 2) / 15f;
                 if (alpha)
                 {
-                    c.a = ParseCol4(rgba, 3) / 15f;
+                    c.A = ParseCol4(rgba, 3) / 15f;
                 }
             }
             else
             {
-                c.r = ParseCol8(rgba, 0) / 255f;
-                c.g = ParseCol8(rgba, 2) / 255f;
-                c.b = ParseCol8(rgba, 4) / 255f;
+                c.R = ParseCol8(rgba, 0) / 255f;
+                c.G = ParseCol8(rgba, 2) / 255f;
+                c.B = ParseCol8(rgba, 4) / 255f;
                 if (alpha)
                 {
-                    c.a = ParseCol8(rgba, 6) / 255f;
+                    c.A = ParseCol8(rgba, 6) / 255f;
                 }
             }
 
-            if (c.r < 0)
+            if (c.R < 0)
             {
                 throw new ArgumentOutOfRangeException($"Invalid color code. Red part is not valid hexadecimal: {rgba}");
             }
 
-            if (c.g < 0)
+            if (c.G < 0)
             {
                 throw new ArgumentOutOfRangeException($"Invalid color code. Green part is not valid hexadecimal: {rgba}");
             }
 
-            if (c.b < 0)
+            if (c.B < 0)
             {
                 throw new ArgumentOutOfRangeException($"Invalid color code. Blue part is not valid hexadecimal: {rgba}");
             }
 
-            if (c.a < 0)
+            if (c.A < 0)
             {
                 throw new ArgumentOutOfRangeException($"Invalid color code. Alpha part is not valid hexadecimal: {rgba}");
             }
@@ -793,7 +793,7 @@ namespace Godot
         /// <param name="value">The HSV value (brightness), typically on the range of 0 to 1.</param>
         /// <param name="alpha">The alpha (transparency) value, typically on the range of 0 to 1.</param>
         /// <returns>The constructed color.</returns>
-        public static Color FromHSV(float hue, float saturation, float value, float alpha = 1.0f)
+        public static Color FromHsv(float hue, float saturation, float value, float alpha = 1.0f)
         {
             if (saturation == 0)
             {
@@ -837,10 +837,10 @@ namespace Godot
         /// <param name="hue">Output parameter for the HSV hue.</param>
         /// <param name="saturation">Output parameter for the HSV saturation.</param>
         /// <param name="value">Output parameter for the HSV value.</param>
-        public readonly void ToHSV(out float hue, out float saturation, out float value)
+        public readonly void ToHsv(out float hue, out float saturation, out float value)
         {
-            float max = (float)Mathf.Max(r, Mathf.Max(g, b));
-            float min = (float)Mathf.Min(r, Mathf.Min(g, b));
+            float max = (float)Mathf.Max(R, Mathf.Max(G, B));
+            float min = (float)Mathf.Min(R, Mathf.Min(G, B));
 
             float delta = max - min;
 
@@ -850,17 +850,17 @@ namespace Godot
             }
             else
             {
-                if (r == max)
+                if (R == max)
                 {
-                    hue = (g - b) / delta; // Between yellow & magenta
+                    hue = (G - B) / delta; // Between yellow & magenta
                 }
-                else if (g == max)
+                else if (G == max)
                 {
-                    hue = 2 + ((b - r) / delta); // Between cyan & yellow
+                    hue = 2 + ((B - R) / delta); // Between cyan & yellow
                 }
                 else
                 {
-                    hue = 4 + ((r - g) / delta); // Between magenta & cyan
+                    hue = 4 + ((R - G) / delta); // Between magenta & cyan
                 }
 
                 hue /= 6.0f;
@@ -950,7 +950,7 @@ namespace Godot
         {
             if (HtmlIsValid(str))
             {
-                return FromHTML(str);
+                return FromHtml(str);
             }
             else
             {
@@ -1012,10 +1012,10 @@ namespace Godot
         /// <returns>The added color.</returns>
         public static Color operator +(Color left, Color right)
         {
-            left.r += right.r;
-            left.g += right.g;
-            left.b += right.b;
-            left.a += right.a;
+            left.R += right.R;
+            left.G += right.G;
+            left.B += right.B;
+            left.A += right.A;
             return left;
         }
 
@@ -1028,17 +1028,17 @@ namespace Godot
         /// <returns>The subtracted color.</returns>
         public static Color operator -(Color left, Color right)
         {
-            left.r -= right.r;
-            left.g -= right.g;
-            left.b -= right.b;
-            left.a -= right.a;
+            left.R -= right.R;
+            left.G -= right.G;
+            left.B -= right.B;
+            left.A -= right.A;
             return left;
         }
 
         /// <summary>
         /// Inverts the given color. This is equivalent to
         /// <c>Colors.White - c</c> or
-        /// <c>new Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)</c>.
+        /// <c>new Color(1 - c.R, 1 - c.G, 1 - c.B, 1 - c.A)</c>.
         /// </summary>
         /// <param name="color">The color to invert.</param>
         /// <returns>The inverted color.</returns>
@@ -1056,10 +1056,10 @@ namespace Godot
         /// <returns>The multiplied color.</returns>
         public static Color operator *(Color color, float scale)
         {
-            color.r *= scale;
-            color.g *= scale;
-            color.b *= scale;
-            color.a *= scale;
+            color.R *= scale;
+            color.G *= scale;
+            color.B *= scale;
+            color.A *= scale;
             return color;
         }
 
@@ -1072,10 +1072,10 @@ namespace Godot
         /// <returns>The multiplied color.</returns>
         public static Color operator *(float scale, Color color)
         {
-            color.r *= scale;
-            color.g *= scale;
-            color.b *= scale;
-            color.a *= scale;
+            color.R *= scale;
+            color.G *= scale;
+            color.B *= scale;
+            color.A *= scale;
             return color;
         }
 
@@ -1088,10 +1088,10 @@ namespace Godot
         /// <returns>The multiplied color.</returns>
         public static Color operator *(Color left, Color right)
         {
-            left.r *= right.r;
-            left.g *= right.g;
-            left.b *= right.b;
-            left.a *= right.a;
+            left.R *= right.R;
+            left.G *= right.G;
+            left.B *= right.B;
+            left.A *= right.A;
             return left;
         }
 
@@ -1104,10 +1104,10 @@ namespace Godot
         /// <returns>The divided color.</returns>
         public static Color operator /(Color color, float scale)
         {
-            color.r /= scale;
-            color.g /= scale;
-            color.b /= scale;
-            color.a /= scale;
+            color.R /= scale;
+            color.G /= scale;
+            color.B /= scale;
+            color.A /= scale;
             return color;
         }
 
@@ -1120,10 +1120,10 @@ namespace Godot
         /// <returns>The divided color.</returns>
         public static Color operator /(Color left, Color right)
         {
-            left.r /= right.r;
-            left.g /= right.g;
-            left.b /= right.b;
-            left.a /= right.a;
+            left.R /= right.R;
+            left.G /= right.G;
+            left.B /= right.B;
+            left.A /= right.A;
             return left;
         }
 
@@ -1167,19 +1167,19 @@ namespace Godot
         /// <returns>Whether or not the left is less than the right.</returns>
         public static bool operator <(Color left, Color right)
         {
-            if (left.r == right.r)
+            if (left.R == right.R)
             {
-                if (left.g == right.g)
+                if (left.G == right.G)
                 {
-                    if (left.b == right.b)
+                    if (left.B == right.B)
                     {
-                        return left.a < right.a;
+                        return left.A < right.A;
                     }
-                    return left.b < right.b;
+                    return left.B < right.B;
                 }
-                return left.g < right.g;
+                return left.G < right.G;
             }
-            return left.r < right.r;
+            return left.R < right.R;
         }
 
         /// <summary>
@@ -1196,19 +1196,19 @@ namespace Godot
         /// <returns>Whether or not the left is greater than the right.</returns>
         public static bool operator >(Color left, Color right)
         {
-            if (left.r == right.r)
+            if (left.R == right.R)
             {
-                if (left.g == right.g)
+                if (left.G == right.G)
                 {
-                    if (left.b == right.b)
+                    if (left.B == right.B)
                     {
-                        return left.a > right.a;
+                        return left.A > right.A;
                     }
-                    return left.b > right.b;
+                    return left.B > right.B;
                 }
-                return left.g > right.g;
+                return left.G > right.G;
             }
-            return left.r > right.r;
+            return left.R > right.R;
         }
 
         /// <summary>
@@ -1225,19 +1225,19 @@ namespace Godot
         /// <returns>Whether or not the left is less than or equal to the right.</returns>
         public static bool operator <=(Color left, Color right)
         {
-            if (left.r == right.r)
+            if (left.R == right.R)
             {
-                if (left.g == right.g)
+                if (left.G == right.G)
                 {
-                    if (left.b == right.b)
+                    if (left.B == right.B)
                     {
-                        return left.a <= right.a;
+                        return left.A <= right.A;
                     }
-                    return left.b < right.b;
+                    return left.B < right.B;
                 }
-                return left.g < right.g;
+                return left.G < right.G;
             }
-            return left.r < right.r;
+            return left.R < right.R;
         }
 
         /// <summary>
@@ -1254,19 +1254,19 @@ namespace Godot
         /// <returns>Whether or not the left is greater than or equal to the right.</returns>
         public static bool operator >=(Color left, Color right)
         {
-            if (left.r == right.r)
+            if (left.R == right.R)
             {
-                if (left.g == right.g)
+                if (left.G == right.G)
                 {
-                    if (left.b == right.b)
+                    if (left.B == right.B)
                     {
-                        return left.a >= right.a;
+                        return left.A >= right.A;
                     }
-                    return left.b > right.b;
+                    return left.B > right.B;
                 }
-                return left.g > right.g;
+                return left.G > right.G;
             }
-            return left.r > right.r;
+            return left.R > right.R;
         }
 
         /// <summary>
@@ -1288,7 +1288,7 @@ namespace Godot
         /// <returns>Whether or not the colors are equal.</returns>
         public readonly bool Equals(Color other)
         {
-            return r == other.r && g == other.g && b == other.b && a == other.a;
+            return R == other.R && G == other.G && B == other.B && A == other.A;
         }
 
         /// <summary>
@@ -1299,7 +1299,7 @@ namespace Godot
         /// <returns>Whether or not the colors are approximately equal.</returns>
         public readonly bool IsEqualApprox(Color other)
         {
-            return Mathf.IsEqualApprox(r, other.r) && Mathf.IsEqualApprox(g, other.g) && Mathf.IsEqualApprox(b, other.b) && Mathf.IsEqualApprox(a, other.a);
+            return Mathf.IsEqualApprox(R, other.R) && Mathf.IsEqualApprox(G, other.G) && Mathf.IsEqualApprox(B, other.B) && Mathf.IsEqualApprox(A, other.A);
         }
 
         /// <summary>
@@ -1308,7 +1308,7 @@ namespace Godot
         /// <returns>A hash code for this color.</returns>
         public override readonly int GetHashCode()
         {
-            return r.GetHashCode() ^ g.GetHashCode() ^ b.GetHashCode() ^ a.GetHashCode();
+            return R.GetHashCode() ^ G.GetHashCode() ^ B.GetHashCode() ^ A.GetHashCode();
         }
 
         /// <summary>
@@ -1317,7 +1317,7 @@ namespace Godot
         /// <returns>A string representation of this color.</returns>
         public override readonly string ToString()
         {
-            return $"({r}, {g}, {b}, {a})";
+            return $"({R}, {G}, {B}, {A})";
         }
 
         /// <summary>
@@ -1326,7 +1326,7 @@ namespace Godot
         /// <returns>A string representation of this color.</returns>
         public readonly string ToString(string format)
         {
-            return $"({r.ToString(format)}, {g.ToString(format)}, {b.ToString(format)}, {a.ToString(format)})";
+            return $"({R.ToString(format)}, {G.ToString(format)}, {B.ToString(format)}, {A.ToString(format)})";
         }
     }
 }

+ 16 - 16
modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs

@@ -581,31 +581,31 @@ namespace Godot
                         return VariantUtils.CreateFrom(@double);
                     case Vector2 vector2:
                         return VariantUtils.CreateFrom(vector2);
-                    case Vector2i vector2I:
+                    case Vector2I vector2I:
                         return VariantUtils.CreateFrom(vector2I);
                     case Rect2 rect2:
                         return VariantUtils.CreateFrom(rect2);
-                    case Rect2i rect2I:
+                    case Rect2I rect2I:
                         return VariantUtils.CreateFrom(rect2I);
                     case Transform2D transform2D:
                         return VariantUtils.CreateFrom(transform2D);
                     case Vector3 vector3:
                         return VariantUtils.CreateFrom(vector3);
-                    case Vector3i vector3I:
+                    case Vector3I vector3I:
                         return VariantUtils.CreateFrom(vector3I);
                     case Vector4 vector4:
                         return VariantUtils.CreateFrom(vector4);
-                    case Vector4i vector4I:
+                    case Vector4I vector4I:
                         return VariantUtils.CreateFrom(vector4I);
                     case Basis basis:
                         return VariantUtils.CreateFrom(basis);
                     case Quaternion quaternion:
                         return VariantUtils.CreateFrom(quaternion);
-                    case Transform3D transform3d:
-                        return VariantUtils.CreateFrom(transform3d);
+                    case Transform3D transform3D:
+                        return VariantUtils.CreateFrom(transform3D);
                     case Projection projection:
                         return VariantUtils.CreateFrom(projection);
-                    case AABB aabb:
+                    case Aabb aabb:
                         return VariantUtils.CreateFrom(aabb);
                     case Color color:
                         return VariantUtils.CreateFrom(color);
@@ -639,7 +639,7 @@ namespace Godot
                         return VariantUtils.CreateFrom(stringNameArray);
                     case NodePath[] nodePathArray:
                         return VariantUtils.CreateFrom(nodePathArray);
-                    case RID[] ridArray:
+                    case Rid[] ridArray:
                         return VariantUtils.CreateFrom(ridArray);
                     case Godot.Object[] godotObjectArray:
                         return VariantUtils.CreateFrom(godotObjectArray);
@@ -647,7 +647,7 @@ namespace Godot
                         return VariantUtils.CreateFrom(stringName);
                     case NodePath nodePath:
                         return VariantUtils.CreateFrom(nodePath);
-                    case RID rid:
+                    case Rid rid:
                         return VariantUtils.CreateFrom(rid);
                     case Collections.Dictionary godotDictionary:
                         return VariantUtils.CreateFrom(godotDictionary);
@@ -690,18 +690,18 @@ namespace Godot
                     [typeof(float)] = (in godot_variant variant) => VariantUtils.ConvertTo<float>(variant),
                     [typeof(double)] = (in godot_variant variant) => VariantUtils.ConvertTo<double>(variant),
                     [typeof(Vector2)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector2>(variant),
-                    [typeof(Vector2i)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector2i>(variant),
+                    [typeof(Vector2I)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector2I>(variant),
                     [typeof(Rect2)] = (in godot_variant variant) => VariantUtils.ConvertTo<Rect2>(variant),
-                    [typeof(Rect2i)] = (in godot_variant variant) => VariantUtils.ConvertTo<Rect2i>(variant),
+                    [typeof(Rect2I)] = (in godot_variant variant) => VariantUtils.ConvertTo<Rect2I>(variant),
                     [typeof(Transform2D)] = (in godot_variant variant) => VariantUtils.ConvertTo<Transform2D>(variant),
                     [typeof(Vector3)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector3>(variant),
-                    [typeof(Vector3i)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector3i>(variant),
+                    [typeof(Vector3I)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector3I>(variant),
                     [typeof(Basis)] = (in godot_variant variant) => VariantUtils.ConvertTo<Basis>(variant),
                     [typeof(Quaternion)] = (in godot_variant variant) => VariantUtils.ConvertTo<Quaternion>(variant),
                     [typeof(Transform3D)] = (in godot_variant variant) => VariantUtils.ConvertTo<Transform3D>(variant),
                     [typeof(Vector4)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector4>(variant),
-                    [typeof(Vector4i)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector4i>(variant),
-                    [typeof(AABB)] = (in godot_variant variant) => VariantUtils.ConvertTo<AABB>(variant),
+                    [typeof(Vector4I)] = (in godot_variant variant) => VariantUtils.ConvertTo<Vector4I>(variant),
+                    [typeof(Aabb)] = (in godot_variant variant) => VariantUtils.ConvertTo<Aabb>(variant),
                     [typeof(Color)] = (in godot_variant variant) => VariantUtils.ConvertTo<Color>(variant),
                     [typeof(Plane)] = (in godot_variant variant) => VariantUtils.ConvertTo<Plane>(variant),
                     [typeof(Callable)] = (in godot_variant variant) => VariantUtils.ConvertTo<Callable>(variant),
@@ -719,10 +719,10 @@ namespace Godot
                     [typeof(StringName[])] =
                         (in godot_variant variant) => VariantUtils.ConvertTo<StringName[]>(variant),
                     [typeof(NodePath[])] = (in godot_variant variant) => VariantUtils.ConvertTo<NodePath[]>(variant),
-                    [typeof(RID[])] = (in godot_variant variant) => VariantUtils.ConvertTo<RID[]>(variant),
+                    [typeof(Rid[])] = (in godot_variant variant) => VariantUtils.ConvertTo<Rid[]>(variant),
                     [typeof(StringName)] = (in godot_variant variant) => VariantUtils.ConvertTo<StringName>(variant),
                     [typeof(NodePath)] = (in godot_variant variant) => VariantUtils.ConvertTo<NodePath>(variant),
-                    [typeof(RID)] = (in godot_variant variant) => VariantUtils.ConvertTo<RID>(variant),
+                    [typeof(Rid)] = (in godot_variant variant) => VariantUtils.ConvertTo<Rid>(variant),
                     [typeof(Godot.Collections.Dictionary)] = (in godot_variant variant) =>
                         VariantUtils.ConvertTo<Godot.Collections.Dictionary>(variant),
                     [typeof(Godot.Collections.Array)] =

+ 1 - 1
modules/mono/glue/GodotSharp/GodotSharp/Core/DisposablesTracker.cs

@@ -28,7 +28,7 @@ namespace Godot
 
             try
             {
-                isStdoutVerbose = OS.IsStdoutVerbose();
+                isStdoutVerbose = OS.IsStdOutVerbose();
             }
             catch (ObjectDisposedException)
             {

+ 20 - 20
modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/InteropStructs.cs

@@ -126,10 +126,10 @@ namespace Godot.NativeInterop
             [FieldOffset(0)] public godot_bool _bool;
             [FieldOffset(0)] public long _int;
             [FieldOffset(0)] public double _float;
-            [FieldOffset(0)] public Transform2D* _transform2D;
-            [FieldOffset(0)] public AABB* _aabb;
+            [FieldOffset(0)] public Transform2D* _transform2d;
+            [FieldOffset(0)] public Aabb* _aabb;
             [FieldOffset(0)] public Basis* _basis;
-            [FieldOffset(0)] public Transform3D* _transform3D;
+            [FieldOffset(0)] public Transform3D* _transform3d;
             [FieldOffset(0)] public Projection* _projection;
             [FieldOffset(0)] private godot_variant_data_mem _mem;
 
@@ -137,18 +137,18 @@ namespace Godot.NativeInterop
             [FieldOffset(0)] public godot_string_name _m_string_name;
             [FieldOffset(0)] public godot_string _m_string;
             [FieldOffset(0)] public Vector4 _m_vector4;
-            [FieldOffset(0)] public Vector4i _m_vector4i;
+            [FieldOffset(0)] public Vector4I _m_vector4i;
             [FieldOffset(0)] public Vector3 _m_vector3;
-            [FieldOffset(0)] public Vector3i _m_vector3i;
+            [FieldOffset(0)] public Vector3I _m_vector3i;
             [FieldOffset(0)] public Vector2 _m_vector2;
-            [FieldOffset(0)] public Vector2i _m_vector2i;
+            [FieldOffset(0)] public Vector2I _m_vector2i;
             [FieldOffset(0)] public Rect2 _m_rect2;
-            [FieldOffset(0)] public Rect2i _m_rect2i;
+            [FieldOffset(0)] public Rect2I _m_rect2i;
             [FieldOffset(0)] public Plane _m_plane;
             [FieldOffset(0)] public Quaternion _m_quaternion;
             [FieldOffset(0)] public Color _m_color;
             [FieldOffset(0)] public godot_node_path _m_node_path;
-            [FieldOffset(0)] public RID _m_rid;
+            [FieldOffset(0)] public Rid _m_rid;
             [FieldOffset(0)] public godot_variant_obj_data _m_obj_data;
             [FieldOffset(0)] public godot_callable _m_callable;
             [FieldOffset(0)] public godot_signal _m_signal;
@@ -211,10 +211,10 @@ namespace Godot.NativeInterop
         public readonly unsafe Transform2D* Transform2D
         {
             [MethodImpl(MethodImplOptions.AggressiveInlining)]
-            get => _data._transform2D;
+            get => _data._transform2d;
         }
 
-        public readonly unsafe AABB* AABB
+        public readonly unsafe Aabb* Aabb
         {
             [MethodImpl(MethodImplOptions.AggressiveInlining)]
             get => _data._aabb;
@@ -229,7 +229,7 @@ namespace Godot.NativeInterop
         public readonly unsafe Transform3D* Transform3D
         {
             [MethodImpl(MethodImplOptions.AggressiveInlining)]
-            get => _data._transform3D;
+            get => _data._transform3d;
         }
 
         public readonly unsafe Projection* Projection
@@ -262,7 +262,7 @@ namespace Godot.NativeInterop
             set => _data._m_vector4 = value;
         }
 
-        public Vector4i Vector4i
+        public Vector4I Vector4I
         {
             [MethodImpl(MethodImplOptions.AggressiveInlining)]
             readonly get => _data._m_vector4i;
@@ -278,7 +278,7 @@ namespace Godot.NativeInterop
             set => _data._m_vector3 = value;
         }
 
-        public Vector3i Vector3i
+        public Vector3I Vector3I
         {
             [MethodImpl(MethodImplOptions.AggressiveInlining)]
             readonly get => _data._m_vector3i;
@@ -294,7 +294,7 @@ namespace Godot.NativeInterop
             set => _data._m_vector2 = value;
         }
 
-        public Vector2i Vector2i
+        public Vector2I Vector2I
         {
             [MethodImpl(MethodImplOptions.AggressiveInlining)]
             readonly get => _data._m_vector2i;
@@ -310,7 +310,7 @@ namespace Godot.NativeInterop
             set => _data._m_rect2 = value;
         }
 
-        public Rect2i Rect2i
+        public Rect2I Rect2I
         {
             [MethodImpl(MethodImplOptions.AggressiveInlining)]
             readonly get => _data._m_rect2i;
@@ -350,7 +350,7 @@ namespace Godot.NativeInterop
             set => _data._m_node_path = value;
         }
 
-        public RID RID
+        public Rid Rid
         {
             [MethodImpl(MethodImplOptions.AggressiveInlining)]
             readonly get => _data._m_rid;
@@ -405,13 +405,13 @@ namespace Godot.NativeInterop
                 case Variant.Type.Int:
                 case Variant.Type.Float:
                 case Variant.Type.Vector2:
-                case Variant.Type.Vector2i:
+                case Variant.Type.Vector2I:
                 case Variant.Type.Rect2:
-                case Variant.Type.Rect2i:
+                case Variant.Type.Rect2I:
                 case Variant.Type.Vector3:
-                case Variant.Type.Vector3i:
+                case Variant.Type.Vector3I:
                 case Variant.Type.Vector4:
-                case Variant.Type.Vector4i:
+                case Variant.Type.Vector4I:
                 case Variant.Type.Plane:
                 case Variant.Type.Quaternion:
                 case Variant.Type.Color:

+ 16 - 16
modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs

@@ -51,29 +51,29 @@ namespace Godot.NativeInterop
                     if (type == typeof(Vector2))
                         return Variant.Type.Vector2;
 
-                    if (type == typeof(Vector2i))
-                        return Variant.Type.Vector2i;
+                    if (type == typeof(Vector2I))
+                        return Variant.Type.Vector2I;
 
                     if (type == typeof(Rect2))
                         return Variant.Type.Rect2;
 
-                    if (type == typeof(Rect2i))
-                        return Variant.Type.Rect2i;
+                    if (type == typeof(Rect2I))
+                        return Variant.Type.Rect2I;
 
                     if (type == typeof(Transform2D))
-                        return Variant.Type.Transform2d;
+                        return Variant.Type.Transform2D;
 
                     if (type == typeof(Vector3))
                         return Variant.Type.Vector3;
 
-                    if (type == typeof(Vector3i))
-                        return Variant.Type.Vector3i;
+                    if (type == typeof(Vector3I))
+                        return Variant.Type.Vector3I;
 
                     if (type == typeof(Vector4))
                         return Variant.Type.Vector4;
 
-                    if (type == typeof(Vector4i))
-                        return Variant.Type.Vector4i;
+                    if (type == typeof(Vector4I))
+                        return Variant.Type.Vector4I;
 
                     if (type == typeof(Basis))
                         return Variant.Type.Basis;
@@ -82,12 +82,12 @@ namespace Godot.NativeInterop
                         return Variant.Type.Quaternion;
 
                     if (type == typeof(Transform3D))
-                        return Variant.Type.Transform3d;
+                        return Variant.Type.Transform3D;
 
                     if (type == typeof(Projection))
                         return Variant.Type.Projection;
 
-                    if (type == typeof(AABB))
+                    if (type == typeof(Aabb))
                         return Variant.Type.Aabb;
 
                     if (type == typeof(Color))
@@ -140,7 +140,7 @@ namespace Godot.NativeInterop
                         if (type == typeof(NodePath[]))
                             return Variant.Type.Array;
 
-                        if (type == typeof(RID[]))
+                        if (type == typeof(Rid[]))
                             return Variant.Type.Array;
 
                         if (typeof(Godot.Object[]).IsAssignableFrom(type))
@@ -176,7 +176,7 @@ namespace Godot.NativeInterop
                         if (typeof(NodePath) == type)
                             return Variant.Type.NodePath;
 
-                        if (typeof(RID) == type)
+                        if (typeof(Rid) == type)
                             return Variant.Type.Rid;
 
                         if (typeof(Collections.Dictionary) == type)
@@ -361,16 +361,16 @@ namespace Godot.NativeInterop
             return ret;
         }
 
-        internal static RID[] ConvertNativeGodotArrayToSystemArrayOfRID(in godot_array p_array)
+        internal static Rid[] ConvertNativeGodotArrayToSystemArrayOfRid(in godot_array p_array)
         {
             var array = Collections.Array.CreateTakingOwnershipOfDisposableValue(
                 NativeFuncs.godotsharp_array_new_copy(p_array));
 
             int length = array.Count;
-            var ret = new RID[length];
+            var ret = new Rid[length];
 
             for (int i = 0; i < length; i++)
-                ret[i] = array[i].AsRID();
+                ret[i] = array[i].AsRid();
 
             return ret;
         }

+ 7 - 7
modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs

@@ -184,7 +184,7 @@ namespace Godot.NativeInterop
 
         public static partial void godotsharp_variant_new_projection(out godot_variant r_dest, in Projection p_proj);
 
-        public static partial void godotsharp_variant_new_aabb(out godot_variant r_dest, in AABB p_aabb);
+        public static partial void godotsharp_variant_new_aabb(out godot_variant r_dest, in Aabb p_aabb);
 
         public static partial void godotsharp_variant_new_dictionary(out godot_variant r_dest,
             in godot_dictionary p_dict);
@@ -228,27 +228,27 @@ namespace Godot.NativeInterop
 
         public static partial Vector2 godotsharp_variant_as_vector2(in godot_variant p_self);
 
-        public static partial Vector2i godotsharp_variant_as_vector2i(in godot_variant p_self);
+        public static partial Vector2I godotsharp_variant_as_vector2i(in godot_variant p_self);
 
         public static partial Rect2 godotsharp_variant_as_rect2(in godot_variant p_self);
 
-        public static partial Rect2i godotsharp_variant_as_rect2i(in godot_variant p_self);
+        public static partial Rect2I godotsharp_variant_as_rect2i(in godot_variant p_self);
 
         public static partial Vector3 godotsharp_variant_as_vector3(in godot_variant p_self);
 
-        public static partial Vector3i godotsharp_variant_as_vector3i(in godot_variant p_self);
+        public static partial Vector3I godotsharp_variant_as_vector3i(in godot_variant p_self);
 
         public static partial Transform2D godotsharp_variant_as_transform2d(in godot_variant p_self);
 
         public static partial Vector4 godotsharp_variant_as_vector4(in godot_variant p_self);
 
-        public static partial Vector4i godotsharp_variant_as_vector4i(in godot_variant p_self);
+        public static partial Vector4I godotsharp_variant_as_vector4i(in godot_variant p_self);
 
         public static partial Plane godotsharp_variant_as_plane(in godot_variant p_self);
 
         public static partial Quaternion godotsharp_variant_as_quaternion(in godot_variant p_self);
 
-        public static partial AABB godotsharp_variant_as_aabb(in godot_variant p_self);
+        public static partial Aabb godotsharp_variant_as_aabb(in godot_variant p_self);
 
         public static partial Basis godotsharp_variant_as_basis(in godot_variant p_self);
 
@@ -262,7 +262,7 @@ namespace Godot.NativeInterop
 
         public static partial godot_node_path godotsharp_variant_as_node_path(in godot_variant p_self);
 
-        public static partial RID godotsharp_variant_as_rid(in godot_variant p_self);
+        public static partial Rid godotsharp_variant_as_rid(in godot_variant p_self);
 
         public static partial godot_callable godotsharp_variant_as_callable(in godot_variant p_self);
 

+ 9 - 9
modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.extended.cs

@@ -18,20 +18,20 @@ namespace Godot.NativeInterop
                     return new godot_variant() { Float = src.Float, Type = Variant.Type.Float };
                 case Variant.Type.Vector2:
                     return new godot_variant() { Vector2 = src.Vector2, Type = Variant.Type.Vector2 };
-                case Variant.Type.Vector2i:
-                    return new godot_variant() { Vector2i = src.Vector2i, Type = Variant.Type.Vector2i };
+                case Variant.Type.Vector2I:
+                    return new godot_variant() { Vector2I = src.Vector2I, Type = Variant.Type.Vector2I };
                 case Variant.Type.Rect2:
                     return new godot_variant() { Rect2 = src.Rect2, Type = Variant.Type.Rect2 };
-                case Variant.Type.Rect2i:
-                    return new godot_variant() { Rect2i = src.Rect2i, Type = Variant.Type.Rect2i };
+                case Variant.Type.Rect2I:
+                    return new godot_variant() { Rect2I = src.Rect2I, Type = Variant.Type.Rect2I };
                 case Variant.Type.Vector3:
                     return new godot_variant() { Vector3 = src.Vector3, Type = Variant.Type.Vector3 };
-                case Variant.Type.Vector3i:
-                    return new godot_variant() { Vector3i = src.Vector3i, Type = Variant.Type.Vector3i };
+                case Variant.Type.Vector3I:
+                    return new godot_variant() { Vector3I = src.Vector3I, Type = Variant.Type.Vector3I };
                 case Variant.Type.Vector4:
                     return new godot_variant() { Vector4 = src.Vector4, Type = Variant.Type.Vector4 };
-                case Variant.Type.Vector4i:
-                    return new godot_variant() { Vector4i = src.Vector4i, Type = Variant.Type.Vector4i };
+                case Variant.Type.Vector4I:
+                    return new godot_variant() { Vector4I = src.Vector4I, Type = Variant.Type.Vector4I };
                 case Variant.Type.Plane:
                     return new godot_variant() { Plane = src.Plane, Type = Variant.Type.Plane };
                 case Variant.Type.Quaternion:
@@ -39,7 +39,7 @@ namespace Godot.NativeInterop
                 case Variant.Type.Color:
                     return new godot_variant() { Color = src.Color, Type = Variant.Type.Color };
                 case Variant.Type.Rid:
-                    return new godot_variant() { RID = src.RID, Type = Variant.Type.Rid };
+                    return new godot_variant() { Rid = src.Rid, Type = Variant.Type.Rid };
             }
 
             godotsharp_variant_new_copy(out godot_variant ret, src);

+ 32 - 32
modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs

@@ -10,8 +10,8 @@ namespace Godot.NativeInterop
 {
     public static partial class VariantUtils
     {
-        public static godot_variant CreateFromRID(RID from)
-            => new() { Type = Variant.Type.Rid, RID = from };
+        public static godot_variant CreateFromRid(Rid from)
+            => new() { Type = Variant.Type.Rid, Rid = from };
 
         public static godot_variant CreateFromBool(bool from)
             => new() { Type = Variant.Type.Bool, Bool = from.ToGodotBool() };
@@ -28,26 +28,26 @@ namespace Godot.NativeInterop
         public static godot_variant CreateFromVector2(Vector2 from)
             => new() { Type = Variant.Type.Vector2, Vector2 = from };
 
-        public static godot_variant CreateFromVector2i(Vector2i from)
-            => new() { Type = Variant.Type.Vector2i, Vector2i = from };
+        public static godot_variant CreateFromVector2I(Vector2I from)
+            => new() { Type = Variant.Type.Vector2I, Vector2I = from };
 
         public static godot_variant CreateFromVector3(Vector3 from)
             => new() { Type = Variant.Type.Vector3, Vector3 = from };
 
-        public static godot_variant CreateFromVector3i(Vector3i from)
-            => new() { Type = Variant.Type.Vector3i, Vector3i = from };
+        public static godot_variant CreateFromVector3I(Vector3I from)
+            => new() { Type = Variant.Type.Vector3I, Vector3I = from };
 
         public static godot_variant CreateFromVector4(Vector4 from)
             => new() { Type = Variant.Type.Vector4, Vector4 = from };
 
-        public static godot_variant CreateFromVector4i(Vector4i from)
-            => new() { Type = Variant.Type.Vector4i, Vector4i = from };
+        public static godot_variant CreateFromVector4I(Vector4I from)
+            => new() { Type = Variant.Type.Vector4I, Vector4I = from };
 
         public static godot_variant CreateFromRect2(Rect2 from)
             => new() { Type = Variant.Type.Rect2, Rect2 = from };
 
-        public static godot_variant CreateFromRect2i(Rect2i from)
-            => new() { Type = Variant.Type.Rect2i, Rect2i = from };
+        public static godot_variant CreateFromRect2I(Rect2I from)
+            => new() { Type = Variant.Type.Rect2I, Rect2I = from };
 
         public static godot_variant CreateFromQuaternion(Quaternion from)
             => new() { Type = Variant.Type.Quaternion, Quaternion = from };
@@ -82,7 +82,7 @@ namespace Godot.NativeInterop
             return ret;
         }
 
-        public static godot_variant CreateFromAABB(AABB from)
+        public static godot_variant CreateFromAabb(Aabb from)
         {
             NativeFuncs.godotsharp_variant_new_aabb(out godot_variant ret, from);
             return ret;
@@ -237,7 +237,7 @@ namespace Godot.NativeInterop
         public static godot_variant CreateFromSystemArrayOfNodePath(Span<NodePath> from)
             => CreateFromArray(new Collections.Array(from));
 
-        public static godot_variant CreateFromSystemArrayOfRID(Span<RID> from)
+        public static godot_variant CreateFromSystemArrayOfRid(Span<Rid> from)
             => CreateFromArray(new Collections.Array(from));
 
         // ReSharper disable once RedundantNameQualifier
@@ -375,9 +375,9 @@ namespace Godot.NativeInterop
                 p_var.Vector2 :
                 NativeFuncs.godotsharp_variant_as_vector2(p_var);
 
-        public static Vector2i ConvertToVector2i(in godot_variant p_var)
-            => p_var.Type == Variant.Type.Vector2i ?
-                p_var.Vector2i :
+        public static Vector2I ConvertToVector2I(in godot_variant p_var)
+            => p_var.Type == Variant.Type.Vector2I ?
+                p_var.Vector2I :
                 NativeFuncs.godotsharp_variant_as_vector2i(p_var);
 
         public static Rect2 ConvertToRect2(in godot_variant p_var)
@@ -385,13 +385,13 @@ namespace Godot.NativeInterop
                 p_var.Rect2 :
                 NativeFuncs.godotsharp_variant_as_rect2(p_var);
 
-        public static Rect2i ConvertToRect2i(in godot_variant p_var)
-            => p_var.Type == Variant.Type.Rect2i ?
-                p_var.Rect2i :
+        public static Rect2I ConvertToRect2I(in godot_variant p_var)
+            => p_var.Type == Variant.Type.Rect2I ?
+                p_var.Rect2I :
                 NativeFuncs.godotsharp_variant_as_rect2i(p_var);
 
         public static unsafe Transform2D ConvertToTransform2D(in godot_variant p_var)
-            => p_var.Type == Variant.Type.Transform2d ?
+            => p_var.Type == Variant.Type.Transform2D ?
                 *p_var.Transform2D :
                 NativeFuncs.godotsharp_variant_as_transform2d(p_var);
 
@@ -400,9 +400,9 @@ namespace Godot.NativeInterop
                 p_var.Vector3 :
                 NativeFuncs.godotsharp_variant_as_vector3(p_var);
 
-        public static Vector3i ConvertToVector3i(in godot_variant p_var)
-            => p_var.Type == Variant.Type.Vector3i ?
-                p_var.Vector3i :
+        public static Vector3I ConvertToVector3I(in godot_variant p_var)
+            => p_var.Type == Variant.Type.Vector3I ?
+                p_var.Vector3I :
                 NativeFuncs.godotsharp_variant_as_vector3i(p_var);
 
         public static unsafe Vector4 ConvertToVector4(in godot_variant p_var)
@@ -410,9 +410,9 @@ namespace Godot.NativeInterop
                 p_var.Vector4 :
                 NativeFuncs.godotsharp_variant_as_vector4(p_var);
 
-        public static unsafe Vector4i ConvertToVector4i(in godot_variant p_var)
-            => p_var.Type == Variant.Type.Vector4i ?
-                p_var.Vector4i :
+        public static unsafe Vector4I ConvertToVector4I(in godot_variant p_var)
+            => p_var.Type == Variant.Type.Vector4I ?
+                p_var.Vector4I :
                 NativeFuncs.godotsharp_variant_as_vector4i(p_var);
 
         public static unsafe Basis ConvertToBasis(in godot_variant p_var)
@@ -426,7 +426,7 @@ namespace Godot.NativeInterop
                 NativeFuncs.godotsharp_variant_as_quaternion(p_var);
 
         public static unsafe Transform3D ConvertToTransform3D(in godot_variant p_var)
-            => p_var.Type == Variant.Type.Transform3d ?
+            => p_var.Type == Variant.Type.Transform3D ?
                 *p_var.Transform3D :
                 NativeFuncs.godotsharp_variant_as_transform3d(p_var);
 
@@ -435,9 +435,9 @@ namespace Godot.NativeInterop
                 *p_var.Projection :
                 NativeFuncs.godotsharp_variant_as_projection(p_var);
 
-        public static unsafe AABB ConvertToAABB(in godot_variant p_var)
+        public static unsafe Aabb ConvertToAabb(in godot_variant p_var)
             => p_var.Type == Variant.Type.Aabb ?
-                *p_var.AABB :
+                *p_var.Aabb :
                 NativeFuncs.godotsharp_variant_as_aabb(p_var);
 
         public static Color ConvertToColor(in godot_variant p_var)
@@ -450,9 +450,9 @@ namespace Godot.NativeInterop
                 p_var.Plane :
                 NativeFuncs.godotsharp_variant_as_plane(p_var);
 
-        public static RID ConvertToRID(in godot_variant p_var)
+        public static Rid ConvertToRid(in godot_variant p_var)
             => p_var.Type == Variant.Type.Rid ?
-                p_var.RID :
+                p_var.Rid :
                 NativeFuncs.godotsharp_variant_as_rid(p_var);
 
         public static IntPtr ConvertToGodotObjectPtr(in godot_variant p_var)
@@ -608,10 +608,10 @@ namespace Godot.NativeInterop
             return Marshaling.ConvertNativeGodotArrayToSystemArrayOfNodePath(godotArray);
         }
 
-        public static RID[] ConvertToSystemArrayOfRID(in godot_variant p_var)
+        public static Rid[] ConvertToSystemArrayOfRid(in godot_variant p_var)
         {
             using var godotArray = NativeFuncs.godotsharp_variant_as_array(p_var);
-            return Marshaling.ConvertNativeGodotArrayToSystemArrayOfRID(godotArray);
+            return Marshaling.ConvertNativeGodotArrayToSystemArrayOfRid(godotArray);
         }
 
         public static T[] ConvertToSystemArrayOfGodotObject<T>(in godot_variant p_var)

+ 28 - 28
modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.generic.cs

@@ -80,14 +80,14 @@ public partial class VariantUtils
         if (typeof(T) == typeof(Vector2))
             return CreateFromVector2(UnsafeAs<Vector2>(from));
 
-        if (typeof(T) == typeof(Vector2i))
-            return CreateFromVector2i(UnsafeAs<Vector2i>(from));
+        if (typeof(T) == typeof(Vector2I))
+            return CreateFromVector2I(UnsafeAs<Vector2I>(from));
 
         if (typeof(T) == typeof(Rect2))
             return CreateFromRect2(UnsafeAs<Rect2>(from));
 
-        if (typeof(T) == typeof(Rect2i))
-            return CreateFromRect2i(UnsafeAs<Rect2i>(from));
+        if (typeof(T) == typeof(Rect2I))
+            return CreateFromRect2I(UnsafeAs<Rect2I>(from));
 
         if (typeof(T) == typeof(Transform2D))
             return CreateFromTransform2D(UnsafeAs<Transform2D>(from));
@@ -98,8 +98,8 @@ public partial class VariantUtils
         if (typeof(T) == typeof(Vector3))
             return CreateFromVector3(UnsafeAs<Vector3>(from));
 
-        if (typeof(T) == typeof(Vector3i))
-            return CreateFromVector3i(UnsafeAs<Vector3i>(from));
+        if (typeof(T) == typeof(Vector3I))
+            return CreateFromVector3I(UnsafeAs<Vector3I>(from));
 
         if (typeof(T) == typeof(Basis))
             return CreateFromBasis(UnsafeAs<Basis>(from));
@@ -113,11 +113,11 @@ public partial class VariantUtils
         if (typeof(T) == typeof(Vector4))
             return CreateFromVector4(UnsafeAs<Vector4>(from));
 
-        if (typeof(T) == typeof(Vector4i))
-            return CreateFromVector4i(UnsafeAs<Vector4i>(from));
+        if (typeof(T) == typeof(Vector4I))
+            return CreateFromVector4I(UnsafeAs<Vector4I>(from));
 
-        if (typeof(T) == typeof(AABB))
-            return CreateFromAABB(UnsafeAs<AABB>(from));
+        if (typeof(T) == typeof(Aabb))
+            return CreateFromAabb(UnsafeAs<Aabb>(from));
 
         if (typeof(T) == typeof(Color))
             return CreateFromColor(UnsafeAs<Color>(from));
@@ -167,8 +167,8 @@ public partial class VariantUtils
         if (typeof(T) == typeof(NodePath[]))
             return CreateFromSystemArrayOfNodePath(UnsafeAs<NodePath[]>(from));
 
-        if (typeof(T) == typeof(RID[]))
-            return CreateFromSystemArrayOfRID(UnsafeAs<RID[]>(from));
+        if (typeof(T) == typeof(Rid[]))
+            return CreateFromSystemArrayOfRid(UnsafeAs<Rid[]>(from));
 
         if (typeof(T) == typeof(StringName))
             return CreateFromStringName(UnsafeAs<StringName>(from));
@@ -176,8 +176,8 @@ public partial class VariantUtils
         if (typeof(T) == typeof(NodePath))
             return CreateFromNodePath(UnsafeAs<NodePath>(from));
 
-        if (typeof(T) == typeof(RID))
-            return CreateFromRID(UnsafeAs<RID>(from));
+        if (typeof(T) == typeof(Rid))
+            return CreateFromRid(UnsafeAs<Rid>(from));
 
         if (typeof(T) == typeof(Godot.Collections.Dictionary))
             return CreateFromDictionary(UnsafeAs<Godot.Collections.Dictionary>(from));
@@ -269,14 +269,14 @@ public partial class VariantUtils
         if (typeof(T) == typeof(Vector2))
             return UnsafeAsT(ConvertToVector2(variant));
 
-        if (typeof(T) == typeof(Vector2i))
-            return UnsafeAsT(ConvertToVector2i(variant));
+        if (typeof(T) == typeof(Vector2I))
+            return UnsafeAsT(ConvertToVector2I(variant));
 
         if (typeof(T) == typeof(Rect2))
             return UnsafeAsT(ConvertToRect2(variant));
 
-        if (typeof(T) == typeof(Rect2i))
-            return UnsafeAsT(ConvertToRect2i(variant));
+        if (typeof(T) == typeof(Rect2I))
+            return UnsafeAsT(ConvertToRect2I(variant));
 
         if (typeof(T) == typeof(Transform2D))
             return UnsafeAsT(ConvertToTransform2D(variant));
@@ -284,8 +284,8 @@ public partial class VariantUtils
         if (typeof(T) == typeof(Vector3))
             return UnsafeAsT(ConvertToVector3(variant));
 
-        if (typeof(T) == typeof(Vector3i))
-            return UnsafeAsT(ConvertToVector3i(variant));
+        if (typeof(T) == typeof(Vector3I))
+            return UnsafeAsT(ConvertToVector3I(variant));
 
         if (typeof(T) == typeof(Basis))
             return UnsafeAsT(ConvertToBasis(variant));
@@ -302,11 +302,11 @@ public partial class VariantUtils
         if (typeof(T) == typeof(Vector4))
             return UnsafeAsT(ConvertToVector4(variant));
 
-        if (typeof(T) == typeof(Vector4i))
-            return UnsafeAsT(ConvertToVector4i(variant));
+        if (typeof(T) == typeof(Vector4I))
+            return UnsafeAsT(ConvertToVector4I(variant));
 
-        if (typeof(T) == typeof(AABB))
-            return UnsafeAsT(ConvertToAABB(variant));
+        if (typeof(T) == typeof(Aabb))
+            return UnsafeAsT(ConvertToAabb(variant));
 
         if (typeof(T) == typeof(Color))
             return UnsafeAsT(ConvertToColor(variant));
@@ -356,8 +356,8 @@ public partial class VariantUtils
         if (typeof(T) == typeof(NodePath[]))
             return UnsafeAsT(ConvertToSystemArrayOfNodePath(variant));
 
-        if (typeof(T) == typeof(RID[]))
-            return UnsafeAsT(ConvertToSystemArrayOfRID(variant));
+        if (typeof(T) == typeof(Rid[]))
+            return UnsafeAsT(ConvertToSystemArrayOfRid(variant));
 
         if (typeof(T) == typeof(StringName))
             return UnsafeAsT(ConvertToStringName(variant));
@@ -365,8 +365,8 @@ public partial class VariantUtils
         if (typeof(T) == typeof(NodePath))
             return UnsafeAsT(ConvertToNodePath(variant));
 
-        if (typeof(T) == typeof(RID))
-            return UnsafeAsT(ConvertToRID(variant));
+        if (typeof(T) == typeof(Rid))
+            return UnsafeAsT(ConvertToRid(variant));
 
         if (typeof(T) == typeof(Godot.Collections.Dictionary))
             return UnsafeAsT(ConvertToDictionary(variant));

+ 46 - 41
modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs

@@ -13,32 +13,47 @@ namespace Godot
     public struct Plane : IEquatable<Plane>
     {
         private Vector3 _normal;
+        private real_t _d;
 
         /// <summary>
         /// The normal of the plane, which must be a unit vector.
         /// In the scalar equation of the plane <c>ax + by + cz = d</c>, this is
         /// the vector <c>(a, b, c)</c>, where <c>d</c> is the <see cref="D"/> property.
         /// </summary>
-        /// <value>Equivalent to <see cref="x"/>, <see cref="y"/>, and <see cref="z"/>.</value>
+        /// <value>Equivalent to <see cref="X"/>, <see cref="Y"/>, and <see cref="Z"/>.</value>
         public Vector3 Normal
         {
             readonly get { return _normal; }
             set { _normal = value; }
         }
 
+        /// <summary>
+        /// The distance from the origin to the plane (in the direction of
+        /// <see cref="Normal"/>). This value is typically non-negative.
+        /// In the scalar equation of the plane <c>ax + by + cz = d</c>,
+        /// this is <c>d</c>, while the <c>(a, b, c)</c> coordinates are represented
+        /// by the <see cref="Normal"/> property.
+        /// </summary>
+        /// <value>The plane's distance from the origin.</value>
+        public real_t D
+        {
+            readonly get { return _d; }
+            set { _d = value; }
+        }
+
         /// <summary>
         /// The X component of the plane's normal vector.
         /// </summary>
         /// <value>Equivalent to <see cref="Normal"/>'s X value.</value>
-        public real_t x
+        public real_t X
         {
             readonly get
             {
-                return _normal.x;
+                return _normal.X;
             }
             set
             {
-                _normal.x = value;
+                _normal.X = value;
             }
         }
 
@@ -46,15 +61,15 @@ namespace Godot
         /// The Y component of the plane's normal vector.
         /// </summary>
         /// <value>Equivalent to <see cref="Normal"/>'s Y value.</value>
-        public real_t y
+        public real_t Y
         {
             readonly get
             {
-                return _normal.y;
+                return _normal.Y;
             }
             set
             {
-                _normal.y = value;
+                _normal.Y = value;
             }
         }
 
@@ -62,28 +77,18 @@ namespace Godot
         /// The Z component of the plane's normal vector.
         /// </summary>
         /// <value>Equivalent to <see cref="Normal"/>'s Z value.</value>
-        public real_t z
+        public real_t Z
         {
             readonly get
             {
-                return _normal.z;
+                return _normal.Z;
             }
             set
             {
-                _normal.z = value;
+                _normal.Z = value;
             }
         }
 
-        /// <summary>
-        /// The distance from the origin to the plane (in the direction of
-        /// <see cref="Normal"/>). This value is typically non-negative.
-        /// In the scalar equation of the plane <c>ax + by + cz = d</c>,
-        /// this is <c>d</c>, while the <c>(a, b, c)</c> coordinates are represented
-        /// by the <see cref="Normal"/> property.
-        /// </summary>
-        /// <value>The plane's distance from the origin.</value>
-        public real_t D { get; set; }
-
         /// <summary>
         /// Returns the shortest distance from this plane to the position <paramref name="point"/>.
         /// </summary>
@@ -91,7 +96,7 @@ namespace Godot
         /// <returns>The shortest distance.</returns>
         public readonly real_t DistanceTo(Vector3 point)
         {
-            return _normal.Dot(point) - D;
+            return _normal.Dot(point) - _d;
         }
 
         /// <summary>
@@ -101,7 +106,7 @@ namespace Godot
         /// <value>Equivalent to <see cref="Normal"/> multiplied by <see cref="D"/>.</value>
         public readonly Vector3 GetCenter()
         {
-            return _normal * D;
+            return _normal * _d;
         }
 
         /// <summary>
@@ -113,7 +118,7 @@ namespace Godot
         /// <returns>A <see langword="bool"/> for whether or not the plane has the point.</returns>
         public readonly bool HasPoint(Vector3 point, real_t tolerance = Mathf.Epsilon)
         {
-            real_t dist = _normal.Dot(point) - D;
+            real_t dist = _normal.Dot(point) - _d;
             return Mathf.Abs(dist) <= tolerance;
         }
 
@@ -133,9 +138,9 @@ namespace Godot
                 return null;
             }
 
-            Vector3 result = (b._normal.Cross(c._normal) * D) +
-                                (c._normal.Cross(_normal) * b.D) +
-                                (_normal.Cross(b._normal) * c.D);
+            Vector3 result = (b._normal.Cross(c._normal) * _d) +
+                                (c._normal.Cross(_normal) * b._d) +
+                                (_normal.Cross(b._normal) * c._d);
 
             return result / denom;
         }
@@ -157,7 +162,7 @@ namespace Godot
                 return null;
             }
 
-            real_t dist = (_normal.Dot(from) - D) / den;
+            real_t dist = (_normal.Dot(from) - _d) / den;
 
             // This is a ray, before the emitting pos (from) does not exist
             if (dist > Mathf.Epsilon)
@@ -186,7 +191,7 @@ namespace Godot
                 return null;
             }
 
-            real_t dist = (_normal.Dot(begin) - D) / den;
+            real_t dist = (_normal.Dot(begin) - _d) / den;
 
             // Only allow dist to be in the range of 0 to 1, with tolerance.
             if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon)
@@ -214,7 +219,7 @@ namespace Godot
         /// <returns>A <see langword="bool"/> for whether or not the point is above the plane.</returns>
         public readonly bool IsPointOver(Vector3 point)
         {
-            return _normal.Dot(point) > D;
+            return _normal.Dot(point) > _d;
         }
 
         /// <summary>
@@ -230,7 +235,7 @@ namespace Godot
                 return new Plane(0, 0, 0, 0);
             }
 
-            return new Plane(_normal / len, D / len);
+            return new Plane(_normal / len, _d / len);
         }
 
         /// <summary>
@@ -279,7 +284,7 @@ namespace Godot
         public Plane(real_t a, real_t b, real_t c, real_t d)
         {
             _normal = new Vector3(a, b, c);
-            D = d;
+            _d = d;
         }
 
         /// <summary>
@@ -290,7 +295,7 @@ namespace Godot
         public Plane(Vector3 normal)
         {
             _normal = normal;
-            D = 0;
+            _d = 0;
         }
 
         /// <summary>
@@ -302,7 +307,7 @@ namespace Godot
         public Plane(Vector3 normal, real_t d)
         {
             _normal = normal;
-            D = d;
+            _d = d;
         }
 
         /// <summary>
@@ -314,7 +319,7 @@ namespace Godot
         public Plane(Vector3 normal, Vector3 point)
         {
             _normal = normal;
-            D = _normal.Dot(point);
+            _d = _normal.Dot(point);
         }
 
         /// <summary>
@@ -327,7 +332,7 @@ namespace Godot
         {
             _normal = (v1 - v3).Cross(v1 - v2);
             _normal.Normalize();
-            D = _normal.Dot(v1);
+            _d = _normal.Dot(v1);
         }
 
         /// <summary>
@@ -341,7 +346,7 @@ namespace Godot
         /// <returns>The negated/flipped plane.</returns>
         public static Plane operator -(Plane plane)
         {
-            return new Plane(-plane._normal, -plane.D);
+            return new Plane(-plane._normal, -plane._d);
         }
 
         /// <summary>
@@ -389,7 +394,7 @@ namespace Godot
         /// <returns>Whether or not the planes are exactly equal.</returns>
         public readonly bool Equals(Plane other)
         {
-            return _normal == other._normal && D == other.D;
+            return _normal == other._normal && _d == other._d;
         }
 
         /// <summary>
@@ -400,7 +405,7 @@ namespace Godot
         /// <returns>Whether or not the planes are approximately equal.</returns>
         public readonly bool IsEqualApprox(Plane other)
         {
-            return _normal.IsEqualApprox(other._normal) && Mathf.IsEqualApprox(D, other.D);
+            return _normal.IsEqualApprox(other._normal) && Mathf.IsEqualApprox(_d, other._d);
         }
 
         /// <summary>
@@ -409,7 +414,7 @@ namespace Godot
         /// <returns>A hash code for this plane.</returns>
         public override readonly int GetHashCode()
         {
-            return _normal.GetHashCode() ^ D.GetHashCode();
+            return _normal.GetHashCode() ^ _d.GetHashCode();
         }
 
         /// <summary>
@@ -418,7 +423,7 @@ namespace Godot
         /// <returns>A string representation of this plane.</returns>
         public override readonly string ToString()
         {
-            return $"{_normal}, {D}";
+            return $"{_normal}, {_d}";
         }
 
         /// <summary>
@@ -427,7 +432,7 @@ namespace Godot
         /// <returns>A string representation of this plane.</returns>
         public readonly string ToString(string format)
         {
-            return $"{_normal.ToString(format)}, {D.ToString(format)}";
+            return $"{_normal.ToString(format)}, {_d.ToString(format)}";
         }
     }
 }

+ 127 - 127
modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs

@@ -49,22 +49,22 @@ namespace Godot
         /// <summary>
         /// The projection's X column. Also accessible by using the index position <c>[0]</c>.
         /// </summary>
-        public Vector4 x;
+        public Vector4 X;
 
         /// <summary>
         /// The projection's Y column. Also accessible by using the index position <c>[1]</c>.
         /// </summary>
-        public Vector4 y;
+        public Vector4 Y;
 
         /// <summary>
         /// The projection's Z column. Also accessible by using the index position <c>[2]</c>.
         /// </summary>
-        public Vector4 z;
+        public Vector4 Z;
 
         /// <summary>
         /// The projection's W column. Also accessible by using the index position <c>[3]</c>.
         /// </summary>
-        public Vector4 w;
+        public Vector4 W;
 
         /// <summary>
         /// Access whole columns in the form of <see cref="Vector4"/>.
@@ -80,13 +80,13 @@ namespace Godot
                 switch (column)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     case 2:
-                        return z;
+                        return Z;
                     case 3:
-                        return w;
+                        return W;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(column));
                 }
@@ -96,16 +96,16 @@ namespace Godot
                 switch (column)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         return;
                     case 1:
-                        y = value;
+                        Y = value;
                         return;
                     case 2:
-                        z = value;
+                        Z = value;
                         return;
                     case 3:
-                        w = value;
+                        W = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(column));
@@ -128,13 +128,13 @@ namespace Godot
                 switch (column)
                 {
                     case 0:
-                        return x[row];
+                        return X[row];
                     case 1:
-                        return y[row];
+                        return Y[row];
                     case 2:
-                        return z[row];
+                        return Z[row];
                     case 3:
-                        return w[row];
+                        return W[row];
                     default:
                         throw new ArgumentOutOfRangeException(nameof(column));
                 }
@@ -144,16 +144,16 @@ namespace Godot
                 switch (column)
                 {
                     case 0:
-                        x[row] = value;
+                        X[row] = value;
                         return;
                     case 1:
-                        y[row] = value;
+                        Y[row] = value;
                         return;
                     case 2:
-                        z[row] = value;
+                        Z[row] = value;
                         return;
                     case 3:
-                        w[row] = value;
+                        W[row] = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(column));
@@ -180,20 +180,20 @@ namespace Godot
 
         /// <summary>
         /// Creates a new <see cref="Projection"/> that scales a given projection to fit around
-        /// a given <see cref="AABB"/> in projection space.
+        /// a given <see cref="Aabb"/> in projection space.
         /// </summary>
-        /// <param name="aabb">The AABB to fit the projection around.</param>
+        /// <param name="aabb">The Aabb to fit the projection around.</param>
         /// <returns>The created projection.</returns>
-        public static Projection CreateFitAabb(AABB aabb)
+        public static Projection CreateFitAabb(Aabb aabb)
         {
             Vector3 min = aabb.Position;
             Vector3 max = aabb.Position + aabb.Size;
 
             return new Projection(
-                new Vector4(2 / (max.x - min.x), 0, 0, 0),
-                new Vector4(0, 2 / (max.y - min.y), 0, 0),
-                new Vector4(0, 0, 2 / (max.z - min.z), 0),
-                new Vector4(-(max.x + min.x) / (max.x - min.x), -(max.y + min.y) / (max.y - min.y), -(max.z + min.z) / (max.z - min.z), 1)
+                new Vector4(2 / (max.X - min.X), 0, 0, 0),
+                new Vector4(0, 2 / (max.Y - min.Y), 0, 0),
+                new Vector4(0, 0, 2 / (max.Z - min.Z), 0),
+                new Vector4(-(max.X + min.X) / (max.X - min.X), -(max.Y + min.Y) / (max.Y - min.Y), -(max.Z + min.Z) / (max.Z - min.Z), 1)
             );
         }
 
@@ -300,7 +300,7 @@ namespace Godot
             {
                 size *= aspect;
             }
-            return CreateFrustum(-size / 2 + offset.x, +size / 2 + offset.x, -size / aspect / 2 + offset.y, +size / aspect / 2 + offset.y, near, far);
+            return CreateFrustum(-size / 2 + offset.X, +size / 2 + offset.X, -size / aspect / 2 + offset.Y, +size / aspect / 2 + offset.Y, near, far);
         }
 
         /// <summary>
@@ -311,10 +311,10 @@ namespace Godot
         public static Projection CreateLightAtlasRect(Rect2 rect)
         {
             return new Projection(
-                new Vector4(rect.Size.x, 0, 0, 0),
-                new Vector4(0, rect.Size.y, 0, 0),
+                new Vector4(rect.Size.X, 0, 0, 0),
+                new Vector4(0, rect.Size.Y, 0, 0),
                 new Vector4(0, 0, 1, 0),
-                new Vector4(rect.Position.x, rect.Position.y, 0, 1)
+                new Vector4(rect.Position.X, rect.Position.Y, 0, 1)
             );
         }
 
@@ -332,13 +332,13 @@ namespace Godot
         public static Projection CreateOrthogonal(real_t left, real_t right, real_t bottom, real_t top, real_t zNear, real_t zFar)
         {
             Projection proj = Projection.Identity;
-            proj.x.x = (real_t)2.0 / (right - left);
-            proj.w.x = -((right + left) / (right - left));
-            proj.y.y = (real_t)2.0 / (top - bottom);
-            proj.w.y = -((top + bottom) / (top - bottom));
-            proj.z.z = (real_t)(-2.0) / (zFar - zNear);
-            proj.w.z = -((zFar + zNear) / (zFar - zNear));
-            proj.w.w = (real_t)1.0;
+            proj.X.X = (real_t)2.0 / (right - left);
+            proj.W.X = -((right + left) / (right - left));
+            proj.Y.Y = (real_t)2.0 / (top - bottom);
+            proj.W.Y = -((top + bottom) / (top - bottom));
+            proj.Z.Z = (real_t)(-2.0) / (zFar - zNear);
+            proj.W.Z = -((zFar + zNear) / (zFar - zNear));
+            proj.W.W = (real_t)1.0;
             return proj;
         }
 
@@ -392,12 +392,12 @@ namespace Godot
 
             Projection proj = Projection.Identity;
 
-            proj.x.x = cotangent / aspect;
-            proj.y.y = cotangent;
-            proj.z.z = -(zFar + zNear) / deltaZ;
-            proj.z.w = -1;
-            proj.w.z = -2 * zNear * zFar / deltaZ;
-            proj.w.w = 0;
+            proj.X.X = cotangent / aspect;
+            proj.Y.Y = cotangent;
+            proj.Z.Z = -(zFar + zNear) / deltaZ;
+            proj.Z.W = -1;
+            proj.W.Z = -2 * zNear * zFar / deltaZ;
+            proj.W.W = 0;
 
             return proj;
         }
@@ -456,7 +456,7 @@ namespace Godot
             }
             Projection proj = CreateFrustum(left, right, -ymax, ymax, zNear, zFar);
             Projection cm = Projection.Identity;
-            cm.w.x = modeltranslation;
+            cm.W.X = modeltranslation;
             return proj * cm;
         }
 
@@ -469,18 +469,18 @@ namespace Godot
         /// <returns>The determinant calculated from this projection.</returns>
         public readonly real_t Determinant()
         {
-            return x.w * y.z * z.y * w.x - x.z * y.w * z.y * w.x -
-                   x.w * y.y * z.z * w.x + x.y * y.w * z.z * w.x +
-                   x.z * y.y * z.w * w.x - x.y * y.z * z.w * w.x -
-                   x.w * y.z * z.x * w.y + x.z * y.w * z.x * w.y +
-                   x.w * y.x * z.z * w.y - x.x * y.w * z.z * w.y -
-                   x.z * y.x * z.w * w.y + x.x * y.z * z.w * w.y +
-                   x.w * y.y * z.x * w.z - x.y * y.w * z.x * w.z -
-                   x.w * y.x * z.y * w.z + x.x * y.w * z.y * w.z +
-                   x.y * y.x * z.w * w.z - x.x * y.y * z.w * w.z -
-                   x.z * y.y * z.x * w.w + x.y * y.z * z.x * w.w +
-                   x.z * y.x * z.y * w.w - x.x * y.z * z.y * w.w -
-                   x.y * y.x * z.z * w.w + x.x * y.y * z.z * w.w;
+            return X.W * Y.Z * Z.Y * W.X - X.Z * Y.W * Z.Y * W.X -
+                   X.W * Y.Y * Z.Z * W.X + X.Y * Y.W * Z.Z * W.X +
+                   X.Z * Y.Y * Z.W * W.X - X.Y * Y.Z * Z.W * W.X -
+                   X.W * Y.Z * Z.X * W.Y + X.Z * Y.W * Z.X * W.Y +
+                   X.W * Y.X * Z.Z * W.Y - X.X * Y.W * Z.Z * W.Y -
+                   X.Z * Y.X * Z.W * W.Y + X.X * Y.Z * Z.W * W.Y +
+                   X.W * Y.Y * Z.X * W.Z - X.Y * Y.W * Z.X * W.Z -
+                   X.W * Y.X * Z.Y * W.Z + X.X * Y.W * Z.Y * W.Z +
+                   X.Y * Y.X * Z.W * W.Z - X.X * Y.Y * Z.W * W.Z -
+                   X.Z * Y.Y * Z.X * W.W + X.Y * Y.Z * Z.X * W.W +
+                   X.Z * Y.X * Z.Y * W.W - X.X * Y.Z * Z.Y * W.W -
+                   X.Y * Y.X * Z.Z * W.W + X.X * Y.Y * Z.Z * W.W;
         }
 
         /// <summary>
@@ -490,7 +490,7 @@ namespace Godot
         public readonly real_t GetAspect()
         {
             Vector2 vpHe = GetViewportHalfExtents();
-            return vpHe.x / vpHe.y;
+            return vpHe.X / vpHe.Y;
         }
 
         /// <summary>
@@ -499,15 +499,15 @@ namespace Godot
         /// <returns>The horizontal field of view of this projection.</returns>
         public readonly real_t GetFov()
         {
-            Plane rightPlane = new Plane(x.w - x.x, y.w - y.x, z.w - z.x, -w.w + w.x).Normalized();
-            if (z.x == 0 && z.y == 0)
+            Plane rightPlane = new Plane(X.W - X.X, Y.W - Y.X, Z.W - Z.X, -W.W + W.X).Normalized();
+            if (Z.X == 0 && Z.Y == 0)
             {
-                return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0;
+                return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.X))) * (real_t)2.0;
             }
             else
             {
-                Plane leftPlane = new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x).Normalized();
-                return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x)));
+                Plane leftPlane = new Plane(X.W + X.X, Y.W + Y.X, Z.W + Z.X, W.W + W.X).Normalized();
+                return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.X))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.X)));
             }
         }
 
@@ -531,12 +531,12 @@ namespace Godot
         {
             if (IsOrthogonal())
             {
-                return GetViewportHalfExtents().x;
+                return GetViewportHalfExtents().X;
             }
             else
             {
                 real_t zn = GetZNear();
-                real_t width = GetViewportHalfExtents().x * (real_t)2.0;
+                real_t width = GetViewportHalfExtents().X * (real_t)2.0;
                 return (real_t)1.0 / (zn / width);
             }
         }
@@ -551,7 +551,7 @@ namespace Godot
         {
             Vector3 result = this * new Vector3(1, 0, -1);
 
-            return (int)((result.x * (real_t)0.5 + (real_t)0.5) * forPixelWidth);
+            return (int)((result.X * (real_t)0.5 + (real_t)0.5) * forPixelWidth);
         }
 
         /// <summary>
@@ -567,12 +567,12 @@ namespace Godot
         {
             Plane newPlane = plane switch
             {
-                Planes.Near => new Plane(x.w + x.z, y.w + y.z, z.w + z.z, w.w + w.z),
-                Planes.Far => new Plane(x.w - x.z, y.w - y.z, z.w - z.z, w.w - w.z),
-                Planes.Left => new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x),
-                Planes.Top => new Plane(x.w - x.y, y.w - y.y, z.w - z.y, w.w - w.y),
-                Planes.Right => new Plane(x.w - x.x, y.w - y.x, z.w - z.x, w.w - w.x),
-                Planes.Bottom => new Plane(x.w + x.y, y.w + y.y, z.w + z.y, w.w + w.y),
+                Planes.Near => new Plane(X.W + X.Z, Y.W + Y.Z, Z.W + Z.Z, W.W + W.Z),
+                Planes.Far => new Plane(X.W - X.Z, Y.W - Y.Z, Z.W - Z.Z, W.W - W.Z),
+                Planes.Left => new Plane(X.W + X.X, Y.W + Y.X, Z.W + Z.X, W.W + W.X),
+                Planes.Top => new Plane(X.W - X.Y, Y.W - Y.Y, Z.W - Z.Y, W.W - W.Y),
+                Planes.Right => new Plane(X.W - X.X, Y.W - Y.X, Z.W - Z.X, W.W - W.X),
+                Planes.Bottom => new Plane(X.W + X.Y, Y.W + Y.Y, Z.W + Z.Y, W.W + W.Y),
                 _ => new Plane(),
             };
             newPlane.Normal = -newPlane.Normal;
@@ -586,7 +586,7 @@ namespace Godot
         public readonly Vector2 GetFarPlaneHalfExtents()
         {
             var res = GetProjectionPlane(Planes.Far).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top));
-            return new Vector2(res.Value.x, res.Value.y);
+            return new Vector2(res.Value.X, res.Value.Y);
         }
 
         /// <summary>
@@ -597,7 +597,7 @@ namespace Godot
         public readonly Vector2 GetViewportHalfExtents()
         {
             var res = GetProjectionPlane(Planes.Near).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top));
-            return new Vector2(res.Value.x, res.Value.y);
+            return new Vector2(res.Value.X, res.Value.Y);
         }
 
         /// <summary>
@@ -625,7 +625,7 @@ namespace Godot
         public readonly Projection FlippedY()
         {
             Projection proj = this;
-            proj.y = -proj.y;
+            proj.Y = -proj.Y;
             return proj;
         }
 
@@ -642,8 +642,8 @@ namespace Godot
             real_t zFar = GetZFar();
             real_t zNear = newZNear;
             real_t deltaZ = zFar - zNear;
-            proj.z.z = -(zFar + zNear) / deltaZ;
-            proj.w.z = -2 * zNear * zFar / deltaZ;
+            proj.Z.Z = -(zFar + zNear) / deltaZ;
+            proj.W.Z = -2 * zNear * zFar / deltaZ;
             return proj;
         }
 
@@ -656,8 +656,8 @@ namespace Godot
         public readonly Projection JitterOffseted(Vector2 offset)
         {
             Projection proj = this;
-            proj.w.x += offset.x;
-            proj.w.y += offset.y;
+            proj.W.X += offset.X;
+            proj.W.Y += offset.Y;
             return proj;
         }
 
@@ -795,7 +795,7 @@ namespace Godot
         /// <returns>If the projection performs an orthogonal projection.</returns>
         public readonly bool IsOrthogonal()
         {
-            return w.w == (real_t)1.0;
+            return W.W == (real_t)1.0;
         }
 
         // Constants
@@ -835,10 +835,10 @@ namespace Godot
         /// <param name="w">The W column, or column index 3.</param>
         public Projection(Vector4 x, Vector4 y, Vector4 z, Vector4 w)
         {
-            this.x = x;
-            this.y = y;
-            this.z = z;
-            this.w = w;
+            X = x;
+            Y = y;
+            Z = z;
+            W = w;
         }
 
         /// <summary>
@@ -847,10 +847,10 @@ namespace Godot
         /// <param name="transform">The <see cref="Transform3D"/>.</param>
         public Projection(Transform3D transform)
         {
-            x = new Vector4(transform.basis.Row0.x, transform.basis.Row1.x, transform.basis.Row2.x, 0);
-            y = new Vector4(transform.basis.Row0.y, transform.basis.Row1.y, transform.basis.Row2.y, 0);
-            z = new Vector4(transform.basis.Row0.z, transform.basis.Row1.z, transform.basis.Row2.z, 0);
-            w = new Vector4(transform.origin.x, transform.origin.y, transform.origin.z, 1);
+            X = new Vector4(transform.Basis.Row0.X, transform.Basis.Row1.X, transform.Basis.Row2.X, 0);
+            Y = new Vector4(transform.Basis.Row0.Y, transform.Basis.Row1.Y, transform.Basis.Row2.Y, 0);
+            Z = new Vector4(transform.Basis.Row0.Z, transform.Basis.Row1.Z, transform.Basis.Row2.Z, 0);
+            W = new Vector4(transform.Origin.X, transform.Origin.Y, transform.Origin.Z, 1);
         }
 
         /// <summary>
@@ -865,25 +865,25 @@ namespace Godot
         {
             return new Projection(
                 new Vector4(
-                    left.x.x * right.x.x + left.y.x * right.x.y + left.z.x * right.x.z + left.w.x * right.x.w,
-                    left.x.y * right.x.x + left.y.y * right.x.y + left.z.y * right.x.z + left.w.y * right.x.w,
-                    left.x.z * right.x.x + left.y.z * right.x.y + left.z.z * right.x.z + left.w.z * right.x.w,
-                    left.x.w * right.x.x + left.y.w * right.x.y + left.z.w * right.x.z + left.w.w * right.x.w
+                    left.X.X * right.X.X + left.Y.X * right.X.Y + left.Z.X * right.X.Z + left.W.X * right.X.W,
+                    left.X.Y * right.X.X + left.Y.Y * right.X.Y + left.Z.Y * right.X.Z + left.W.Y * right.X.W,
+                    left.X.Z * right.X.X + left.Y.Z * right.X.Y + left.Z.Z * right.X.Z + left.W.Z * right.X.W,
+                    left.X.W * right.X.X + left.Y.W * right.X.Y + left.Z.W * right.X.Z + left.W.W * right.X.W
                 ), new Vector4(
-                    left.x.x * right.y.x + left.y.x * right.y.y + left.z.x * right.y.z + left.w.x * right.y.w,
-                    left.x.y * right.y.x + left.y.y * right.y.y + left.z.y * right.y.z + left.w.y * right.y.w,
-                    left.x.z * right.y.x + left.y.z * right.y.y + left.z.z * right.y.z + left.w.z * right.y.w,
-                    left.x.w * right.y.x + left.y.w * right.y.y + left.z.w * right.y.z + left.w.w * right.y.w
+                    left.X.X * right.Y.X + left.Y.X * right.Y.Y + left.Z.X * right.Y.Z + left.W.X * right.Y.W,
+                    left.X.Y * right.Y.X + left.Y.Y * right.Y.Y + left.Z.Y * right.Y.Z + left.W.Y * right.Y.W,
+                    left.X.Z * right.Y.X + left.Y.Z * right.Y.Y + left.Z.Z * right.Y.Z + left.W.Z * right.Y.W,
+                    left.X.W * right.Y.X + left.Y.W * right.Y.Y + left.Z.W * right.Y.Z + left.W.W * right.Y.W
                 ), new Vector4(
-                    left.x.x * right.z.x + left.y.x * right.z.y + left.z.x * right.z.z + left.w.x * right.z.w,
-                    left.x.y * right.z.x + left.y.y * right.z.y + left.z.y * right.z.z + left.w.y * right.z.w,
-                    left.x.z * right.z.x + left.y.z * right.z.y + left.z.z * right.z.z + left.w.z * right.z.w,
-                    left.x.w * right.z.x + left.y.w * right.z.y + left.z.w * right.z.z + left.w.w * right.z.w
+                    left.X.X * right.Z.X + left.Y.X * right.Z.Y + left.Z.X * right.Z.Z + left.W.X * right.Z.W,
+                    left.X.Y * right.Z.X + left.Y.Y * right.Z.Y + left.Z.Y * right.Z.Z + left.W.Y * right.Z.W,
+                    left.X.Z * right.Z.X + left.Y.Z * right.Z.Y + left.Z.Z * right.Z.Z + left.W.Z * right.Z.W,
+                    left.X.W * right.Z.X + left.Y.W * right.Z.Y + left.Z.W * right.Z.Z + left.W.W * right.Z.W
                 ), new Vector4(
-                    left.x.x * right.w.x + left.y.x * right.w.y + left.z.x * right.w.z + left.w.x * right.w.w,
-                    left.x.y * right.w.x + left.y.y * right.w.y + left.z.y * right.w.z + left.w.y * right.w.w,
-                    left.x.z * right.w.x + left.y.z * right.w.y + left.z.z * right.w.z + left.w.z * right.w.w,
-                    left.x.w * right.w.x + left.y.w * right.w.y + left.z.w * right.w.z + left.w.w * right.w.w
+                    left.X.X * right.W.X + left.Y.X * right.W.Y + left.Z.X * right.W.Z + left.W.X * right.W.W,
+                    left.X.Y * right.W.X + left.Y.Y * right.W.Y + left.Z.Y * right.W.Z + left.W.Y * right.W.W,
+                    left.X.Z * right.W.X + left.Y.Z * right.W.Y + left.Z.Z * right.W.Z + left.W.Z * right.W.W,
+                    left.X.W * right.W.X + left.Y.W * right.W.Y + left.Z.W * right.W.Z + left.W.W * right.W.W
                 )
             );
         }
@@ -897,10 +897,10 @@ namespace Godot
         public static Vector4 operator *(Projection proj, Vector4 vector)
         {
             return new Vector4(
-                proj.x.x * vector.x + proj.y.x * vector.y + proj.z.x * vector.z + proj.w.x * vector.w,
-                proj.x.y * vector.x + proj.y.y * vector.y + proj.z.y * vector.z + proj.w.y * vector.w,
-                proj.x.z * vector.x + proj.y.z * vector.y + proj.z.z * vector.z + proj.w.z * vector.w,
-                proj.x.w * vector.x + proj.y.w * vector.y + proj.z.w * vector.z + proj.w.w * vector.w
+                proj.X.X * vector.X + proj.Y.X * vector.Y + proj.Z.X * vector.Z + proj.W.X * vector.W,
+                proj.X.Y * vector.X + proj.Y.Y * vector.Y + proj.Z.Y * vector.Z + proj.W.Y * vector.W,
+                proj.X.Z * vector.X + proj.Y.Z * vector.Y + proj.Z.Z * vector.Z + proj.W.Z * vector.W,
+                proj.X.W * vector.X + proj.Y.W * vector.Y + proj.Z.W * vector.Z + proj.W.W * vector.W
             );
         }
 
@@ -913,10 +913,10 @@ namespace Godot
         public static Vector4 operator *(Vector4 vector, Projection proj)
         {
             return new Vector4(
-                proj.x.x * vector.x + proj.x.y * vector.y + proj.x.z * vector.z + proj.x.w * vector.w,
-                proj.y.x * vector.x + proj.y.y * vector.y + proj.y.z * vector.z + proj.y.w * vector.w,
-                proj.z.x * vector.x + proj.z.y * vector.y + proj.z.z * vector.z + proj.z.w * vector.w,
-                proj.w.x * vector.x + proj.w.y * vector.y + proj.w.z * vector.z + proj.w.w * vector.w
+                proj.X.X * vector.X + proj.X.Y * vector.Y + proj.X.Z * vector.Z + proj.X.W * vector.W,
+                proj.Y.X * vector.X + proj.Y.Y * vector.Y + proj.Y.Z * vector.Z + proj.Y.W * vector.W,
+                proj.Z.X * vector.X + proj.Z.Y * vector.Y + proj.Z.Z * vector.Z + proj.Z.W * vector.W,
+                proj.W.X * vector.X + proj.W.Y * vector.Y + proj.W.Z * vector.Z + proj.W.W * vector.W
             );
         }
 
@@ -929,11 +929,11 @@ namespace Godot
         public static Vector3 operator *(Projection proj, Vector3 vector)
         {
             Vector3 ret = new Vector3(
-                proj.x.x * vector.x + proj.y.x * vector.y + proj.z.x * vector.z + proj.w.x,
-                proj.x.y * vector.x + proj.y.y * vector.y + proj.z.y * vector.z + proj.w.y,
-                proj.x.z * vector.x + proj.y.z * vector.y + proj.z.z * vector.z + proj.w.z
+                proj.X.X * vector.X + proj.Y.X * vector.Y + proj.Z.X * vector.Z + proj.W.X,
+                proj.X.Y * vector.X + proj.Y.Y * vector.Y + proj.Z.Y * vector.Z + proj.W.Y,
+                proj.X.Z * vector.X + proj.Y.Z * vector.Y + proj.Z.Z * vector.Z + proj.W.Z
             );
-            return ret / (proj.x.w * vector.x + proj.y.w * vector.y + proj.z.w * vector.z + proj.w.w);
+            return ret / (proj.X.W * vector.X + proj.Y.W * vector.Y + proj.Z.W * vector.Z + proj.W.W);
         }
 
         /// <summary>
@@ -966,11 +966,11 @@ namespace Godot
         {
             return new Transform3D(
                 new Basis(
-                    new Vector3(proj.x.x, proj.x.y, proj.x.z),
-                    new Vector3(proj.y.x, proj.y.y, proj.y.z),
-                    new Vector3(proj.z.x, proj.z.y, proj.z.z)
+                    new Vector3(proj.X.X, proj.X.Y, proj.X.Z),
+                    new Vector3(proj.Y.X, proj.Y.Y, proj.Y.Z),
+                    new Vector3(proj.Z.X, proj.Z.Y, proj.Z.Z)
                 ),
-                new Vector3(proj.w.x, proj.w.y, proj.w.z)
+                new Vector3(proj.W.X, proj.W.Y, proj.W.Z)
             );
         }
 
@@ -992,7 +992,7 @@ namespace Godot
         /// <returns>Whether or not the projections are exactly equal.</returns>
         public readonly bool Equals(Projection other)
         {
-            return x == other.x && y == other.y && z == other.z && w == other.w;
+            return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
         }
 
         /// <summary>
@@ -1001,7 +1001,7 @@ namespace Godot
         /// <returns>A hash code for this projection.</returns>
         public override readonly int GetHashCode()
         {
-            return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
+            return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
         }
 
         /// <summary>
@@ -1010,7 +1010,7 @@ namespace Godot
         /// <returns>A string representation of this projection.</returns>
         public override readonly string ToString()
         {
-            return $"{x.x}, {x.y}, {x.z}, {x.w}\n{y.x}, {y.y}, {y.z}, {y.w}\n{z.x}, {z.y}, {z.z}, {z.w}\n{w.x}, {w.y}, {w.z}, {w.w}\n";
+            return $"{X.X}, {X.Y}, {X.Z}, {X.W}\n{Y.X}, {Y.Y}, {Y.Z}, {Y.W}\n{Z.X}, {Z.Y}, {Z.Z}, {Z.W}\n{W.X}, {W.Y}, {W.Z}, {W.W}\n";
         }
 
         /// <summary>
@@ -1019,10 +1019,10 @@ namespace Godot
         /// <returns>A string representation of this projection.</returns>
         public readonly string ToString(string format)
         {
-            return $"{x.x.ToString(format)}, {x.y.ToString(format)}, {x.z.ToString(format)}, {x.w.ToString(format)}\n" +
-                $"{y.x.ToString(format)}, {y.y.ToString(format)}, {y.z.ToString(format)}, {y.w.ToString(format)}\n" +
-                $"{z.x.ToString(format)}, {z.y.ToString(format)}, {z.z.ToString(format)}, {z.w.ToString(format)}\n" +
-                $"{w.x.ToString(format)}, {w.y.ToString(format)}, {w.z.ToString(format)}, {w.w.ToString(format)}\n";
+            return $"{X.X.ToString(format)}, {X.Y.ToString(format)}, {X.Z.ToString(format)}, {X.W.ToString(format)}\n" +
+                $"{Y.X.ToString(format)}, {Y.Y.ToString(format)}, {Y.Z.ToString(format)}, {Y.W.ToString(format)}\n" +
+                $"{Z.X.ToString(format)}, {Z.Y.ToString(format)}, {Z.Z.ToString(format)}, {Z.W.ToString(format)}\n" +
+                $"{W.X.ToString(format)}, {W.Y.ToString(format)}, {W.Z.ToString(format)}, {W.W.ToString(format)}\n";
         }
     }
 }

+ 86 - 86
modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs

@@ -24,25 +24,25 @@ namespace Godot
         /// X component of the quaternion (imaginary <c>i</c> axis part).
         /// Quaternion components should usually not be manipulated directly.
         /// </summary>
-        public real_t x;
+        public real_t X;
 
         /// <summary>
         /// Y component of the quaternion (imaginary <c>j</c> axis part).
         /// Quaternion components should usually not be manipulated directly.
         /// </summary>
-        public real_t y;
+        public real_t Y;
 
         /// <summary>
         /// Z component of the quaternion (imaginary <c>k</c> axis part).
         /// Quaternion components should usually not be manipulated directly.
         /// </summary>
-        public real_t z;
+        public real_t Z;
 
         /// <summary>
         /// W component of the quaternion (real part).
         /// Quaternion components should usually not be manipulated directly.
         /// </summary>
-        public real_t w;
+        public real_t W;
 
         /// <summary>
         /// Access quaternion components using their index.
@@ -51,10 +51,10 @@ namespace Godot
         /// <paramref name="index"/> is not 0, 1, 2 or 3.
         /// </exception>
         /// <value>
-        /// <c>[0]</c> is equivalent to <see cref="x"/>,
-        /// <c>[1]</c> is equivalent to <see cref="y"/>,
-        /// <c>[2]</c> is equivalent to <see cref="z"/>,
-        /// <c>[3]</c> is equivalent to <see cref="w"/>.
+        /// <c>[0]</c> is equivalent to <see cref="X"/>,
+        /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+        /// <c>[2]</c> is equivalent to <see cref="Z"/>,
+        /// <c>[3]</c> is equivalent to <see cref="W"/>.
         /// </value>
         public real_t this[int index]
         {
@@ -63,13 +63,13 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     case 2:
-                        return z;
+                        return Z;
                     case 3:
-                        return w;
+                        return W;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
                 }
@@ -79,16 +79,16 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         break;
                     case 1:
-                        y = value;
+                        Y = value;
                         break;
                     case 2:
-                        z = value;
+                        Z = value;
                         break;
                     case 3:
-                        w = value;
+                        W = value;
                         break;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
@@ -155,9 +155,9 @@ namespace Godot
             Quaternion lnPre = (fromQ.Inverse() * preQ).Log();
             Quaternion lnPost = (fromQ.Inverse() * postQ).Log();
             Quaternion ln = new Quaternion(
-                Mathf.CubicInterpolate(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight),
-                Mathf.CubicInterpolate(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight),
-                Mathf.CubicInterpolate(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight),
+                Mathf.CubicInterpolate(lnFrom.X, lnTo.X, lnPre.X, lnPost.X, weight),
+                Mathf.CubicInterpolate(lnFrom.Y, lnTo.Y, lnPre.Y, lnPost.Y, weight),
+                Mathf.CubicInterpolate(lnFrom.Z, lnTo.Z, lnPre.Z, lnPost.Z, weight),
                 0);
             Quaternion q1 = fromQ * ln.Exp();
 
@@ -167,9 +167,9 @@ namespace Godot
             lnPre = (toQ.Inverse() * preQ).Log();
             lnPost = (toQ.Inverse() * postQ).Log();
             ln = new Quaternion(
-                Mathf.CubicInterpolate(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight),
-                Mathf.CubicInterpolate(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight),
-                Mathf.CubicInterpolate(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight),
+                Mathf.CubicInterpolate(lnFrom.X, lnTo.X, lnPre.X, lnPost.X, weight),
+                Mathf.CubicInterpolate(lnFrom.Y, lnTo.Y, lnPre.Y, lnPost.Y, weight),
+                Mathf.CubicInterpolate(lnFrom.Z, lnTo.Z, lnPre.Z, lnPost.Z, weight),
                 0);
             Quaternion q2 = toQ * ln.Exp();
 
@@ -224,9 +224,9 @@ namespace Godot
             Quaternion lnPre = (fromQ.Inverse() * preQ).Log();
             Quaternion lnPost = (fromQ.Inverse() * postQ).Log();
             Quaternion ln = new Quaternion(
-                Mathf.CubicInterpolateInTime(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight, bT, preAT, postBT),
-                Mathf.CubicInterpolateInTime(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight, bT, preAT, postBT),
-                Mathf.CubicInterpolateInTime(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight, bT, preAT, postBT),
+                Mathf.CubicInterpolateInTime(lnFrom.X, lnTo.X, lnPre.X, lnPost.X, weight, bT, preAT, postBT),
+                Mathf.CubicInterpolateInTime(lnFrom.Y, lnTo.Y, lnPre.Y, lnPost.Y, weight, bT, preAT, postBT),
+                Mathf.CubicInterpolateInTime(lnFrom.Z, lnTo.Z, lnPre.Z, lnPost.Z, weight, bT, preAT, postBT),
                 0);
             Quaternion q1 = fromQ * ln.Exp();
 
@@ -236,9 +236,9 @@ namespace Godot
             lnPre = (toQ.Inverse() * preQ).Log();
             lnPost = (toQ.Inverse() * postQ).Log();
             ln = new Quaternion(
-                Mathf.CubicInterpolateInTime(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight, bT, preAT, postBT),
-                Mathf.CubicInterpolateInTime(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight, bT, preAT, postBT),
-                Mathf.CubicInterpolateInTime(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight, bT, preAT, postBT),
+                Mathf.CubicInterpolateInTime(lnFrom.X, lnTo.X, lnPre.X, lnPost.X, weight, bT, preAT, postBT),
+                Mathf.CubicInterpolateInTime(lnFrom.Y, lnTo.Y, lnPre.Y, lnPost.Y, weight, bT, preAT, postBT),
+                Mathf.CubicInterpolateInTime(lnFrom.Z, lnTo.Z, lnPre.Z, lnPost.Z, weight, bT, preAT, postBT),
                 0);
             Quaternion q2 = toQ * ln.Exp();
 
@@ -253,12 +253,12 @@ namespace Godot
         /// <returns>The dot product.</returns>
         public readonly real_t Dot(Quaternion b)
         {
-            return (x * b.x) + (y * b.y) + (z * b.z) + (w * b.w);
+            return (X * b.X) + (Y * b.Y) + (Z * b.Z) + (W * b.W);
         }
 
         public readonly Quaternion Exp()
         {
-            Vector3 v = new Vector3(x, y, z);
+            Vector3 v = new Vector3(X, Y, Z);
             real_t theta = v.Length();
             v = v.Normalized();
             if (theta < Mathf.Epsilon || !v.IsNormalized())
@@ -270,18 +270,18 @@ namespace Godot
 
         public readonly real_t GetAngle()
         {
-            return 2 * Mathf.Acos(w);
+            return 2 * Mathf.Acos(W);
         }
 
         public readonly Vector3 GetAxis()
         {
-            if (Mathf.Abs(w) > 1 - Mathf.Epsilon)
+            if (Mathf.Abs(W) > 1 - Mathf.Epsilon)
             {
-                return new Vector3(x, y, z);
+                return new Vector3(X, Y, Z);
             }
 
-            real_t r = 1 / Mathf.Sqrt(1 - w * w);
-            return new Vector3(x * r, y * r, z * r);
+            real_t r = 1 / Mathf.Sqrt(1 - W * W);
+            return new Vector3(X * r, Y * r, Z * r);
         }
 
         /// <summary>
@@ -315,7 +315,7 @@ namespace Godot
                 throw new InvalidOperationException("Quaternion is not normalized.");
             }
 #endif
-            return new Quaternion(-x, -y, -z, w);
+            return new Quaternion(-X, -Y, -Z, W);
         }
 
         /// <summary>
@@ -325,7 +325,7 @@ namespace Godot
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
         {
-            return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z) && Mathf.IsFinite(w);
+            return Mathf.IsFinite(X) && Mathf.IsFinite(Y) && Mathf.IsFinite(Z) && Mathf.IsFinite(W);
         }
 
         /// <summary>
@@ -340,7 +340,7 @@ namespace Godot
         public readonly Quaternion Log()
         {
             Vector3 v = GetAxis() * GetAngle();
-            return new Quaternion(v.x, v.y, v.z, 0);
+            return new Quaternion(v.X, v.Y, v.Z, 0);
         }
 
         /// <summary>
@@ -432,10 +432,10 @@ namespace Godot
             // Calculate final values.
             return new Quaternion
             (
-                (scale0 * x) + (scale1 * to1.x),
-                (scale0 * y) + (scale1 * to1.y),
-                (scale0 * z) + (scale1 * to1.z),
-                (scale0 * w) + (scale1 * to1.w)
+                (scale0 * X) + (scale1 * to1.X),
+                (scale0 * Y) + (scale1 * to1.Y),
+                (scale0 * Z) + (scale1 * to1.Z),
+                (scale0 * W) + (scale1 * to1.W)
             );
         }
 
@@ -474,10 +474,10 @@ namespace Godot
 
             return new Quaternion
             (
-                (invFactor * x) + (newFactor * to.x),
-                (invFactor * y) + (newFactor * to.y),
-                (invFactor * z) + (newFactor * to.z),
-                (invFactor * w) + (newFactor * to.w)
+                (invFactor * X) + (newFactor * to.X),
+                (invFactor * Y) + (newFactor * to.Y),
+                (invFactor * Z) + (newFactor * to.Z),
+                (invFactor * W) + (newFactor * to.W)
             );
         }
 
@@ -501,10 +501,10 @@ namespace Godot
         /// <param name="w">W component of the quaternion (real part).</param>
         public Quaternion(real_t x, real_t y, real_t z, real_t w)
         {
-            this.x = x;
-            this.y = y;
-            this.z = z;
-            this.w = w;
+            X = x;
+            Y = y;
+            Z = z;
+            W = w;
         }
 
         /// <summary>
@@ -535,20 +535,20 @@ namespace Godot
 
             if (d == 0f)
             {
-                x = 0f;
-                y = 0f;
-                z = 0f;
-                w = 0f;
+                X = 0f;
+                Y = 0f;
+                Z = 0f;
+                W = 0f;
             }
             else
             {
                 (real_t sin, real_t cos) = Mathf.SinCos(angle * 0.5f);
                 real_t s = sin / d;
 
-                x = axis.x * s;
-                y = axis.y * s;
-                z = axis.z * s;
-                w = cos;
+                X = axis.X * s;
+                Y = axis.Y * s;
+                Z = axis.Z * s;
+                W = cos;
             }
         }
 
@@ -559,20 +559,20 @@ namespace Godot
 
             if (d < -1.0f + Mathf.Epsilon)
             {
-                x = 0f;
-                y = 1f;
-                z = 0f;
-                w = 0f;
+                X = 0f;
+                Y = 1f;
+                Z = 0f;
+                W = 0f;
             }
             else
             {
                 real_t s = Mathf.Sqrt((1.0f + d) * 2.0f);
                 real_t rs = 1.0f / s;
 
-                x = c.x * rs;
-                y = c.y * rs;
-                z = c.z * rs;
-                w = s * 0.5f;
+                X = c.X * rs;
+                Y = c.Y * rs;
+                Z = c.Z * rs;
+                W = s * 0.5f;
             }
         }
 
@@ -584,9 +584,9 @@ namespace Godot
         /// <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param>
         public static Quaternion FromEuler(Vector3 eulerYXZ)
         {
-            real_t halfA1 = eulerYXZ.y * 0.5f;
-            real_t halfA2 = eulerYXZ.x * 0.5f;
-            real_t halfA3 = eulerYXZ.z * 0.5f;
+            real_t halfA1 = eulerYXZ.Y * 0.5f;
+            real_t halfA2 = eulerYXZ.X * 0.5f;
+            real_t halfA3 = eulerYXZ.Z * 0.5f;
 
             // R = Y(a1).X(a2).Z(a3) convention for Euler angles.
             // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
@@ -616,10 +616,10 @@ namespace Godot
         {
             return new Quaternion
             (
-                (left.w * right.x) + (left.x * right.w) + (left.y * right.z) - (left.z * right.y),
-                (left.w * right.y) + (left.y * right.w) + (left.z * right.x) - (left.x * right.z),
-                (left.w * right.z) + (left.z * right.w) + (left.x * right.y) - (left.y * right.x),
-                (left.w * right.w) - (left.x * right.x) - (left.y * right.y) - (left.z * right.z)
+                (left.W * right.X) + (left.X * right.W) + (left.Y * right.Z) - (left.Z * right.Y),
+                (left.W * right.Y) + (left.Y * right.W) + (left.Z * right.X) - (left.X * right.Z),
+                (left.W * right.Z) + (left.Z * right.W) + (left.X * right.Y) - (left.Y * right.X),
+                (left.W * right.W) - (left.X * right.X) - (left.Y * right.Y) - (left.Z * right.Z)
             );
         }
 
@@ -637,9 +637,9 @@ namespace Godot
                 throw new InvalidOperationException("Quaternion is not normalized.");
             }
 #endif
-            var u = new Vector3(quaternion.x, quaternion.y, quaternion.z);
+            var u = new Vector3(quaternion.X, quaternion.Y, quaternion.Z);
             Vector3 uv = u.Cross(vector);
-            return vector + (((uv * quaternion.w) + u.Cross(uv)) * 2);
+            return vector + (((uv * quaternion.W) + u.Cross(uv)) * 2);
         }
 
         /// <summary>
@@ -665,7 +665,7 @@ namespace Godot
         /// <returns>The added quaternion.</returns>
         public static Quaternion operator +(Quaternion left, Quaternion right)
         {
-            return new Quaternion(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w);
+            return new Quaternion(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
         }
 
         /// <summary>
@@ -679,20 +679,20 @@ namespace Godot
         /// <returns>The subtracted quaternion.</returns>
         public static Quaternion operator -(Quaternion left, Quaternion right)
         {
-            return new Quaternion(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w);
+            return new Quaternion(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
         }
 
         /// <summary>
         /// Returns the negative value of the <see cref="Quaternion"/>.
         /// This is the same as writing
-        /// <c>new Quaternion(-q.x, -q.y, -q.z, -q.w)</c>. This operation
+        /// <c>new Quaternion(-q.X, -q.Y, -q.Z, -q.W)</c>. This operation
         /// results in a quaternion that represents the same rotation.
         /// </summary>
         /// <param name="quat">The quaternion to negate.</param>
         /// <returns>The negated quaternion.</returns>
         public static Quaternion operator -(Quaternion quat)
         {
-            return new Quaternion(-quat.x, -quat.y, -quat.z, -quat.w);
+            return new Quaternion(-quat.X, -quat.Y, -quat.Z, -quat.W);
         }
 
         /// <summary>
@@ -706,7 +706,7 @@ namespace Godot
         /// <returns>The multiplied quaternion.</returns>
         public static Quaternion operator *(Quaternion left, real_t right)
         {
-            return new Quaternion(left.x * right, left.y * right, left.z * right, left.w * right);
+            return new Quaternion(left.X * right, left.Y * right, left.Z * right, left.W * right);
         }
 
         /// <summary>
@@ -720,7 +720,7 @@ namespace Godot
         /// <returns>The multiplied quaternion.</returns>
         public static Quaternion operator *(real_t left, Quaternion right)
         {
-            return new Quaternion(right.x * left, right.y * left, right.z * left, right.w * left);
+            return new Quaternion(right.X * left, right.Y * left, right.Z * left, right.W * left);
         }
 
         /// <summary>
@@ -780,7 +780,7 @@ namespace Godot
         /// <returns>Whether or not the quaternions are exactly equal.</returns>
         public readonly bool Equals(Quaternion other)
         {
-            return x == other.x && y == other.y && z == other.z && w == other.w;
+            return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
         }
 
         /// <summary>
@@ -791,7 +791,7 @@ namespace Godot
         /// <returns>Whether or not the quaternions are approximately equal.</returns>
         public readonly bool IsEqualApprox(Quaternion other)
         {
-            return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w);
+            return Mathf.IsEqualApprox(X, other.X) && Mathf.IsEqualApprox(Y, other.Y) && Mathf.IsEqualApprox(Z, other.Z) && Mathf.IsEqualApprox(W, other.W);
         }
 
         /// <summary>
@@ -800,7 +800,7 @@ namespace Godot
         /// <returns>A hash code for this quaternion.</returns>
         public override readonly int GetHashCode()
         {
-            return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
+            return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
         }
 
         /// <summary>
@@ -809,7 +809,7 @@ namespace Godot
         /// <returns>A string representation of this quaternion.</returns>
         public override readonly string ToString()
         {
-            return $"({x}, {y}, {z}, {w})";
+            return $"({X}, {Y}, {Z}, {W})";
         }
 
         /// <summary>
@@ -818,7 +818,7 @@ namespace Godot
         /// <returns>A string representation of this quaternion.</returns>
         public readonly string ToString(string format)
         {
-            return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}, {w.ToString(format)})";
+            return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)}, {W.ToString(format)})";
         }
     }
 }

+ 42 - 42
modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs

@@ -66,7 +66,7 @@ namespace Godot
         public readonly Rect2 Abs()
         {
             Vector2 end = End;
-            Vector2 topLeft = new Vector2(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
+            Vector2 topLeft = new Vector2(Mathf.Min(_position.X, end.X), Mathf.Min(_position.Y, end.Y));
             return new Rect2(topLeft, _size.Abs());
         }
 
@@ -88,14 +88,14 @@ namespace Godot
                 return new Rect2();
             }
 
-            newRect._position.x = Mathf.Max(b._position.x, _position.x);
-            newRect._position.y = Mathf.Max(b._position.y, _position.y);
+            newRect._position.X = Mathf.Max(b._position.X, _position.X);
+            newRect._position.Y = Mathf.Max(b._position.Y, _position.Y);
 
             Vector2 bEnd = b._position + b._size;
             Vector2 end = _position + _size;
 
-            newRect._size.x = Mathf.Min(bEnd.x, end.x) - newRect._position.x;
-            newRect._size.y = Mathf.Min(bEnd.y, end.y) - newRect._position.y;
+            newRect._size.X = Mathf.Min(bEnd.X, end.X) - newRect._position.X;
+            newRect._size.Y = Mathf.Min(bEnd.Y, end.Y) - newRect._position.Y;
 
             return newRect;
         }
@@ -119,9 +119,9 @@ namespace Godot
         /// </returns>
         public readonly bool Encloses(Rect2 b)
         {
-            return b._position.x >= _position.x && b._position.y >= _position.y &&
-               b._position.x + b._size.x < _position.x + _size.x &&
-               b._position.y + b._size.y < _position.y + _size.y;
+            return b._position.X >= _position.X && b._position.Y >= _position.Y &&
+               b._position.X + b._size.X < _position.X + _size.X &&
+               b._position.Y + b._size.Y < _position.Y + _size.Y;
         }
 
         /// <summary>
@@ -136,22 +136,22 @@ namespace Godot
             Vector2 begin = expanded._position;
             Vector2 end = expanded._position + expanded._size;
 
-            if (to.x < begin.x)
+            if (to.X < begin.X)
             {
-                begin.x = to.x;
+                begin.X = to.X;
             }
-            if (to.y < begin.y)
+            if (to.Y < begin.Y)
             {
-                begin.y = to.y;
+                begin.Y = to.Y;
             }
 
-            if (to.x > end.x)
+            if (to.X > end.X)
             {
-                end.x = to.x;
+                end.X = to.X;
             }
-            if (to.y > end.y)
+            if (to.Y > end.Y)
             {
-                end.y = to.y;
+                end.Y = to.Y;
             }
 
             expanded._position = begin;
@@ -166,7 +166,7 @@ namespace Godot
         /// <returns>The area.</returns>
         public readonly real_t GetArea()
         {
-            return _size.x * _size.y;
+            return _size.X * _size.Y;
         }
 
         /// <summary>
@@ -191,10 +191,10 @@ namespace Godot
         {
             Rect2 g = this;
 
-            g._position.x -= by;
-            g._position.y -= by;
-            g._size.x += by * 2;
-            g._size.y += by * 2;
+            g._position.X -= by;
+            g._position.Y -= by;
+            g._size.X += by * 2;
+            g._size.Y += by * 2;
 
             return g;
         }
@@ -214,10 +214,10 @@ namespace Godot
         {
             Rect2 g = this;
 
-            g._position.x -= left;
-            g._position.y -= top;
-            g._size.x += left + right;
-            g._size.y += top + bottom;
+            g._position.X -= left;
+            g._position.Y -= top;
+            g._size.X += left + right;
+            g._size.Y += top + bottom;
 
             return g;
         }
@@ -254,7 +254,7 @@ namespace Godot
         /// </returns>
         public readonly bool HasArea()
         {
-            return _size.x > 0.0f && _size.y > 0.0f;
+            return _size.X > 0.0f && _size.Y > 0.0f;
         }
 
         /// <summary>
@@ -267,14 +267,14 @@ namespace Godot
         /// </returns>
         public readonly bool HasPoint(Vector2 point)
         {
-            if (point.x < _position.x)
+            if (point.X < _position.X)
                 return false;
-            if (point.y < _position.y)
+            if (point.Y < _position.Y)
                 return false;
 
-            if (point.x >= _position.x + _size.x)
+            if (point.X >= _position.X + _size.X)
                 return false;
-            if (point.y >= _position.y + _size.y)
+            if (point.Y >= _position.Y + _size.Y)
                 return false;
 
             return true;
@@ -295,38 +295,38 @@ namespace Godot
         {
             if (includeBorders)
             {
-                if (_position.x > b._position.x + b._size.x)
+                if (_position.X > b._position.X + b._size.X)
                 {
                     return false;
                 }
-                if (_position.x + _size.x < b._position.x)
+                if (_position.X + _size.X < b._position.X)
                 {
                     return false;
                 }
-                if (_position.y > b._position.y + b._size.y)
+                if (_position.Y > b._position.Y + b._size.Y)
                 {
                     return false;
                 }
-                if (_position.y + _size.y < b._position.y)
+                if (_position.Y + _size.Y < b._position.Y)
                 {
                     return false;
                 }
             }
             else
             {
-                if (_position.x >= b._position.x + b._size.x)
+                if (_position.X >= b._position.X + b._size.X)
                 {
                     return false;
                 }
-                if (_position.x + _size.x <= b._position.x)
+                if (_position.X + _size.X <= b._position.X)
                 {
                     return false;
                 }
-                if (_position.y >= b._position.y + b._size.y)
+                if (_position.Y >= b._position.Y + b._size.Y)
                 {
                     return false;
                 }
-                if (_position.y + _size.y <= b._position.y)
+                if (_position.Y + _size.Y <= b._position.Y)
                 {
                     return false;
                 }
@@ -344,11 +344,11 @@ namespace Godot
         {
             Rect2 newRect;
 
-            newRect._position.x = Mathf.Min(b._position.x, _position.x);
-            newRect._position.y = Mathf.Min(b._position.y, _position.y);
+            newRect._position.X = Mathf.Min(b._position.X, _position.X);
+            newRect._position.Y = Mathf.Min(b._position.Y, _position.Y);
 
-            newRect._size.x = Mathf.Max(b._position.x + b._size.x, _position.x + _size.x);
-            newRect._size.y = Mathf.Max(b._position.y + b._size.y, _position.y + _size.y);
+            newRect._size.X = Mathf.Max(b._position.X + b._size.X, _position.X + _size.X);
+            newRect._size.Y = Mathf.Max(b._position.Y + b._size.Y, _position.Y + _size.Y);
 
             newRect._size -= newRect._position; // Make relative again
 

+ 126 - 126
modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2i.cs → modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2I.cs

@@ -4,21 +4,21 @@ using System.Runtime.InteropServices;
 namespace Godot
 {
     /// <summary>
-    /// 2D axis-aligned bounding box using integers. Rect2i consists of a position, a size, and
+    /// 2D axis-aligned bounding box using integers. Rect2I consists of a position, a size, and
     /// several utility functions. It is typically used for fast overlap tests.
     /// </summary>
     [Serializable]
     [StructLayout(LayoutKind.Sequential)]
-    public struct Rect2i : IEquatable<Rect2i>
+    public struct Rect2I : IEquatable<Rect2I>
     {
-        private Vector2i _position;
-        private Vector2i _size;
+        private Vector2I _position;
+        private Vector2I _size;
 
         /// <summary>
         /// Beginning corner. Typically has values lower than <see cref="End"/>.
         /// </summary>
         /// <value>Directly uses a private field.</value>
-        public Vector2i Position
+        public Vector2I Position
         {
             readonly get { return _position; }
             set { _position = value; }
@@ -29,7 +29,7 @@ namespace Godot
         /// If the size is negative, you can use <see cref="Abs"/> to fix it.
         /// </summary>
         /// <value>Directly uses a private field.</value>
-        public Vector2i Size
+        public Vector2I Size
         {
             readonly get { return _size; }
             set { _size = value; }
@@ -43,14 +43,14 @@ namespace Godot
         /// Getting is equivalent to <paramref name="value"/> = <see cref="Position"/> + <see cref="Size"/>,
         /// setting is equivalent to <see cref="Size"/> = <paramref name="value"/> - <see cref="Position"/>
         /// </value>
-        public Vector2i End
+        public Vector2I End
         {
             readonly get { return _position + _size; }
             set { _size = value - _position; }
         }
 
         /// <summary>
-        /// The area of this <see cref="Rect2i"/>.
+        /// The area of this <see cref="Rect2I"/>.
         /// </summary>
         /// <value>Equivalent to <see cref="GetArea()"/>.</value>
         public readonly int Area
@@ -59,89 +59,89 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns a <see cref="Rect2i"/> with equivalent position and size, modified so that
+        /// Returns a <see cref="Rect2I"/> with equivalent position and size, modified so that
         /// the top-left corner is the origin and width and height are positive.
         /// </summary>
-        /// <returns>The modified <see cref="Rect2i"/>.</returns>
-        public readonly Rect2i Abs()
+        /// <returns>The modified <see cref="Rect2I"/>.</returns>
+        public readonly Rect2I Abs()
         {
-            Vector2i end = End;
-            Vector2i topLeft = new Vector2i(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
-            return new Rect2i(topLeft, _size.Abs());
+            Vector2I end = End;
+            Vector2I topLeft = new Vector2I(Mathf.Min(_position.X, end.X), Mathf.Min(_position.Y, end.Y));
+            return new Rect2I(topLeft, _size.Abs());
         }
 
         /// <summary>
-        /// Returns the intersection of this <see cref="Rect2i"/> and <paramref name="b"/>.
-        /// If the rectangles do not intersect, an empty <see cref="Rect2i"/> is returned.
+        /// Returns the intersection of this <see cref="Rect2I"/> and <paramref name="b"/>.
+        /// If the rectangles do not intersect, an empty <see cref="Rect2I"/> is returned.
         /// </summary>
-        /// <param name="b">The other <see cref="Rect2i"/>.</param>
+        /// <param name="b">The other <see cref="Rect2I"/>.</param>
         /// <returns>
-        /// The intersection of this <see cref="Rect2i"/> and <paramref name="b"/>,
-        /// or an empty <see cref="Rect2i"/> if they do not intersect.
+        /// The intersection of this <see cref="Rect2I"/> and <paramref name="b"/>,
+        /// or an empty <see cref="Rect2I"/> if they do not intersect.
         /// </returns>
-        public readonly Rect2i Intersection(Rect2i b)
+        public readonly Rect2I Intersection(Rect2I b)
         {
-            Rect2i newRect = b;
+            Rect2I newRect = b;
 
             if (!Intersects(newRect))
             {
-                return new Rect2i();
+                return new Rect2I();
             }
 
-            newRect._position.x = Mathf.Max(b._position.x, _position.x);
-            newRect._position.y = Mathf.Max(b._position.y, _position.y);
+            newRect._position.X = Mathf.Max(b._position.X, _position.X);
+            newRect._position.Y = Mathf.Max(b._position.Y, _position.Y);
 
-            Vector2i bEnd = b._position + b._size;
-            Vector2i end = _position + _size;
+            Vector2I bEnd = b._position + b._size;
+            Vector2I end = _position + _size;
 
-            newRect._size.x = Mathf.Min(bEnd.x, end.x) - newRect._position.x;
-            newRect._size.y = Mathf.Min(bEnd.y, end.y) - newRect._position.y;
+            newRect._size.X = Mathf.Min(bEnd.X, end.X) - newRect._position.X;
+            newRect._size.Y = Mathf.Min(bEnd.Y, end.Y) - newRect._position.Y;
 
             return newRect;
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if this <see cref="Rect2i"/> completely encloses another one.
+        /// Returns <see langword="true"/> if this <see cref="Rect2I"/> completely encloses another one.
         /// </summary>
-        /// <param name="b">The other <see cref="Rect2i"/> that may be enclosed.</param>
+        /// <param name="b">The other <see cref="Rect2I"/> that may be enclosed.</param>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not this <see cref="Rect2i"/> encloses <paramref name="b"/>.
+        /// A <see langword="bool"/> for whether or not this <see cref="Rect2I"/> encloses <paramref name="b"/>.
         /// </returns>
-        public readonly bool Encloses(Rect2i b)
+        public readonly bool Encloses(Rect2I b)
         {
-            return b._position.x >= _position.x && b._position.y >= _position.y &&
-               b._position.x + b._size.x < _position.x + _size.x &&
-               b._position.y + b._size.y < _position.y + _size.y;
+            return b._position.X >= _position.X && b._position.Y >= _position.Y &&
+               b._position.X + b._size.X < _position.X + _size.X &&
+               b._position.Y + b._size.Y < _position.Y + _size.Y;
         }
 
         /// <summary>
-        /// Returns this <see cref="Rect2i"/> expanded to include a given point.
+        /// Returns this <see cref="Rect2I"/> expanded to include a given point.
         /// </summary>
         /// <param name="to">The point to include.</param>
-        /// <returns>The expanded <see cref="Rect2i"/>.</returns>
-        public readonly Rect2i Expand(Vector2i to)
+        /// <returns>The expanded <see cref="Rect2I"/>.</returns>
+        public readonly Rect2I Expand(Vector2I to)
         {
-            Rect2i expanded = this;
+            Rect2I expanded = this;
 
-            Vector2i begin = expanded._position;
-            Vector2i end = expanded._position + expanded._size;
+            Vector2I begin = expanded._position;
+            Vector2I end = expanded._position + expanded._size;
 
-            if (to.x < begin.x)
+            if (to.X < begin.X)
             {
-                begin.x = to.x;
+                begin.X = to.X;
             }
-            if (to.y < begin.y)
+            if (to.Y < begin.Y)
             {
-                begin.y = to.y;
+                begin.Y = to.Y;
             }
 
-            if (to.x > end.x)
+            if (to.X > end.X)
             {
-                end.x = to.x;
+                end.X = to.X;
             }
-            if (to.y > end.y)
+            if (to.Y > end.Y)
             {
-                end.y = to.y;
+                end.Y = to.Y;
             }
 
             expanded._position = begin;
@@ -151,48 +151,48 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns the area of the <see cref="Rect2i"/>.
+        /// Returns the area of the <see cref="Rect2I"/>.
         /// </summary>
         /// <returns>The area.</returns>
         public readonly int GetArea()
         {
-            return _size.x * _size.y;
+            return _size.X * _size.Y;
         }
 
         /// <summary>
-        /// Returns the center of the <see cref="Rect2i"/>, which is equal
+        /// Returns the center of the <see cref="Rect2I"/>, which is equal
         /// to <see cref="Position"/> + (<see cref="Size"/> / 2).
         /// If <see cref="Size"/> is an odd number, the returned center
         /// value will be rounded towards <see cref="Position"/>.
         /// </summary>
         /// <returns>The center.</returns>
-        public readonly Vector2i GetCenter()
+        public readonly Vector2I GetCenter()
         {
             return _position + (_size / 2);
         }
 
         /// <summary>
-        /// Returns a copy of the <see cref="Rect2i"/> grown by the specified amount
+        /// Returns a copy of the <see cref="Rect2I"/> grown by the specified amount
         /// on all sides.
         /// </summary>
         /// <seealso cref="GrowIndividual(int, int, int, int)"/>
         /// <seealso cref="GrowSide(Side, int)"/>
         /// <param name="by">The amount to grow by.</param>
-        /// <returns>The grown <see cref="Rect2i"/>.</returns>
-        public readonly Rect2i Grow(int by)
+        /// <returns>The grown <see cref="Rect2I"/>.</returns>
+        public readonly Rect2I Grow(int by)
         {
-            Rect2i g = this;
+            Rect2I g = this;
 
-            g._position.x -= by;
-            g._position.y -= by;
-            g._size.x += by * 2;
-            g._size.y += by * 2;
+            g._position.X -= by;
+            g._position.Y -= by;
+            g._size.X += by * 2;
+            g._size.Y += by * 2;
 
             return g;
         }
 
         /// <summary>
-        /// Returns a copy of the <see cref="Rect2i"/> grown by the specified amount
+        /// Returns a copy of the <see cref="Rect2I"/> grown by the specified amount
         /// on each side individually.
         /// </summary>
         /// <seealso cref="Grow(int)"/>
@@ -201,31 +201,31 @@ namespace Godot
         /// <param name="top">The amount to grow by on the top side.</param>
         /// <param name="right">The amount to grow by on the right side.</param>
         /// <param name="bottom">The amount to grow by on the bottom side.</param>
-        /// <returns>The grown <see cref="Rect2i"/>.</returns>
-        public readonly Rect2i GrowIndividual(int left, int top, int right, int bottom)
+        /// <returns>The grown <see cref="Rect2I"/>.</returns>
+        public readonly Rect2I GrowIndividual(int left, int top, int right, int bottom)
         {
-            Rect2i g = this;
+            Rect2I g = this;
 
-            g._position.x -= left;
-            g._position.y -= top;
-            g._size.x += left + right;
-            g._size.y += top + bottom;
+            g._position.X -= left;
+            g._position.Y -= top;
+            g._size.X += left + right;
+            g._size.Y += top + bottom;
 
             return g;
         }
 
         /// <summary>
-        /// Returns a copy of the <see cref="Rect2i"/> grown by the specified amount
+        /// Returns a copy of the <see cref="Rect2I"/> grown by the specified amount
         /// on the specified <see cref="Side"/>.
         /// </summary>
         /// <seealso cref="Grow(int)"/>
         /// <seealso cref="GrowIndividual(int, int, int, int)"/>
         /// <param name="side">The side to grow.</param>
         /// <param name="by">The amount to grow by.</param>
-        /// <returns>The grown <see cref="Rect2i"/>.</returns>
-        public readonly Rect2i GrowSide(Side side, int by)
+        /// <returns>The grown <see cref="Rect2I"/>.</returns>
+        public readonly Rect2I GrowSide(Side side, int by)
         {
-            Rect2i g = this;
+            Rect2I g = this;
 
             g = g.GrowIndividual(Side.Left == side ? by : 0,
                     Side.Top == side ? by : 0,
@@ -236,76 +236,76 @@ namespace Godot
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="Rect2i"/> has
-        /// area, and <see langword="false"/> if the <see cref="Rect2i"/>
+        /// Returns <see langword="true"/> if the <see cref="Rect2I"/> has
+        /// area, and <see langword="false"/> if the <see cref="Rect2I"/>
         /// is linear, empty, or has a negative <see cref="Size"/>.
         /// See also <see cref="GetArea"/>.
         /// </summary>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not the <see cref="Rect2i"/> has area.
+        /// A <see langword="bool"/> for whether or not the <see cref="Rect2I"/> has area.
         /// </returns>
         public readonly bool HasArea()
         {
-            return _size.x > 0 && _size.y > 0;
+            return _size.X > 0 && _size.Y > 0;
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="Rect2i"/> contains a point,
+        /// Returns <see langword="true"/> if the <see cref="Rect2I"/> contains a point,
         /// or <see langword="false"/> otherwise.
         /// </summary>
         /// <param name="point">The point to check.</param>
         /// <returns>
-        /// A <see langword="bool"/> for whether or not the <see cref="Rect2i"/> contains <paramref name="point"/>.
+        /// A <see langword="bool"/> for whether or not the <see cref="Rect2I"/> contains <paramref name="point"/>.
         /// </returns>
-        public readonly bool HasPoint(Vector2i point)
+        public readonly bool HasPoint(Vector2I point)
         {
-            if (point.x < _position.x)
+            if (point.X < _position.X)
                 return false;
-            if (point.y < _position.y)
+            if (point.Y < _position.Y)
                 return false;
 
-            if (point.x >= _position.x + _size.x)
+            if (point.X >= _position.X + _size.X)
                 return false;
-            if (point.y >= _position.y + _size.y)
+            if (point.Y >= _position.Y + _size.Y)
                 return false;
 
             return true;
         }
 
         /// <summary>
-        /// Returns <see langword="true"/> if the <see cref="Rect2i"/> overlaps with <paramref name="b"/>
+        /// Returns <see langword="true"/> if the <see cref="Rect2I"/> overlaps with <paramref name="b"/>
         /// (i.e. they have at least one point in common).
         /// </summary>
-        /// <param name="b">The other <see cref="Rect2i"/> to check for intersections with.</param>
+        /// <param name="b">The other <see cref="Rect2I"/> to check for intersections with.</param>
         /// <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns>
-        public readonly bool Intersects(Rect2i b)
+        public readonly bool Intersects(Rect2I b)
         {
-            if (_position.x >= b._position.x + b._size.x)
+            if (_position.X >= b._position.X + b._size.X)
                 return false;
-            if (_position.x + _size.x <= b._position.x)
+            if (_position.X + _size.X <= b._position.X)
                 return false;
-            if (_position.y >= b._position.y + b._size.y)
+            if (_position.Y >= b._position.Y + b._size.Y)
                 return false;
-            if (_position.y + _size.y <= b._position.y)
+            if (_position.Y + _size.Y <= b._position.Y)
                 return false;
 
             return true;
         }
 
         /// <summary>
-        /// Returns a larger <see cref="Rect2i"/> that contains this <see cref="Rect2i"/> and <paramref name="b"/>.
+        /// Returns a larger <see cref="Rect2I"/> that contains this <see cref="Rect2I"/> and <paramref name="b"/>.
         /// </summary>
-        /// <param name="b">The other <see cref="Rect2i"/>.</param>
-        /// <returns>The merged <see cref="Rect2i"/>.</returns>
-        public readonly Rect2i Merge(Rect2i b)
+        /// <param name="b">The other <see cref="Rect2I"/>.</param>
+        /// <returns>The merged <see cref="Rect2I"/>.</returns>
+        public readonly Rect2I Merge(Rect2I b)
         {
-            Rect2i newRect;
+            Rect2I newRect;
 
-            newRect._position.x = Mathf.Min(b._position.x, _position.x);
-            newRect._position.y = Mathf.Min(b._position.y, _position.y);
+            newRect._position.X = Mathf.Min(b._position.X, _position.X);
+            newRect._position.Y = Mathf.Min(b._position.Y, _position.Y);
 
-            newRect._size.x = Mathf.Max(b._position.x + b._size.x, _position.x + _size.x);
-            newRect._size.y = Mathf.Max(b._position.y + b._size.y, _position.y + _size.y);
+            newRect._size.X = Mathf.Max(b._position.X + b._size.X, _position.X + _size.X);
+            newRect._size.Y = Mathf.Max(b._position.Y + b._size.Y, _position.Y + _size.Y);
 
             newRect._size -= newRect._position; // Make relative again
 
@@ -313,93 +313,93 @@ namespace Godot
         }
 
         /// <summary>
-        /// Constructs a <see cref="Rect2i"/> from a position and size.
+        /// Constructs a <see cref="Rect2I"/> from a position and size.
         /// </summary>
         /// <param name="position">The position.</param>
         /// <param name="size">The size.</param>
-        public Rect2i(Vector2i position, Vector2i size)
+        public Rect2I(Vector2I position, Vector2I size)
         {
             _position = position;
             _size = size;
         }
 
         /// <summary>
-        /// Constructs a <see cref="Rect2i"/> from a position, width, and height.
+        /// Constructs a <see cref="Rect2I"/> from a position, width, and height.
         /// </summary>
         /// <param name="position">The position.</param>
         /// <param name="width">The width.</param>
         /// <param name="height">The height.</param>
-        public Rect2i(Vector2i position, int width, int height)
+        public Rect2I(Vector2I position, int width, int height)
         {
             _position = position;
-            _size = new Vector2i(width, height);
+            _size = new Vector2I(width, height);
         }
 
         /// <summary>
-        /// Constructs a <see cref="Rect2i"/> from x, y, and size.
+        /// Constructs a <see cref="Rect2I"/> from x, y, and size.
         /// </summary>
         /// <param name="x">The position's X coordinate.</param>
         /// <param name="y">The position's Y coordinate.</param>
         /// <param name="size">The size.</param>
-        public Rect2i(int x, int y, Vector2i size)
+        public Rect2I(int x, int y, Vector2I size)
         {
-            _position = new Vector2i(x, y);
+            _position = new Vector2I(x, y);
             _size = size;
         }
 
         /// <summary>
-        /// Constructs a <see cref="Rect2i"/> from x, y, width, and height.
+        /// Constructs a <see cref="Rect2I"/> from x, y, width, and height.
         /// </summary>
         /// <param name="x">The position's X coordinate.</param>
         /// <param name="y">The position's Y coordinate.</param>
         /// <param name="width">The width.</param>
         /// <param name="height">The height.</param>
-        public Rect2i(int x, int y, int width, int height)
+        public Rect2I(int x, int y, int width, int height)
         {
-            _position = new Vector2i(x, y);
-            _size = new Vector2i(width, height);
+            _position = new Vector2I(x, y);
+            _size = new Vector2I(width, height);
         }
 
         /// <summary>
         /// Returns <see langword="true"/> if the
-        /// <see cref="Rect2i"/>s are exactly equal.
+        /// <see cref="Rect2I"/>s are exactly equal.
         /// </summary>
         /// <param name="left">The left rect.</param>
         /// <param name="right">The right rect.</param>
         /// <returns>Whether or not the rects are equal.</returns>
-        public static bool operator ==(Rect2i left, Rect2i right)
+        public static bool operator ==(Rect2I left, Rect2I right)
         {
             return left.Equals(right);
         }
 
         /// <summary>
         /// Returns <see langword="true"/> if the
-        /// <see cref="Rect2i"/>s are not equal.
+        /// <see cref="Rect2I"/>s are not equal.
         /// </summary>
         /// <param name="left">The left rect.</param>
         /// <param name="right">The right rect.</param>
         /// <returns>Whether or not the rects are not equal.</returns>
-        public static bool operator !=(Rect2i left, Rect2i right)
+        public static bool operator !=(Rect2I left, Rect2I right)
         {
             return !left.Equals(right);
         }
 
         /// <summary>
-        /// Converts this <see cref="Rect2i"/> to a <see cref="Rect2"/>.
+        /// Converts this <see cref="Rect2I"/> to a <see cref="Rect2"/>.
         /// </summary>
         /// <param name="value">The rect to convert.</param>
-        public static implicit operator Rect2(Rect2i value)
+        public static implicit operator Rect2(Rect2I value)
         {
             return new Rect2(value._position, value._size);
         }
 
         /// <summary>
-        /// Converts a <see cref="Rect2"/> to a <see cref="Rect2i"/>.
+        /// Converts a <see cref="Rect2"/> to a <see cref="Rect2I"/>.
         /// </summary>
         /// <param name="value">The rect to convert.</param>
-        public static explicit operator Rect2i(Rect2 value)
+        public static explicit operator Rect2I(Rect2 value)
         {
-            return new Rect2i((Vector2i)value.Position, (Vector2i)value.Size);
+            return new Rect2I((Vector2I)value.Position, (Vector2I)value.Size);
         }
 
         /// <summary>
@@ -409,7 +409,7 @@ namespace Godot
         /// <returns>Whether or not the rect and the other object are equal.</returns>
         public override readonly bool Equals(object obj)
         {
-            return obj is Rect2i other && Equals(other);
+            return obj is Rect2I other && Equals(other);
         }
 
         /// <summary>
@@ -417,13 +417,13 @@ namespace Godot
         /// </summary>
         /// <param name="other">The other rect to compare.</param>
         /// <returns>Whether or not the rects are equal.</returns>
-        public readonly bool Equals(Rect2i other)
+        public readonly bool Equals(Rect2I other)
         {
             return _position.Equals(other._position) && _size.Equals(other._size);
         }
 
         /// <summary>
-        /// Serves as the hash function for <see cref="Rect2i"/>.
+        /// Serves as the hash function for <see cref="Rect2I"/>.
         /// </summary>
         /// <returns>A hash code for this rect.</returns>
         public override readonly int GetHashCode()
@@ -432,7 +432,7 @@ namespace Godot
         }
 
         /// <summary>
-        /// Converts this <see cref="Rect2i"/> to a string.
+        /// Converts this <see cref="Rect2I"/> to a string.
         /// </summary>
         /// <returns>A string representation of this rect.</returns>
         public override readonly string ToString()
@@ -441,7 +441,7 @@ namespace Godot
         }
 
         /// <summary>
-        /// Converts this <see cref="Rect2i"/> to a string with the given <paramref name="format"/>.
+        /// Converts this <see cref="Rect2I"/> to a string with the given <paramref name="format"/>.
         /// </summary>
         /// <returns>A string representation of this rect.</returns>
         public readonly string ToString(string format)

+ 8 - 8
modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs → modules/mono/glue/GodotSharp/GodotSharp/Core/Rid.cs

@@ -6,25 +6,25 @@ using Godot.NativeInterop;
 namespace Godot
 {
     /// <summary>
-    /// The RID type is used to access the unique integer ID of a resource.
+    /// The Rid type is used to access the unique integer ID of a resource.
     /// They are opaque, which means they do not grant access to the associated
     /// resource by themselves. They are used by and with the low-level Server
     /// classes such as <see cref="RenderingServer"/>.
     /// </summary>
     [StructLayout(LayoutKind.Sequential)]
-    public readonly struct RID
+    public readonly struct Rid
     {
         private readonly ulong _id; // Default is 0
 
-        internal RID(ulong id)
+        internal Rid(ulong id)
         {
             _id = id;
         }
 
         /// <summary>
-        /// Constructs a new <see cref="RID"/> for the given <see cref="Object"/> <paramref name="from"/>.
+        /// Constructs a new <see cref="Rid"/> for the given <see cref="GodotObject"/> <paramref name="from"/>.
         /// </summary>
-        public RID(Object from)
+        public Rid(Godot.Object from)
             => _id = from is Resource res ? res.GetRid()._id : default;
 
         /// <summary>
@@ -34,9 +34,9 @@ namespace Godot
         public ulong Id => _id;
 
         /// <summary>
-        /// Converts this <see cref="RID"/> to a string.
+        /// Converts this <see cref="Rid"/> to a string.
         /// </summary>
-        /// <returns>A string representation of this RID.</returns>
-        public override string ToString() => $"RID({Id})";
+        /// <returns>A string representation of this Rid.</returns>
+        public override string ToString() => $"Rid({Id})";
     }
 }

+ 41 - 41
modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs

@@ -675,15 +675,15 @@ namespace Godot
 
         /// <summary>
         /// Converts ASCII encoded array to string.
-        /// Fast alternative to <see cref="GetStringFromUTF8"/> if the
+        /// Fast alternative to <see cref="GetStringFromUtf8"/> if the
         /// content is ASCII-only. Unlike the UTF-8 function this function
         /// maps every byte to a character in the array. Multibyte sequences
         /// will not be interpreted correctly. For parsing user input always
-        /// use <see cref="GetStringFromUTF8"/>.
+        /// use <see cref="GetStringFromUtf8"/>.
         /// </summary>
         /// <param name="bytes">A byte array of ASCII characters (on the range of 0-127).</param>
         /// <returns>A string created from the bytes.</returns>
-        public static string GetStringFromASCII(this byte[] bytes)
+        public static string GetStringFromAscii(this byte[] bytes)
         {
             return Encoding.ASCII.GetString(bytes);
         }
@@ -693,7 +693,7 @@ namespace Godot
         /// </summary>
         /// <param name="bytes">A byte array of UTF-16 characters.</param>
         /// <returns>A string created from the bytes.</returns>
-        public static string GetStringFromUTF16(this byte[] bytes)
+        public static string GetStringFromUtf16(this byte[] bytes)
         {
             return Encoding.Unicode.GetString(bytes);
         }
@@ -703,14 +703,14 @@ namespace Godot
         /// </summary>
         /// <param name="bytes">A byte array of UTF-32 characters.</param>
         /// <returns>A string created from the bytes.</returns>
-        public static string GetStringFromUTF32(this byte[] bytes)
+        public static string GetStringFromUtf32(this byte[] bytes)
         {
             return Encoding.UTF32.GetString(bytes);
         }
 
         /// <summary>
         /// Converts UTF-8 encoded array to string.
-        /// Slower than <see cref="GetStringFromASCII"/> but supports UTF-8
+        /// Slower than <see cref="GetStringFromAscii"/> but supports UTF-8
         /// encoded data. Use this function if you are unsure about the
         /// source of the data. For user input this function
         /// should always be preferred.
@@ -719,7 +719,7 @@ namespace Godot
         /// A byte array of UTF-8 characters (a character may take up multiple bytes).
         /// </param>
         /// <returns>A string created from the bytes.</returns>
-        public static string GetStringFromUTF8(this byte[] bytes)
+        public static string GetStringFromUtf8(this byte[] bytes)
         {
             return Encoding.UTF8.GetString(bytes);
         }
@@ -1287,10 +1287,10 @@ namespace Godot
         /// <summary>
         /// Returns the MD5 hash of the string as an array of bytes.
         /// </summary>
-        /// <seealso cref="MD5Text(string)"/>
+        /// <seealso cref="Md5Text(string)"/>
         /// <param name="instance">The string to hash.</param>
         /// <returns>The MD5 hash of the string.</returns>
-        public static byte[] MD5Buffer(this string instance)
+        public static byte[] Md5Buffer(this string instance)
         {
 #pragma warning disable CA5351 // Do Not Use Broken Cryptographic Algorithms
             return MD5.HashData(Encoding.UTF8.GetBytes(instance));
@@ -1300,12 +1300,12 @@ namespace Godot
         /// <summary>
         /// Returns the MD5 hash of the string as a string.
         /// </summary>
-        /// <seealso cref="MD5Buffer(string)"/>
+        /// <seealso cref="Md5Buffer(string)"/>
         /// <param name="instance">The string to hash.</param>
         /// <returns>The MD5 hash of the string.</returns>
-        public static string MD5Text(this string instance)
+        public static string Md5Text(this string instance)
         {
-            return instance.MD5Buffer().HexEncode();
+            return instance.Md5Buffer().HexEncode();
         }
 
         /// <summary>
@@ -1523,10 +1523,10 @@ namespace Godot
         /// <summary>
         /// Returns the SHA-1 hash of the string as an array of bytes.
         /// </summary>
-        /// <seealso cref="SHA1Text(string)"/>
+        /// <seealso cref="Sha1Text(string)"/>
         /// <param name="instance">The string to hash.</param>
         /// <returns>The SHA-1 hash of the string.</returns>
-        public static byte[] SHA1Buffer(this string instance)
+        public static byte[] Sha1Buffer(this string instance)
         {
 #pragma warning disable CA5350 // Do Not Use Weak Cryptographic Algorithms
             return SHA1.HashData(Encoding.UTF8.GetBytes(instance));
@@ -1536,21 +1536,21 @@ namespace Godot
         /// <summary>
         /// Returns the SHA-1 hash of the string as a string.
         /// </summary>
-        /// <seealso cref="SHA1Buffer(string)"/>
+        /// <seealso cref="Sha1Buffer(string)"/>
         /// <param name="instance">The string to hash.</param>
         /// <returns>The SHA-1 hash of the string.</returns>
-        public static string SHA1Text(this string instance)
+        public static string Sha1Text(this string instance)
         {
-            return instance.SHA1Buffer().HexEncode();
+            return instance.Sha1Buffer().HexEncode();
         }
 
         /// <summary>
         /// Returns the SHA-256 hash of the string as an array of bytes.
         /// </summary>
-        /// <seealso cref="SHA256Text(string)"/>
+        /// <seealso cref="Sha256Text(string)"/>
         /// <param name="instance">The string to hash.</param>
         /// <returns>The SHA-256 hash of the string.</returns>
-        public static byte[] SHA256Buffer(this string instance)
+        public static byte[] Sha256Buffer(this string instance)
         {
             return SHA256.HashData(Encoding.UTF8.GetBytes(instance));
         }
@@ -1558,12 +1558,12 @@ namespace Godot
         /// <summary>
         /// Returns the SHA-256 hash of the string as a string.
         /// </summary>
-        /// <seealso cref="SHA256Buffer(string)"/>
+        /// <seealso cref="Sha256Buffer(string)"/>
         /// <param name="instance">The string to hash.</param>
         /// <returns>The SHA-256 hash of the string.</returns>
-        public static string SHA256Text(this string instance)
+        public static string Sha256Text(this string instance)
         {
-            return instance.SHA256Buffer().HexEncode();
+            return instance.Sha256Buffer().HexEncode();
         }
 
         /// <summary>
@@ -1745,15 +1745,15 @@ namespace Godot
 
         /// <summary>
         /// Converts the String (which is a character array) to PackedByteArray (which is an array of bytes).
-        /// The conversion is faster compared to <see cref="ToUTF8Buffer(string)"/>,
+        /// The conversion is faster compared to <see cref="ToUtf8Buffer(string)"/>,
         /// as this method assumes that all the characters in the String are ASCII characters.
         /// </summary>
-        /// <seealso cref="ToUTF8Buffer(string)"/>
-        /// <seealso cref="ToUTF16Buffer(string)"/>
-        /// <seealso cref="ToUTF32Buffer(string)"/>
+        /// <seealso cref="ToUtf8Buffer(string)"/>
+        /// <seealso cref="ToUtf16Buffer(string)"/>
+        /// <seealso cref="ToUtf32Buffer(string)"/>
         /// <param name="instance">The string to convert.</param>
         /// <returns>The string as ASCII encoded bytes.</returns>
-        public static byte[] ToASCIIBuffer(this string instance)
+        public static byte[] ToAsciiBuffer(this string instance)
         {
             return Encoding.ASCII.GetBytes(instance);
         }
@@ -1783,12 +1783,12 @@ namespace Godot
         /// <summary>
         /// Converts the string (which is an array of characters) to an UTF-16 encoded array of bytes.
         /// </summary>
-        /// <seealso cref="ToASCIIBuffer(string)"/>
-        /// <seealso cref="ToUTF32Buffer(string)"/>
-        /// <seealso cref="ToUTF8Buffer(string)"/>
+        /// <seealso cref="ToAsciiBuffer(string)"/>
+        /// <seealso cref="ToUtf32Buffer(string)"/>
+        /// <seealso cref="ToUtf8Buffer(string)"/>
         /// <param name="instance">The string to convert.</param>
         /// <returns>The string as UTF-16 encoded bytes.</returns>
-        public static byte[] ToUTF16Buffer(this string instance)
+        public static byte[] ToUtf16Buffer(this string instance)
         {
             return Encoding.Unicode.GetBytes(instance);
         }
@@ -1796,28 +1796,28 @@ namespace Godot
         /// <summary>
         /// Converts the string (which is an array of characters) to an UTF-32 encoded array of bytes.
         /// </summary>
-        /// <seealso cref="ToASCIIBuffer(string)"/>
-        /// <seealso cref="ToUTF16Buffer(string)"/>
-        /// <seealso cref="ToUTF8Buffer(string)"/>
+        /// <seealso cref="ToAsciiBuffer(string)"/>
+        /// <seealso cref="ToUtf16Buffer(string)"/>
+        /// <seealso cref="ToUtf8Buffer(string)"/>
         /// <param name="instance">The string to convert.</param>
         /// <returns>The string as UTF-32 encoded bytes.</returns>
-        public static byte[] ToUTF32Buffer(this string instance)
+        public static byte[] ToUtf32Buffer(this string instance)
         {
             return Encoding.UTF32.GetBytes(instance);
         }
 
         /// <summary>
         /// Converts the string (which is an array of characters) to an UTF-8 encoded array of bytes.
-        /// The conversion is a bit slower than <see cref="ToASCIIBuffer(string)"/>,
+        /// The conversion is a bit slower than <see cref="ToAsciiBuffer(string)"/>,
         /// but supports all UTF-8 characters. Therefore, you should prefer this function
-        /// over <see cref="ToASCIIBuffer(string)"/>.
+        /// over <see cref="ToAsciiBuffer(string)"/>.
         /// </summary>
-        /// <seealso cref="ToASCIIBuffer(string)"/>
-        /// <seealso cref="ToUTF16Buffer(string)"/>
-        /// <seealso cref="ToUTF32Buffer(string)"/>
+        /// <seealso cref="ToAsciiBuffer(string)"/>
+        /// <seealso cref="ToUtf16Buffer(string)"/>
+        /// <seealso cref="ToUtf32Buffer(string)"/>
         /// <param name="instance">The string to convert.</param>
         /// <returns>The string as UTF-8 encoded bytes.</returns>
-        public static byte[] ToUTF8Buffer(this string instance)
+        public static byte[] ToUtf8Buffer(this string instance)
         {
             return Encoding.UTF8.GetBytes(instance);
         }

+ 82 - 82
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs

@@ -19,23 +19,23 @@ namespace Godot
         /// <summary>
         /// The basis matrix's X vector (column 0). Equivalent to array index <c>[0]</c>.
         /// </summary>
-        public Vector2 x;
+        public Vector2 X;
 
         /// <summary>
         /// The basis matrix's Y vector (column 1). Equivalent to array index <c>[1]</c>.
         /// </summary>
-        public Vector2 y;
+        public Vector2 Y;
 
         /// <summary>
         /// The origin vector (column 2, the third column). Equivalent to array index <c>[2]</c>.
         /// The origin vector represents translation.
         /// </summary>
-        public Vector2 origin;
+        public Vector2 Origin;
 
         /// <summary>
         /// Returns the transform's rotation (in radians).
         /// </summary>
-        public readonly real_t Rotation => Mathf.Atan2(x.y, x.x);
+        public readonly real_t Rotation => Mathf.Atan2(X.Y, X.X);
 
         /// <summary>
         /// Returns the scale.
@@ -45,13 +45,13 @@ namespace Godot
             get
             {
                 real_t detSign = Mathf.Sign(BasisDeterminant());
-                return new Vector2(x.Length(), detSign * y.Length());
+                return new Vector2(X.Length(), detSign * Y.Length());
             }
         }
 
         /// <summary>
         /// Access whole columns in the form of <see cref="Vector2"/>.
-        /// The third column is the <see cref="origin"/> vector.
+        /// The third column is the <see cref="Origin"/> vector.
         /// </summary>
         /// <param name="column">Which column vector.</param>
         /// <exception cref="ArgumentOutOfRangeException">
@@ -64,11 +64,11 @@ namespace Godot
                 switch (column)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     case 2:
-                        return origin;
+                        return Origin;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(column));
                 }
@@ -78,13 +78,13 @@ namespace Godot
                 switch (column)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         return;
                     case 1:
-                        y = value;
+                        Y = value;
                         return;
                     case 2:
-                        origin = value;
+                        Origin = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(column));
@@ -94,7 +94,7 @@ namespace Godot
 
         /// <summary>
         /// Access matrix elements in column-major order.
-        /// The third column is the <see cref="origin"/> vector.
+        /// The third column is the <see cref="Origin"/> vector.
         /// </summary>
         /// <param name="column">Which column, the matrix horizontal position.</param>
         /// <param name="row">Which row, the matrix vertical position.</param>
@@ -152,12 +152,12 @@ namespace Godot
         [MethodImpl(MethodImplOptions.AggressiveInlining)]
         private readonly real_t BasisDeterminant()
         {
-            return (x.x * y.y) - (x.y * y.x);
+            return (X.X * Y.Y) - (X.Y * Y.X);
         }
 
         /// <summary>
         /// Returns a vector transformed (multiplied) by the basis matrix.
-        /// This method does not account for translation (the <see cref="origin"/> vector).
+        /// This method does not account for translation (the <see cref="Origin"/> vector).
         /// </summary>
         /// <seealso cref="BasisXformInv(Vector2)"/>
         /// <param name="v">A vector to transform.</param>
@@ -169,7 +169,7 @@ namespace Godot
 
         /// <summary>
         /// Returns a vector transformed (multiplied) by the inverse basis matrix.
-        /// This method does not account for translation (the <see cref="origin"/> vector).
+        /// This method does not account for translation (the <see cref="Origin"/> vector).
         ///
         /// Note: This results in a multiplication by the inverse of the
         /// basis matrix only if it represents a rotation-reflection.
@@ -179,7 +179,7 @@ namespace Godot
         /// <returns>The inversely transformed vector.</returns>
         public readonly Vector2 BasisXformInv(Vector2 v)
         {
-            return new Vector2(x.Dot(v), y.Dot(v));
+            return new Vector2(X.Dot(v), Y.Dot(v));
         }
 
         /// <summary>
@@ -222,14 +222,14 @@ namespace Godot
             }
 
             // Extract parameters
-            Vector2 p1 = origin;
-            Vector2 p2 = transform.origin;
+            Vector2 p1 = Origin;
+            Vector2 p2 = transform.Origin;
 
             // Construct matrix
-            var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.Lerp(p2, weight));
+            var res = new Transform2D(Mathf.Atan2(v.Y, v.X), p1.Lerp(p2, weight));
             Vector2 scale = s1.Lerp(s2, weight);
-            res.x *= scale;
-            res.y *= scale;
+            res.X *= scale;
+            res.Y *= scale;
 
             return res;
         }
@@ -245,10 +245,10 @@ namespace Godot
             Transform2D inv = this;
 
             // Swap
-            inv.x.y = y.x;
-            inv.y.x = x.y;
+            inv.X.Y = Y.X;
+            inv.Y.X = X.Y;
 
-            inv.origin = inv.BasisXform(-inv.origin);
+            inv.Origin = inv.BasisXform(-inv.Origin);
 
             return inv;
         }
@@ -260,7 +260,7 @@ namespace Godot
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
         {
-            return x.IsFinite() && y.IsFinite() && origin.IsFinite();
+            return X.IsFinite() && Y.IsFinite() && Origin.IsFinite();
         }
 
         /// <summary>
@@ -272,15 +272,15 @@ namespace Godot
         {
             Transform2D on = this;
 
-            Vector2 onX = on.x;
-            Vector2 onY = on.y;
+            Vector2 onX = on.X;
+            Vector2 onY = on.Y;
 
             onX.Normalize();
             onY = onY - (onX * onX.Dot(onY));
             onY.Normalize();
 
-            on.x = onX;
-            on.y = onY;
+            on.X = onX;
+            on.Y = onY;
 
             return on;
         }
@@ -319,9 +319,9 @@ namespace Godot
         public readonly Transform2D Scaled(Vector2 scale)
         {
             Transform2D copy = this;
-            copy.x *= scale;
-            copy.y *= scale;
-            copy.origin *= scale;
+            copy.X *= scale;
+            copy.Y *= scale;
+            copy.Origin *= scale;
             return copy;
         }
 
@@ -335,8 +335,8 @@ namespace Godot
         public readonly Transform2D ScaledLocal(Vector2 scale)
         {
             Transform2D copy = this;
-            copy.x *= scale;
-            copy.y *= scale;
+            copy.X *= scale;
+            copy.Y *= scale;
             return copy;
         }
 
@@ -360,7 +360,7 @@ namespace Godot
         public readonly Transform2D Translated(Vector2 offset)
         {
             Transform2D copy = this;
-            copy.origin += offset;
+            copy.Origin += offset;
             return copy;
         }
 
@@ -374,7 +374,7 @@ namespace Godot
         public readonly Transform2D TranslatedLocal(Vector2 offset)
         {
             Transform2D copy = this;
-            copy.origin += copy.BasisXform(offset);
+            copy.Origin += copy.BasisXform(offset);
             return copy;
         }
 
@@ -409,26 +409,26 @@ namespace Godot
         /// <param name="originPos">The origin vector, or column index 2.</param>
         public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 originPos)
         {
-            x = xAxis;
-            y = yAxis;
-            origin = originPos;
+            X = xAxis;
+            Y = yAxis;
+            Origin = originPos;
         }
 
         /// <summary>
         /// Constructs a transformation matrix from the given components.
-        /// Arguments are named such that xy is equal to calling <c>x.y</c>.
-        /// </summary>
-        /// <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c>.</param>
-        /// <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c>.</param>
-        /// <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c>.</param>
-        /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c>.</param>
-        /// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c>.</param>
-        /// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c>.</param>
+        /// Arguments are named such that xy is equal to calling <c>X.Y</c>.
+        /// </summary>
+        /// <param name="xx">The X component of the X column vector, accessed via <c>t.X.X</c> or <c>[0][0]</c>.</param>
+        /// <param name="xy">The Y component of the X column vector, accessed via <c>t.X.Y</c> or <c>[0][1]</c>.</param>
+        /// <param name="yx">The X component of the Y column vector, accessed via <c>t.Y.X</c> or <c>[1][0]</c>.</param>
+        /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.Y.Y</c> or <c>[1][1]</c>.</param>
+        /// <param name="ox">The X component of the origin vector, accessed via <c>t.Origin.X</c> or <c>[2][0]</c>.</param>
+        /// <param name="oy">The Y component of the origin vector, accessed via <c>t.Origin.Y</c> or <c>[2][1]</c>.</param>
         public Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy)
         {
-            x = new Vector2(xx, xy);
-            y = new Vector2(yx, yy);
-            origin = new Vector2(ox, oy);
+            X = new Vector2(xx, xy);
+            Y = new Vector2(yx, yy);
+            Origin = new Vector2(ox, oy);
         }
 
         /// <summary>
@@ -440,10 +440,10 @@ namespace Godot
         public Transform2D(real_t rotation, Vector2 origin)
         {
             (real_t sin, real_t cos) = Mathf.SinCos(rotation);
-            x.x = y.y = cos;
-            x.y = y.x = sin;
-            y.x *= -1;
-            this.origin = origin;
+            X.X = Y.Y = cos;
+            X.Y = Y.X = sin;
+            Y.X *= -1;
+            Origin = origin;
         }
 
         /// <summary>
@@ -459,11 +459,11 @@ namespace Godot
         {
             (real_t rotationSin, real_t rotationCos) = Mathf.SinCos(rotation);
             (real_t rotationSkewSin, real_t rotationSkewCos) = Mathf.SinCos(rotation + skew);
-            x.x = rotationCos * scale.x;
-            y.y = rotationSkewCos * scale.y;
-            y.x = -rotationSkewSin * scale.y;
-            x.y = rotationSin * scale.x;
-            this.origin = origin;
+            X.X = rotationCos * scale.X;
+            Y.Y = rotationSkewCos * scale.Y;
+            Y.X = -rotationSkewSin * scale.Y;
+            X.Y = rotationSin * scale.X;
+            Origin = origin;
         }
 
         /// <summary>
@@ -476,17 +476,17 @@ namespace Godot
         /// <returns>The composed transform.</returns>
         public static Transform2D operator *(Transform2D left, Transform2D right)
         {
-            left.origin = left * right.origin;
+            left.Origin = left * right.Origin;
 
-            real_t x0 = left.Tdotx(right.x);
-            real_t x1 = left.Tdoty(right.x);
-            real_t y0 = left.Tdotx(right.y);
-            real_t y1 = left.Tdoty(right.y);
+            real_t x0 = left.Tdotx(right.X);
+            real_t x1 = left.Tdoty(right.X);
+            real_t y0 = left.Tdotx(right.Y);
+            real_t y1 = left.Tdoty(right.Y);
 
-            left.x.x = x0;
-            left.x.y = x1;
-            left.y.x = y0;
-            left.y.y = y1;
+            left.X.X = x0;
+            left.X.Y = x1;
+            left.Y.X = y0;
+            left.Y.Y = y1;
 
             return left;
         }
@@ -499,7 +499,7 @@ namespace Godot
         /// <returns>The transformed Vector2.</returns>
         public static Vector2 operator *(Transform2D transform, Vector2 vector)
         {
-            return new Vector2(transform.Tdotx(vector), transform.Tdoty(vector)) + transform.origin;
+            return new Vector2(transform.Tdotx(vector), transform.Tdoty(vector)) + transform.Origin;
         }
 
         /// <summary>
@@ -510,8 +510,8 @@ namespace Godot
         /// <returns>The inversely transformed Vector2.</returns>
         public static Vector2 operator *(Vector2 vector, Transform2D transform)
         {
-            Vector2 vInv = vector - transform.origin;
-            return new Vector2(transform.x.Dot(vInv), transform.y.Dot(vInv));
+            Vector2 vInv = vector - transform.Origin;
+            return new Vector2(transform.X.Dot(vInv), transform.Y.Dot(vInv));
         }
 
         /// <summary>
@@ -523,8 +523,8 @@ namespace Godot
         public static Rect2 operator *(Transform2D transform, Rect2 rect)
         {
             Vector2 pos = transform * rect.Position;
-            Vector2 toX = transform.x * rect.Size.x;
-            Vector2 toY = transform.y * rect.Size.y;
+            Vector2 toX = transform.X * rect.Size.X;
+            Vector2 toY = transform.Y * rect.Size.Y;
 
             return new Rect2(pos, new Vector2()).Expand(pos + toX).Expand(pos + toY).Expand(pos + toX + toY);
         }
@@ -538,9 +538,9 @@ namespace Godot
         public static Rect2 operator *(Rect2 rect, Transform2D transform)
         {
             Vector2 pos = rect.Position * transform;
-            Vector2 to1 = new Vector2(rect.Position.x, rect.Position.y + rect.Size.y) * transform;
-            Vector2 to2 = new Vector2(rect.Position.x + rect.Size.x, rect.Position.y + rect.Size.y) * transform;
-            Vector2 to3 = new Vector2(rect.Position.x + rect.Size.x, rect.Position.y) * transform;
+            Vector2 to1 = new Vector2(rect.Position.X, rect.Position.Y + rect.Size.Y) * transform;
+            Vector2 to2 = new Vector2(rect.Position.X + rect.Size.X, rect.Position.Y + rect.Size.Y) * transform;
+            Vector2 to3 = new Vector2(rect.Position.X + rect.Size.X, rect.Position.Y) * transform;
 
             return new Rect2(pos, new Vector2()).Expand(to1).Expand(to2).Expand(to3);
         }
@@ -629,7 +629,7 @@ namespace Godot
         /// <returns>Whether or not the matrices are exactly equal.</returns>
         public readonly bool Equals(Transform2D other)
         {
-            return x.Equals(other.x) && y.Equals(other.y) && origin.Equals(other.origin);
+            return X.Equals(other.X) && Y.Equals(other.Y) && Origin.Equals(other.Origin);
         }
 
         /// <summary>
@@ -640,7 +640,7 @@ namespace Godot
         /// <returns>Whether or not the matrices are approximately equal.</returns>
         public readonly bool IsEqualApprox(Transform2D other)
         {
-            return x.IsEqualApprox(other.x) && y.IsEqualApprox(other.y) && origin.IsEqualApprox(other.origin);
+            return X.IsEqualApprox(other.X) && Y.IsEqualApprox(other.Y) && Origin.IsEqualApprox(other.Origin);
         }
 
         /// <summary>
@@ -649,7 +649,7 @@ namespace Godot
         /// <returns>A hash code for this transform.</returns>
         public override readonly int GetHashCode()
         {
-            return x.GetHashCode() ^ y.GetHashCode() ^ origin.GetHashCode();
+            return X.GetHashCode() ^ Y.GetHashCode() ^ Origin.GetHashCode();
         }
 
         /// <summary>
@@ -658,7 +658,7 @@ namespace Godot
         /// <returns>A string representation of this transform.</returns>
         public override readonly string ToString()
         {
-            return $"[X: {x}, Y: {y}, O: {origin}]";
+            return $"[X: {X}, Y: {Y}, O: {Origin}]";
         }
 
         /// <summary>
@@ -667,7 +667,7 @@ namespace Godot
         /// <returns>A string representation of this transform.</returns>
         public readonly string ToString(string format)
         {
-            return $"[X: {x.ToString(format)}, Y: {y.ToString(format)}, O: {origin.ToString(format)}]";
+            return $"[X: {X.ToString(format)}, Y: {Y.ToString(format)}, O: {Origin.ToString(format)}]";
         }
     }
 }

+ 106 - 106
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs

@@ -6,7 +6,7 @@ namespace Godot
     /// <summary>
     /// 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations.
     /// It can represent transformations such as translation, rotation, or scaling.
-    /// It consists of a <see cref="Basis"/> (first 3 columns) and a
+    /// It consists of a <see cref="Godot.Basis"/> (first 3 columns) and a
     /// <see cref="Vector3"/> for the origin (last column).
     ///
     /// For more information, read this documentation article:
@@ -17,19 +17,19 @@ namespace Godot
     public struct Transform3D : IEquatable<Transform3D>
     {
         /// <summary>
-        /// The <see cref="Basis"/> of this transform. Contains the X, Y, and Z basis
+        /// The <see cref="Godot.Basis"/> of this transform. Contains the X, Y, and Z basis
         /// vectors (columns 0 to 2) and is responsible for rotation and scale.
         /// </summary>
-        public Basis basis;
+        public Basis Basis;
 
         /// <summary>
         /// The origin vector (column 3, the fourth column). Equivalent to array index <c>[3]</c>.
         /// </summary>
-        public Vector3 origin;
+        public Vector3 Origin;
 
         /// <summary>
         /// Access whole columns in the form of <see cref="Vector3"/>.
-        /// The fourth column is the <see cref="origin"/> vector.
+        /// The fourth column is the <see cref="Origin"/> vector.
         /// </summary>
         /// <param name="column">Which column vector.</param>
         /// <exception cref="ArgumentOutOfRangeException">
@@ -42,13 +42,13 @@ namespace Godot
                 switch (column)
                 {
                     case 0:
-                        return basis.Column0;
+                        return Basis.Column0;
                     case 1:
-                        return basis.Column1;
+                        return Basis.Column1;
                     case 2:
-                        return basis.Column2;
+                        return Basis.Column2;
                     case 3:
-                        return origin;
+                        return Origin;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(column));
                 }
@@ -58,16 +58,16 @@ namespace Godot
                 switch (column)
                 {
                     case 0:
-                        basis.Column0 = value;
+                        Basis.Column0 = value;
                         return;
                     case 1:
-                        basis.Column1 = value;
+                        Basis.Column1 = value;
                         return;
                     case 2:
-                        basis.Column2 = value;
+                        Basis.Column2 = value;
                         return;
                     case 3:
-                        origin = value;
+                        Origin = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(column));
@@ -77,7 +77,7 @@ namespace Godot
 
         /// <summary>
         /// Access matrix elements in column-major order.
-        /// The fourth column is the <see cref="origin"/> vector.
+        /// The fourth column is the <see cref="Origin"/> vector.
         /// </summary>
         /// <param name="column">Which column, the matrix horizontal position.</param>
         /// <param name="row">Which row, the matrix vertical position.</param>
@@ -87,18 +87,18 @@ namespace Godot
             {
                 if (column == 3)
                 {
-                    return origin[row];
+                    return Origin[row];
                 }
-                return basis[column, row];
+                return Basis[column, row];
             }
             set
             {
                 if (column == 3)
                 {
-                    origin[row] = value;
+                    Origin[row] = value;
                     return;
                 }
-                basis[column, row] = value;
+                Basis[column, row] = value;
             }
         }
 
@@ -110,8 +110,8 @@ namespace Godot
         /// <returns>The inverse transformation matrix.</returns>
         public readonly Transform3D AffineInverse()
         {
-            Basis basisInv = basis.Inverse();
-            return new Transform3D(basisInv, basisInv * -origin);
+            Basis basisInv = Basis.Inverse();
+            return new Transform3D(basisInv, basisInv * -Origin);
         }
 
         /// <summary>
@@ -124,19 +124,19 @@ namespace Godot
         /// <returns>The interpolated transform.</returns>
         public readonly Transform3D InterpolateWith(Transform3D transform, real_t weight)
         {
-            Vector3 sourceScale = basis.Scale;
-            Quaternion sourceRotation = basis.GetRotationQuaternion();
-            Vector3 sourceLocation = origin;
+            Vector3 sourceScale = Basis.Scale;
+            Quaternion sourceRotation = Basis.GetRotationQuaternion();
+            Vector3 sourceLocation = Origin;
 
-            Vector3 destinationScale = transform.basis.Scale;
-            Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
-            Vector3 destinationLocation = transform.origin;
+            Vector3 destinationScale = transform.Basis.Scale;
+            Quaternion destinationRotation = transform.Basis.GetRotationQuaternion();
+            Vector3 destinationLocation = transform.Origin;
 
             var interpolated = new Transform3D();
             Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
             Vector3 scale = sourceScale.Lerp(destinationScale, weight);
-            interpolated.basis.SetQuaternionScale(quaternion, scale);
-            interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
+            interpolated.Basis.SetQuaternionScale(quaternion, scale);
+            interpolated.Origin = sourceLocation.Lerp(destinationLocation, weight);
 
             return interpolated;
         }
@@ -149,8 +149,8 @@ namespace Godot
         /// <returns>The inverse matrix.</returns>
         public readonly Transform3D Inverse()
         {
-            Basis basisTr = basis.Transposed();
-            return new Transform3D(basisTr, basisTr * -origin);
+            Basis basisTr = Basis.Transposed();
+            return new Transform3D(basisTr, basisTr * -Origin);
         }
 
         /// <summary>
@@ -160,7 +160,7 @@ namespace Godot
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
         {
-            return basis.IsFinite() && origin.IsFinite();
+            return Basis.IsFinite() && Origin.IsFinite();
         }
 
         /// <summary>
@@ -179,7 +179,7 @@ namespace Godot
         public readonly Transform3D LookingAt(Vector3 target, Vector3 up)
         {
             Transform3D t = this;
-            t.SetLookAt(origin, target, up);
+            t.SetLookAt(Origin, target, up);
             return t;
         }
 
@@ -190,7 +190,7 @@ namespace Godot
         /// <returns>The orthonormalized transform.</returns>
         public readonly Transform3D Orthonormalized()
         {
-            return new Transform3D(basis.Orthonormalized(), origin);
+            return new Transform3D(Basis.Orthonormalized(), Origin);
         }
 
         /// <summary>
@@ -219,7 +219,7 @@ namespace Godot
         public readonly Transform3D RotatedLocal(Vector3 axis, real_t angle)
         {
             Basis tmpBasis = new Basis(axis, angle);
-            return new Transform3D(basis * tmpBasis, origin);
+            return new Transform3D(Basis * tmpBasis, Origin);
         }
 
         /// <summary>
@@ -231,7 +231,7 @@ namespace Godot
         /// <returns>The scaled transformation matrix.</returns>
         public readonly Transform3D Scaled(Vector3 scale)
         {
-            return new Transform3D(basis.Scaled(scale), origin * scale);
+            return new Transform3D(Basis.Scaled(scale), Origin * scale);
         }
 
         /// <summary>
@@ -244,7 +244,7 @@ namespace Godot
         public readonly Transform3D ScaledLocal(Vector3 scale)
         {
             Basis tmpBasis = Basis.FromScale(scale);
-            return new Transform3D(basis * tmpBasis, origin);
+            return new Transform3D(Basis * tmpBasis, Origin);
         }
 
         private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
@@ -265,9 +265,9 @@ namespace Godot
             column0.Normalize();
             column1.Normalize();
 
-            basis = new Basis(column0, column1, column2);
+            Basis = new Basis(column0, column1, column2);
 
-            origin = eye;
+            Origin = eye;
         }
 
         /// <summary>
@@ -279,7 +279,7 @@ namespace Godot
         /// <returns>The translated matrix.</returns>
         public readonly Transform3D Translated(Vector3 offset)
         {
-            return new Transform3D(basis, origin + offset);
+            return new Transform3D(Basis, Origin + offset);
         }
 
         /// <summary>
@@ -291,11 +291,11 @@ namespace Godot
         /// <returns>The translated matrix.</returns>
         public readonly Transform3D TranslatedLocal(Vector3 offset)
         {
-            return new Transform3D(basis, new Vector3
+            return new Transform3D(Basis, new Vector3
             (
-                origin[0] + basis.Row0.Dot(offset),
-                origin[1] + basis.Row1.Dot(offset),
-                origin[2] + basis.Row2.Dot(offset)
+                Origin[0] + Basis.Row0.Dot(offset),
+                Origin[1] + Basis.Row1.Dot(offset),
+                Origin[2] + Basis.Row2.Dot(offset)
             ));
         }
 
@@ -337,64 +337,64 @@ namespace Godot
         /// <param name="origin">The origin vector, or column index 3.</param>
         public Transform3D(Vector3 column0, Vector3 column1, Vector3 column2, Vector3 origin)
         {
-            basis = new Basis(column0, column1, column2);
-            this.origin = origin;
+            Basis = new Basis(column0, column1, column2);
+            Origin = origin;
         }
 
         /// <summary>
         /// Constructs a transformation matrix from the given components.
-        /// Arguments are named such that xy is equal to calling <c>basis.x.y</c>.
-        /// </summary>
-        /// <param name="xx">The X component of the X column vector, accessed via <c>t.basis.x.x</c> or <c>[0][0]</c>.</param>
-        /// <param name="yx">The X component of the Y column vector, accessed via <c>t.basis.y.x</c> or <c>[1][0]</c>.</param>
-        /// <param name="zx">The X component of the Z column vector, accessed via <c>t.basis.z.x</c> or <c>[2][0]</c>.</param>
-        /// <param name="xy">The Y component of the X column vector, accessed via <c>t.basis.x.y</c> or <c>[0][1]</c>.</param>
-        /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.basis.y.y</c> or <c>[1][1]</c>.</param>
-        /// <param name="zy">The Y component of the Z column vector, accessed via <c>t.basis.y.y</c> or <c>[2][1]</c>.</param>
-        /// <param name="xz">The Z component of the X column vector, accessed via <c>t.basis.x.y</c> or <c>[0][2]</c>.</param>
-        /// <param name="yz">The Z component of the Y column vector, accessed via <c>t.basis.y.y</c> or <c>[1][2]</c>.</param>
-        /// <param name="zz">The Z component of the Z column vector, accessed via <c>t.basis.y.y</c> or <c>[2][2]</c>.</param>
-        /// <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c>.</param>
-        /// <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c>.</param>
-        /// <param name="oz">The Z component of the origin vector, accessed via <c>t.origin.z</c> or <c>[2][2]</c>.</param>
+        /// Arguments are named such that xy is equal to calling <c>Basis.X.Y</c>.
+        /// </summary>
+        /// <param name="xx">The X component of the X column vector, accessed via <c>t.Basis.X.X</c> or <c>[0][0]</c>.</param>
+        /// <param name="yx">The X component of the Y column vector, accessed via <c>t.Basis.Y.X</c> or <c>[1][0]</c>.</param>
+        /// <param name="zx">The X component of the Z column vector, accessed via <c>t.Basis.Z.X</c> or <c>[2][0]</c>.</param>
+        /// <param name="xy">The Y component of the X column vector, accessed via <c>t.Basis.X.Y</c> or <c>[0][1]</c>.</param>
+        /// <param name="yy">The Y component of the Y column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[1][1]</c>.</param>
+        /// <param name="zy">The Y component of the Z column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[2][1]</c>.</param>
+        /// <param name="xz">The Z component of the X column vector, accessed via <c>t.Basis.X.Y</c> or <c>[0][2]</c>.</param>
+        /// <param name="yz">The Z component of the Y column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[1][2]</c>.</param>
+        /// <param name="zz">The Z component of the Z column vector, accessed via <c>t.Basis.Y.Y</c> or <c>[2][2]</c>.</param>
+        /// <param name="ox">The X component of the origin vector, accessed via <c>t.Origin.X</c> or <c>[2][0]</c>.</param>
+        /// <param name="oy">The Y component of the origin vector, accessed via <c>t.Origin.Y</c> or <c>[2][1]</c>.</param>
+        /// <param name="oz">The Z component of the origin vector, accessed via <c>t.Origin.Z</c> or <c>[2][2]</c>.</param>
         public Transform3D(real_t xx, real_t yx, real_t zx, real_t xy, real_t yy, real_t zy, real_t xz, real_t yz, real_t zz, real_t ox, real_t oy, real_t oz)
         {
-            basis = new Basis(xx, yx, zx, xy, yy, zy, xz, yz, zz);
-            origin = new Vector3(ox, oy, oz);
+            Basis = new Basis(xx, yx, zx, xy, yy, zy, xz, yz, zz);
+            Origin = new Vector3(ox, oy, oz);
         }
 
         /// <summary>
         /// Constructs a transformation matrix from the given <paramref name="basis"/> and
         /// <paramref name="origin"/> vector.
         /// </summary>
-        /// <param name="basis">The <see cref="Basis"/> to create the basis from.</param>
+        /// <param name="basis">The <see cref="Godot.Basis"/> to create the basis from.</param>
         /// <param name="origin">The origin vector, or column index 3.</param>
         public Transform3D(Basis basis, Vector3 origin)
         {
-            this.basis = basis;
-            this.origin = origin;
+            Basis = basis;
+            Origin = origin;
         }
 
         /// <summary>
         /// Constructs a transformation matrix from the given <paramref name="projection"/>
-        /// by trimming the last row of the projection matrix (<c>projection.x.w</c>,
-        /// <c>projection.y.w</c>, <c>projection.z.w</c>, and <c>projection.w.w</c>
+        /// by trimming the last row of the projection matrix (<c>projection.X.W</c>,
+        /// <c>projection.Y.W</c>, <c>projection.Z.W</c>, and <c>projection.W.W</c>
         /// are not copied over).
         /// </summary>
         /// <param name="projection">The <see cref="Projection"/> to create the transform from.</param>
         public Transform3D(Projection projection)
         {
-            basis = new Basis
+            Basis = new Basis
             (
-                projection.x.x, projection.y.x, projection.z.x,
-                projection.x.y, projection.y.y, projection.z.y,
-                projection.x.z, projection.y.z, projection.z.z
+                projection.X.X, projection.Y.X, projection.Z.X,
+                projection.X.Y, projection.Y.Y, projection.Z.Y,
+                projection.X.Z, projection.Y.Z, projection.Z.Z
             );
-            origin = new Vector3
+            Origin = new Vector3
             (
-                projection.w.x,
-                projection.w.y,
-                projection.w.z
+                projection.W.X,
+                projection.W.Y,
+                projection.W.Z
             );
         }
 
@@ -408,8 +408,8 @@ namespace Godot
         /// <returns>The composed transform.</returns>
         public static Transform3D operator *(Transform3D left, Transform3D right)
         {
-            left.origin = left * right.origin;
-            left.basis *= right.basis;
+            left.Origin = left * right.Origin;
+            left.Basis *= right.Basis;
             return left;
         }
 
@@ -423,9 +423,9 @@ namespace Godot
         {
             return new Vector3
             (
-                transform.basis.Row0.Dot(vector) + transform.origin.x,
-                transform.basis.Row1.Dot(vector) + transform.origin.y,
-                transform.basis.Row2.Dot(vector) + transform.origin.z
+                transform.Basis.Row0.Dot(vector) + transform.Origin.X,
+                transform.Basis.Row1.Dot(vector) + transform.Origin.Y,
+                transform.Basis.Row2.Dot(vector) + transform.Origin.Z
             );
         }
 
@@ -440,13 +440,13 @@ namespace Godot
         /// <returns>The inversely transformed Vector3.</returns>
         public static Vector3 operator *(Vector3 vector, Transform3D transform)
         {
-            Vector3 vInv = vector - transform.origin;
+            Vector3 vInv = vector - transform.Origin;
 
             return new Vector3
             (
-                (transform.basis.Row0[0] * vInv.x) + (transform.basis.Row1[0] * vInv.y) + (transform.basis.Row2[0] * vInv.z),
-                (transform.basis.Row0[1] * vInv.x) + (transform.basis.Row1[1] * vInv.y) + (transform.basis.Row2[1] * vInv.z),
-                (transform.basis.Row0[2] * vInv.x) + (transform.basis.Row1[2] * vInv.y) + (transform.basis.Row2[2] * vInv.z)
+                (transform.Basis.Row0[0] * vInv.X) + (transform.Basis.Row1[0] * vInv.Y) + (transform.Basis.Row2[0] * vInv.Z),
+                (transform.Basis.Row0[1] * vInv.X) + (transform.Basis.Row1[1] * vInv.Y) + (transform.Basis.Row2[1] * vInv.Z),
+                (transform.Basis.Row0[2] * vInv.X) + (transform.Basis.Row1[2] * vInv.Y) + (transform.Basis.Row2[2] * vInv.Z)
             );
         }
 
@@ -456,19 +456,19 @@ namespace Godot
         /// <param name="transform">The transformation to apply.</param>
         /// <param name="aabb">An AABB to transform.</param>
         /// <returns>The transformed AABB.</returns>
-        public static AABB operator *(Transform3D transform, AABB aabb)
+        public static Aabb operator *(Transform3D transform, Aabb aabb)
         {
             Vector3 min = aabb.Position;
             Vector3 max = aabb.Position + aabb.Size;
 
-            Vector3 tmin = transform.origin;
-            Vector3 tmax = transform.origin;
+            Vector3 tmin = transform.Origin;
+            Vector3 tmax = transform.Origin;
             for (int i = 0; i < 3; i++)
             {
                 for (int j = 0; j < 3; j++)
                 {
-                    real_t e = transform.basis[i][j] * min[j];
-                    real_t f = transform.basis[i][j] * max[j];
+                    real_t e = transform.Basis[i][j] * min[j];
+                    real_t f = transform.Basis[i][j] * max[j];
                     if (e < f)
                     {
                         tmin[i] += e;
@@ -482,7 +482,7 @@ namespace Godot
                 }
             }
 
-            return new AABB(tmin, tmax - tmin);
+            return new Aabb(tmin, tmax - tmin);
         }
 
         /// <summary>
@@ -491,18 +491,18 @@ namespace Godot
         /// <param name="aabb">An AABB to inversely transform.</param>
         /// <param name="transform">The transformation to apply.</param>
         /// <returns>The inversely transformed AABB.</returns>
-        public static AABB operator *(AABB aabb, Transform3D transform)
+        public static Aabb operator *(Aabb aabb, Transform3D transform)
         {
-            Vector3 pos = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y + aabb.Size.y, aabb.Position.z + aabb.Size.z) * transform;
-            Vector3 to1 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y + aabb.Size.y, aabb.Position.z) * transform;
-            Vector3 to2 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y, aabb.Position.z + aabb.Size.z) * transform;
-            Vector3 to3 = new Vector3(aabb.Position.x + aabb.Size.x, aabb.Position.y, aabb.Position.z) * transform;
-            Vector3 to4 = new Vector3(aabb.Position.x, aabb.Position.y + aabb.Size.y, aabb.Position.z + aabb.Size.z) * transform;
-            Vector3 to5 = new Vector3(aabb.Position.x, aabb.Position.y + aabb.Size.y, aabb.Position.z) * transform;
-            Vector3 to6 = new Vector3(aabb.Position.x, aabb.Position.y, aabb.Position.z + aabb.Size.z) * transform;
-            Vector3 to7 = new Vector3(aabb.Position.x, aabb.Position.y, aabb.Position.z) * transform;
+            Vector3 pos = new Vector3(aabb.Position.X + aabb.Size.X, aabb.Position.Y + aabb.Size.Y, aabb.Position.Z + aabb.Size.Z) * transform;
+            Vector3 to1 = new Vector3(aabb.Position.X + aabb.Size.X, aabb.Position.Y + aabb.Size.Y, aabb.Position.Z) * transform;
+            Vector3 to2 = new Vector3(aabb.Position.X + aabb.Size.X, aabb.Position.Y, aabb.Position.Z + aabb.Size.Z) * transform;
+            Vector3 to3 = new Vector3(aabb.Position.X + aabb.Size.X, aabb.Position.Y, aabb.Position.Z) * transform;
+            Vector3 to4 = new Vector3(aabb.Position.X, aabb.Position.Y + aabb.Size.Y, aabb.Position.Z + aabb.Size.Z) * transform;
+            Vector3 to5 = new Vector3(aabb.Position.X, aabb.Position.Y + aabb.Size.Y, aabb.Position.Z) * transform;
+            Vector3 to6 = new Vector3(aabb.Position.X, aabb.Position.Y, aabb.Position.Z + aabb.Size.Z) * transform;
+            Vector3 to7 = new Vector3(aabb.Position.X, aabb.Position.Y, aabb.Position.Z) * transform;
 
-            return new AABB(pos, new Vector3()).Expand(to1).Expand(to2).Expand(to3).Expand(to4).Expand(to5).Expand(to6).Expand(to7);
+            return new Aabb(pos, new Vector3()).Expand(to1).Expand(to2).Expand(to3).Expand(to4).Expand(to5).Expand(to6).Expand(to7);
         }
 
         /// <summary>
@@ -513,7 +513,7 @@ namespace Godot
         /// <returns>The transformed Plane.</returns>
         public static Plane operator *(Transform3D transform, Plane plane)
         {
-            Basis bInvTrans = transform.basis.Inverse().Transposed();
+            Basis bInvTrans = transform.Basis.Inverse().Transposed();
 
             // Transform a single point on the plane.
             Vector3 point = transform * (plane.Normal * plane.D);
@@ -534,7 +534,7 @@ namespace Godot
         public static Plane operator *(Plane plane, Transform3D transform)
         {
             Transform3D tInv = transform.AffineInverse();
-            Basis bTrans = transform.basis.Transposed();
+            Basis bTrans = transform.Basis.Transposed();
 
             // Transform a single point on the plane.
             Vector3 point = tInv * (plane.Normal * plane.D);
@@ -637,7 +637,7 @@ namespace Godot
         /// <returns>Whether or not the matrices are exactly equal.</returns>
         public readonly bool Equals(Transform3D other)
         {
-            return basis.Equals(other.basis) && origin.Equals(other.origin);
+            return Basis.Equals(other.Basis) && Origin.Equals(other.Origin);
         }
 
         /// <summary>
@@ -648,7 +648,7 @@ namespace Godot
         /// <returns>Whether or not the matrices are approximately equal.</returns>
         public readonly bool IsEqualApprox(Transform3D other)
         {
-            return basis.IsEqualApprox(other.basis) && origin.IsEqualApprox(other.origin);
+            return Basis.IsEqualApprox(other.Basis) && Origin.IsEqualApprox(other.Origin);
         }
 
         /// <summary>
@@ -657,7 +657,7 @@ namespace Godot
         /// <returns>A hash code for this transform.</returns>
         public override readonly int GetHashCode()
         {
-            return basis.GetHashCode() ^ origin.GetHashCode();
+            return Basis.GetHashCode() ^ Origin.GetHashCode();
         }
 
         /// <summary>
@@ -666,7 +666,7 @@ namespace Godot
         /// <returns>A string representation of this transform.</returns>
         public override readonly string ToString()
         {
-            return $"[X: {basis.x}, Y: {basis.y}, Z: {basis.z}, O: {origin}]";
+            return $"[X: {Basis.X}, Y: {Basis.Y}, Z: {Basis.Z}, O: {Origin}]";
         }
 
         /// <summary>
@@ -675,7 +675,7 @@ namespace Godot
         /// <returns>A string representation of this transform.</returns>
         public readonly string ToString(string format)
         {
-            return $"[X: {basis.x.ToString(format)}, Y: {basis.y.ToString(format)}, Z: {basis.z.ToString(format)}, O: {origin.ToString(format)}]";
+            return $"[X: {Basis.X.ToString(format)}, Y: {Basis.Y.ToString(format)}, Z: {Basis.Z.ToString(format)}, O: {Origin.ToString(format)}]";
         }
     }
 }

+ 55 - 55
modules/mono/glue/GodotSharp/GodotSharp/Core/Variant.cs

@@ -60,13 +60,13 @@ public partial struct Variant : IDisposable
             case Type.Int:
             case Type.Float:
             case Type.Vector2:
-            case Type.Vector2i:
+            case Type.Vector2I:
             case Type.Rect2:
-            case Type.Rect2i:
+            case Type.Rect2I:
             case Type.Vector3:
-            case Type.Vector3i:
+            case Type.Vector3I:
             case Type.Vector4:
-            case Type.Vector4i:
+            case Type.Vector4I:
             case Type.Plane:
             case Type.Quaternion:
             case Type.Color:
@@ -117,24 +117,24 @@ public partial struct Variant : IDisposable
             Type.Float => AsDouble(),
             Type.String => AsString(),
             Type.Vector2 => AsVector2(),
-            Type.Vector2i => AsVector2i(),
+            Type.Vector2I => AsVector2I(),
             Type.Rect2 => AsRect2(),
-            Type.Rect2i => AsRect2i(),
+            Type.Rect2I => AsRect2I(),
             Type.Vector3 => AsVector3(),
-            Type.Vector3i => AsVector3i(),
-            Type.Transform2d => AsTransform2D(),
+            Type.Vector3I => AsVector3I(),
+            Type.Transform2D => AsTransform2D(),
             Type.Vector4 => AsVector4(),
-            Type.Vector4i => AsVector4i(),
+            Type.Vector4I => AsVector4I(),
             Type.Plane => AsPlane(),
             Type.Quaternion => AsQuaternion(),
-            Type.Aabb => AsAABB(),
+            Type.Aabb => AsAabb(),
             Type.Basis => AsBasis(),
-            Type.Transform3d => AsTransform3D(),
+            Type.Transform3D => AsTransform3D(),
             Type.Projection => AsProjection(),
             Type.Color => AsColor(),
             Type.StringName => AsStringName(),
             Type.NodePath => AsNodePath(),
-            Type.Rid => AsRID(),
+            Type.Rid => AsRid(),
             Type.Object => AsGodotObject(),
             Type.Callable => AsCallable(),
             Type.Signal => AsSignal(),
@@ -219,16 +219,16 @@ public partial struct Variant : IDisposable
         VariantUtils.ConvertToVector2((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public Vector2i AsVector2i() =>
-        VariantUtils.ConvertToVector2i((godot_variant)NativeVar);
+    public Vector2I AsVector2I() =>
+        VariantUtils.ConvertToVector2I((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public Rect2 AsRect2() =>
         VariantUtils.ConvertToRect2((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public Rect2i AsRect2i() =>
-        VariantUtils.ConvertToRect2i((godot_variant)NativeVar);
+    public Rect2I AsRect2I() =>
+        VariantUtils.ConvertToRect2I((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public Transform2D AsTransform2D() =>
@@ -239,8 +239,8 @@ public partial struct Variant : IDisposable
         VariantUtils.ConvertToVector3((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public Vector3i AsVector3i() =>
-        VariantUtils.ConvertToVector3i((godot_variant)NativeVar);
+    public Vector3I AsVector3I() =>
+        VariantUtils.ConvertToVector3I((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public Basis AsBasis() =>
@@ -259,16 +259,16 @@ public partial struct Variant : IDisposable
         VariantUtils.ConvertToVector4((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public Vector4i AsVector4i() =>
-        VariantUtils.ConvertToVector4i((godot_variant)NativeVar);
+    public Vector4I AsVector4I() =>
+        VariantUtils.ConvertToVector4I((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public Projection AsProjection() =>
         VariantUtils.ConvertToProjection((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public AABB AsAABB() =>
-        VariantUtils.ConvertToAABB((godot_variant)NativeVar);
+    public Aabb AsAabb() =>
+        VariantUtils.ConvertToAabb((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public Color AsColor() =>
@@ -344,8 +344,8 @@ public partial struct Variant : IDisposable
         VariantUtils.ConvertToSystemArrayOfNodePath((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public RID[] AsSystemArrayOfRID() =>
-        VariantUtils.ConvertToSystemArrayOfRID((godot_variant)NativeVar);
+    public Rid[] AsSystemArrayOfRid() =>
+        VariantUtils.ConvertToSystemArrayOfRid((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public Godot.Object AsGodotObject() =>
@@ -360,8 +360,8 @@ public partial struct Variant : IDisposable
         VariantUtils.ConvertToNodePath((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public RID AsRID() =>
-        VariantUtils.ConvertToRID((godot_variant)NativeVar);
+    public Rid AsRid() =>
+        VariantUtils.ConvertToRid((godot_variant)NativeVar);
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public Collections.Dictionary AsGodotDictionary() =>
@@ -416,13 +416,13 @@ public partial struct Variant : IDisposable
     public static explicit operator Vector2(Variant from) => from.AsVector2();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static explicit operator Vector2i(Variant from) => from.AsVector2i();
+    public static explicit operator Vector2I(Variant from) => from.AsVector2I();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static explicit operator Rect2(Variant from) => from.AsRect2();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static explicit operator Rect2i(Variant from) => from.AsRect2i();
+    public static explicit operator Rect2I(Variant from) => from.AsRect2I();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static explicit operator Transform2D(Variant from) => from.AsTransform2D();
@@ -431,7 +431,7 @@ public partial struct Variant : IDisposable
     public static explicit operator Vector3(Variant from) => from.AsVector3();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static explicit operator Vector3i(Variant from) => from.AsVector3i();
+    public static explicit operator Vector3I(Variant from) => from.AsVector3I();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static explicit operator Basis(Variant from) => from.AsBasis();
@@ -446,13 +446,13 @@ public partial struct Variant : IDisposable
     public static explicit operator Vector4(Variant from) => from.AsVector4();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static explicit operator Vector4i(Variant from) => from.AsVector4i();
+    public static explicit operator Vector4I(Variant from) => from.AsVector4I();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static explicit operator Projection(Variant from) => from.AsProjection();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static explicit operator AABB(Variant from) => from.AsAABB();
+    public static explicit operator Aabb(Variant from) => from.AsAabb();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static explicit operator Color(Variant from) => from.AsColor();
@@ -500,7 +500,7 @@ public partial struct Variant : IDisposable
     public static explicit operator NodePath[](Variant from) => from.AsSystemArrayOfNodePath();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static explicit operator RID[](Variant from) => from.AsSystemArrayOfRID();
+    public static explicit operator Rid[](Variant from) => from.AsSystemArrayOfRid();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static explicit operator Godot.Object(Variant from) => from.AsGodotObject();
@@ -512,7 +512,7 @@ public partial struct Variant : IDisposable
     public static explicit operator NodePath(Variant from) => from.AsNodePath();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static explicit operator RID(Variant from) => from.AsRID();
+    public static explicit operator Rid(Variant from) => from.AsRid();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static explicit operator Collections.Dictionary(Variant from) => from.AsGodotDictionary();
@@ -566,13 +566,13 @@ public partial struct Variant : IDisposable
     public static Variant CreateFrom(Vector2 from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static Variant CreateFrom(Vector2i from) => from;
+    public static Variant CreateFrom(Vector2I from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static Variant CreateFrom(Rect2 from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static Variant CreateFrom(Rect2i from) => from;
+    public static Variant CreateFrom(Rect2I from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static Variant CreateFrom(Transform2D from) => from;
@@ -581,7 +581,7 @@ public partial struct Variant : IDisposable
     public static Variant CreateFrom(Vector3 from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static Variant CreateFrom(Vector3i from) => from;
+    public static Variant CreateFrom(Vector3I from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static Variant CreateFrom(Basis from) => from;
@@ -596,13 +596,13 @@ public partial struct Variant : IDisposable
     public static Variant CreateFrom(Vector4 from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static Variant CreateFrom(Vector4i from) => from;
+    public static Variant CreateFrom(Vector4I from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static Variant CreateFrom(Projection from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static Variant CreateFrom(AABB from) => from;
+    public static Variant CreateFrom(Aabb from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static Variant CreateFrom(Color from) => from;
@@ -661,7 +661,7 @@ public partial struct Variant : IDisposable
     public static Variant CreateFrom(Span<NodePath> from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static Variant CreateFrom(Span<RID> from) => from;
+    public static Variant CreateFrom(Span<Rid> from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static Variant CreateFrom(Godot.Object from) => from;
@@ -673,7 +673,7 @@ public partial struct Variant : IDisposable
     public static Variant CreateFrom(NodePath from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static Variant CreateFrom(RID from) => from;
+    public static Variant CreateFrom(Rid from) => from;
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static Variant CreateFrom(Collections.Dictionary from) => from;
@@ -740,16 +740,16 @@ public partial struct Variant : IDisposable
         CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector2(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static implicit operator Variant(Vector2i from) =>
-        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector2i(from));
+    public static implicit operator Variant(Vector2I from) =>
+        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector2I(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static implicit operator Variant(Rect2 from) =>
         CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRect2(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static implicit operator Variant(Rect2i from) =>
-        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRect2i(from));
+    public static implicit operator Variant(Rect2I from) =>
+        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRect2I(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static implicit operator Variant(Transform2D from) =>
@@ -760,8 +760,8 @@ public partial struct Variant : IDisposable
         CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector3(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static implicit operator Variant(Vector3i from) =>
-        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector3i(from));
+    public static implicit operator Variant(Vector3I from) =>
+        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector3I(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static implicit operator Variant(Basis from) =>
@@ -780,16 +780,16 @@ public partial struct Variant : IDisposable
         CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector4(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static implicit operator Variant(Vector4i from) =>
-        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector4i(from));
+    public static implicit operator Variant(Vector4I from) =>
+        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromVector4I(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static implicit operator Variant(Projection from) =>
         CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromProjection(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static implicit operator Variant(AABB from) =>
-        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromAABB(from));
+    public static implicit operator Variant(Aabb from) =>
+        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromAabb(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static implicit operator Variant(Color from) =>
@@ -856,7 +856,7 @@ public partial struct Variant : IDisposable
         (Variant)from.AsSpan();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static implicit operator Variant(RID[] from) =>
+    public static implicit operator Variant(Rid[] from) =>
         (Variant)from.AsSpan();
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -904,8 +904,8 @@ public partial struct Variant : IDisposable
         CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfNodePath(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static implicit operator Variant(Span<RID> from) =>
-        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfRID(from));
+    public static implicit operator Variant(Span<Rid> from) =>
+        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromSystemArrayOfRid(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static implicit operator Variant(Godot.Object from) =>
@@ -920,8 +920,8 @@ public partial struct Variant : IDisposable
         CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromNodePath(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
-    public static implicit operator Variant(RID from) =>
-        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRID(from));
+    public static implicit operator Variant(Rid from) =>
+        CreateTakingOwnershipOfDisposableValue(VariantUtils.CreateFromRid(from));
 
     [MethodImpl(MethodImplOptions.AggressiveInlining)]
     public static implicit operator Variant(Collections.Dictionary from) =>

+ 98 - 98
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs

@@ -29,12 +29,12 @@ namespace Godot
         /// <summary>
         /// The vector's X component. Also accessible by using the index position <c>[0]</c>.
         /// </summary>
-        public real_t x;
+        public real_t X;
 
         /// <summary>
         /// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
         /// </summary>
-        public real_t y;
+        public real_t Y;
 
         /// <summary>
         /// Access vector components using their index.
@@ -43,8 +43,8 @@ namespace Godot
         /// <paramref name="index"/> is not 0 or 1.
         /// </exception>
         /// <value>
-        /// <c>[0]</c> is equivalent to <see cref="x"/>,
-        /// <c>[1]</c> is equivalent to <see cref="y"/>.
+        /// <c>[0]</c> is equivalent to <see cref="X"/>,
+        /// <c>[1]</c> is equivalent to <see cref="Y"/>.
         /// </value>
         public real_t this[int index]
         {
@@ -53,9 +53,9 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
                 }
@@ -65,10 +65,10 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         return;
                     case 1:
-                        y = value;
+                        Y = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
@@ -81,8 +81,8 @@ namespace Godot
         /// </summary>
         public readonly void Deconstruct(out real_t x, out real_t y)
         {
-            x = this.x;
-            y = this.y;
+            x = X;
+            y = Y;
         }
 
         internal void Normalize()
@@ -91,13 +91,13 @@ namespace Godot
 
             if (lengthsq == 0)
             {
-                x = y = 0f;
+                X = Y = 0f;
             }
             else
             {
                 real_t length = Mathf.Sqrt(lengthsq);
-                x /= length;
-                y /= length;
+                X /= length;
+                Y /= length;
             }
         }
 
@@ -107,19 +107,19 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
         public readonly Vector2 Abs()
         {
-            return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
+            return new Vector2(Mathf.Abs(X), Mathf.Abs(Y));
         }
 
         /// <summary>
         /// Returns this vector's angle with respect to the X axis, or (1, 0) vector, in radians.
         ///
         /// Equivalent to the result of <see cref="Mathf.Atan2(real_t, real_t)"/> when
-        /// called with the vector's <see cref="y"/> and <see cref="x"/> as parameters: <c>Mathf.Atan2(v.y, v.x)</c>.
+        /// called with the vector's <see cref="Y"/> and <see cref="X"/> as parameters: <c>Mathf.Atan2(v.Y, v.X)</c>.
         /// </summary>
         /// <returns>The angle of this vector, in radians.</returns>
         public readonly real_t Angle()
         {
-            return Mathf.Atan2(y, x);
+            return Mathf.Atan2(Y, X);
         }
 
         /// <summary>
@@ -139,16 +139,16 @@ namespace Godot
         /// <returns>The angle between the two vectors, in radians.</returns>
         public readonly real_t AngleToPoint(Vector2 to)
         {
-            return Mathf.Atan2(to.y - y, to.x - x);
+            return Mathf.Atan2(to.Y - Y, to.X - X);
         }
 
         /// <summary>
-        /// Returns the aspect ratio of this vector, the ratio of <see cref="x"/> to <see cref="y"/>.
+        /// Returns the aspect ratio of this vector, the ratio of <see cref="X"/> to <see cref="Y"/>.
         /// </summary>
-        /// <returns>The <see cref="x"/> component divided by the <see cref="y"/> component.</returns>
+        /// <returns>The <see cref="X"/> component divided by the <see cref="Y"/> component.</returns>
         public readonly real_t Aspect()
         {
-            return x / y;
+            return X / Y;
         }
 
         /// <summary>
@@ -167,7 +167,7 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
         public readonly Vector2 Ceil()
         {
-            return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y));
+            return new Vector2(Mathf.Ceil(X), Mathf.Ceil(Y));
         }
 
         /// <summary>
@@ -182,8 +182,8 @@ namespace Godot
         {
             return new Vector2
             (
-                Mathf.Clamp(x, min.x, max.x),
-                Mathf.Clamp(y, min.y, max.y)
+                Mathf.Clamp(X, min.X, max.X),
+                Mathf.Clamp(Y, min.Y, max.Y)
             );
         }
 
@@ -194,7 +194,7 @@ namespace Godot
         /// <returns>The cross product value.</returns>
         public readonly real_t Cross(Vector2 with)
         {
-            return (x * with.y) - (y * with.x);
+            return (X * with.Y) - (Y * with.X);
         }
 
         /// <summary>
@@ -210,8 +210,8 @@ namespace Godot
         {
             return new Vector2
             (
-                Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
-                Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight)
+                Mathf.CubicInterpolate(X, b.X, preA.X, postB.X, weight),
+                Mathf.CubicInterpolate(Y, b.Y, preA.Y, postB.Y, weight)
             );
         }
 
@@ -233,8 +233,8 @@ namespace Godot
         {
             return new Vector2
             (
-                Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
-                Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT)
+                Mathf.CubicInterpolateInTime(X, b.X, preA.X, postB.X, weight, t, preAT, postBT),
+                Mathf.CubicInterpolateInTime(Y, b.Y, preA.Y, postB.Y, weight, t, preAT, postBT)
             );
         }
 
@@ -251,8 +251,8 @@ namespace Godot
         {
             return new Vector2
             (
-                Mathf.BezierInterpolate(x, control1.x, control2.x, end.x, t),
-                Mathf.BezierInterpolate(y, control1.y, control2.y, end.y, t)
+                Mathf.BezierInterpolate(X, control1.X, control2.X, end.X, t),
+                Mathf.BezierInterpolate(Y, control1.Y, control2.Y, end.Y, t)
             );
         }
 
@@ -268,8 +268,8 @@ namespace Godot
         public readonly Vector2 BezierDerivative(Vector2 control1, Vector2 control2, Vector2 end, real_t t)
         {
             return new Vector2(
-                Mathf.BezierDerivative(x, control1.x, control2.x, end.x, t),
-                Mathf.BezierDerivative(y, control1.y, control2.y, end.y, t)
+                Mathf.BezierDerivative(X, control1.X, control2.X, end.X, t),
+                Mathf.BezierDerivative(Y, control1.Y, control2.Y, end.Y, t)
             );
         }
 
@@ -280,7 +280,7 @@ namespace Godot
         /// <returns>The direction from this vector to <paramref name="to"/>.</returns>
         public readonly Vector2 DirectionTo(Vector2 to)
         {
-            return new Vector2(to.x - x, to.y - y).Normalized();
+            return new Vector2(to.X - X, to.Y - Y).Normalized();
         }
 
         /// <summary>
@@ -292,7 +292,7 @@ namespace Godot
         /// <returns>The squared distance between the two vectors.</returns>
         public readonly real_t DistanceSquaredTo(Vector2 to)
         {
-            return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
+            return (X - to.X) * (X - to.X) + (Y - to.Y) * (Y - to.Y);
         }
 
         /// <summary>
@@ -302,7 +302,7 @@ namespace Godot
         /// <returns>The distance between the two vectors.</returns>
         public readonly real_t DistanceTo(Vector2 to)
         {
-            return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
+            return Mathf.Sqrt((X - to.X) * (X - to.X) + (Y - to.Y) * (Y - to.Y));
         }
 
         /// <summary>
@@ -312,7 +312,7 @@ namespace Godot
         /// <returns>The dot product of the two vectors.</returns>
         public readonly real_t Dot(Vector2 with)
         {
-            return (x * with.x) + (y * with.y);
+            return (X * with.X) + (Y * with.Y);
         }
 
         /// <summary>
@@ -321,16 +321,16 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
         public readonly Vector2 Floor()
         {
-            return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
+            return new Vector2(Mathf.Floor(X), Mathf.Floor(Y));
         }
 
         /// <summary>
-        /// Returns the inverse of this vector. This is the same as <c>new Vector2(1 / v.x, 1 / v.y)</c>.
+        /// Returns the inverse of this vector. This is the same as <c>new Vector2(1 / v.X, 1 / v.Y)</c>.
         /// </summary>
         /// <returns>The inverse of this vector.</returns>
         public readonly Vector2 Inverse()
         {
-            return new Vector2(1 / x, 1 / y);
+            return new Vector2(1 / X, 1 / Y);
         }
 
         /// <summary>
@@ -340,7 +340,7 @@ namespace Godot
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
         {
-            return Mathf.IsFinite(x) && Mathf.IsFinite(y);
+            return Mathf.IsFinite(X) && Mathf.IsFinite(Y);
         }
 
         /// <summary>
@@ -359,7 +359,7 @@ namespace Godot
         /// <returns>The length of this vector.</returns>
         public readonly real_t Length()
         {
-            return Mathf.Sqrt((x * x) + (y * y));
+            return Mathf.Sqrt((X * X) + (Y * Y));
         }
 
         /// <summary>
@@ -370,7 +370,7 @@ namespace Godot
         /// <returns>The squared length of this vector.</returns>
         public readonly real_t LengthSquared()
         {
-            return (x * x) + (y * y);
+            return (X * X) + (Y * Y);
         }
 
         /// <summary>
@@ -384,8 +384,8 @@ namespace Godot
         {
             return new Vector2
             (
-                Mathf.Lerp(x, to.x, weight),
-                Mathf.Lerp(y, to.y, weight)
+                Mathf.Lerp(X, to.X, weight),
+                Mathf.Lerp(Y, to.Y, weight)
             );
         }
 
@@ -415,7 +415,7 @@ namespace Godot
         /// <returns>The index of the highest axis.</returns>
         public readonly Axis MaxAxisIndex()
         {
-            return x < y ? Axis.Y : Axis.X;
+            return X < Y ? Axis.Y : Axis.X;
         }
 
         /// <summary>
@@ -425,7 +425,7 @@ namespace Godot
         /// <returns>The index of the lowest axis.</returns>
         public readonly Axis MinAxisIndex()
         {
-            return x < y ? Axis.X : Axis.Y;
+            return X < Y ? Axis.X : Axis.Y;
         }
 
         /// <summary>
@@ -467,8 +467,8 @@ namespace Godot
         public readonly Vector2 PosMod(real_t mod)
         {
             Vector2 v;
-            v.x = Mathf.PosMod(x, mod);
-            v.y = Mathf.PosMod(y, mod);
+            v.X = Mathf.PosMod(X, mod);
+            v.Y = Mathf.PosMod(Y, mod);
             return v;
         }
 
@@ -483,8 +483,8 @@ namespace Godot
         public readonly Vector2 PosMod(Vector2 modv)
         {
             Vector2 v;
-            v.x = Mathf.PosMod(x, modv.x);
-            v.y = Mathf.PosMod(y, modv.y);
+            v.X = Mathf.PosMod(X, modv.X);
+            v.Y = Mathf.PosMod(Y, modv.Y);
             return v;
         }
 
@@ -524,8 +524,8 @@ namespace Godot
             (real_t sin, real_t cos) = Mathf.SinCos(angle);
             return new Vector2
             (
-                x * cos - y * sin,
-                x * sin + y * cos
+                X * cos - Y * sin,
+                X * sin + Y * cos
             );
         }
 
@@ -536,7 +536,7 @@ namespace Godot
         /// <returns>The rounded vector.</returns>
         public readonly Vector2 Round()
         {
-            return new Vector2(Mathf.Round(x), Mathf.Round(y));
+            return new Vector2(Mathf.Round(X), Mathf.Round(Y));
         }
 
         /// <summary>
@@ -548,8 +548,8 @@ namespace Godot
         public readonly Vector2 Sign()
         {
             Vector2 v;
-            v.x = Mathf.Sign(x);
-            v.y = Mathf.Sign(y);
+            v.X = Mathf.Sign(X);
+            v.Y = Mathf.Sign(Y);
             return v;
         }
 
@@ -597,7 +597,7 @@ namespace Godot
         /// <returns>The snapped vector.</returns>
         public readonly Vector2 Snapped(Vector2 step)
         {
-            return new Vector2(Mathf.Snapped(x, step.x), Mathf.Snapped(y, step.y));
+            return new Vector2(Mathf.Snapped(X, step.X), Mathf.Snapped(Y, step.Y));
         }
 
         /// <summary>
@@ -607,7 +607,7 @@ namespace Godot
         /// <returns>The perpendicular vector.</returns>
         public readonly Vector2 Orthogonal()
         {
-            return new Vector2(y, -x);
+            return new Vector2(Y, -X);
         }
 
         // Constants
@@ -664,8 +664,8 @@ namespace Godot
         /// <param name="y">The vector's Y component.</param>
         public Vector2(real_t x, real_t y)
         {
-            this.x = x;
-            this.y = y;
+            X = x;
+            Y = y;
         }
 
         /// <summary>
@@ -689,8 +689,8 @@ namespace Godot
         /// <returns>The added vector.</returns>
         public static Vector2 operator +(Vector2 left, Vector2 right)
         {
-            left.x += right.x;
-            left.y += right.y;
+            left.X += right.X;
+            left.Y += right.Y;
             return left;
         }
 
@@ -703,14 +703,14 @@ namespace Godot
         /// <returns>The subtracted vector.</returns>
         public static Vector2 operator -(Vector2 left, Vector2 right)
         {
-            left.x -= right.x;
-            left.y -= right.y;
+            left.X -= right.X;
+            left.Y -= right.Y;
             return left;
         }
 
         /// <summary>
         /// Returns the negative value of the <see cref="Vector2"/>.
-        /// This is the same as writing <c>new Vector2(-v.x, -v.y)</c>.
+        /// This is the same as writing <c>new Vector2(-v.X, -v.Y)</c>.
         /// This operation flips the direction of the vector while
         /// keeping the same magnitude.
         /// With floats, the number zero can be either positive or negative.
@@ -719,8 +719,8 @@ namespace Godot
         /// <returns>The negated/flipped vector.</returns>
         public static Vector2 operator -(Vector2 vec)
         {
-            vec.x = -vec.x;
-            vec.y = -vec.y;
+            vec.X = -vec.X;
+            vec.Y = -vec.Y;
             return vec;
         }
 
@@ -733,8 +733,8 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector2 operator *(Vector2 vec, real_t scale)
         {
-            vec.x *= scale;
-            vec.y *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
             return vec;
         }
 
@@ -747,8 +747,8 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector2 operator *(real_t scale, Vector2 vec)
         {
-            vec.x *= scale;
-            vec.y *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
             return vec;
         }
 
@@ -761,8 +761,8 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector2 operator *(Vector2 left, Vector2 right)
         {
-            left.x *= right.x;
-            left.y *= right.y;
+            left.X *= right.X;
+            left.Y *= right.Y;
             return left;
         }
 
@@ -775,8 +775,8 @@ namespace Godot
         /// <returns>The divided vector.</returns>
         public static Vector2 operator /(Vector2 vec, real_t divisor)
         {
-            vec.x /= divisor;
-            vec.y /= divisor;
+            vec.X /= divisor;
+            vec.Y /= divisor;
             return vec;
         }
 
@@ -789,8 +789,8 @@ namespace Godot
         /// <returns>The divided vector.</returns>
         public static Vector2 operator /(Vector2 vec, Vector2 divisorv)
         {
-            vec.x /= divisorv.x;
-            vec.y /= divisorv.y;
+            vec.X /= divisorv.X;
+            vec.Y /= divisorv.Y;
             return vec;
         }
 
@@ -812,8 +812,8 @@ namespace Godot
         /// <returns>The remainder vector.</returns>
         public static Vector2 operator %(Vector2 vec, real_t divisor)
         {
-            vec.x %= divisor;
-            vec.y %= divisor;
+            vec.X %= divisor;
+            vec.Y %= divisor;
             return vec;
         }
 
@@ -835,8 +835,8 @@ namespace Godot
         /// <returns>The remainder vector.</returns>
         public static Vector2 operator %(Vector2 vec, Vector2 divisorv)
         {
-            vec.x %= divisorv.x;
-            vec.y %= divisorv.y;
+            vec.X %= divisorv.X;
+            vec.Y %= divisorv.Y;
             return vec;
         }
 
@@ -879,11 +879,11 @@ namespace Godot
         /// <returns>Whether or not the left is less than the right.</returns>
         public static bool operator <(Vector2 left, Vector2 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
@@ -899,11 +899,11 @@ namespace Godot
         /// <returns>Whether or not the left is greater than the right.</returns>
         public static bool operator >(Vector2 left, Vector2 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
@@ -919,11 +919,11 @@ namespace Godot
         /// <returns>Whether or not the left is less than or equal to the right.</returns>
         public static bool operator <=(Vector2 left, Vector2 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                return left.y <= right.y;
+                return left.Y <= right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
@@ -939,11 +939,11 @@ namespace Godot
         /// <returns>Whether or not the left is greater than or equal to the right.</returns>
         public static bool operator >=(Vector2 left, Vector2 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                return left.y >= right.y;
+                return left.Y >= right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
@@ -968,7 +968,7 @@ namespace Godot
         /// <returns>Whether or not the vectors are exactly equal.</returns>
         public readonly bool Equals(Vector2 other)
         {
-            return x == other.x && y == other.y;
+            return X == other.X && Y == other.Y;
         }
 
         /// <summary>
@@ -979,7 +979,7 @@ namespace Godot
         /// <returns>Whether or not the vectors are approximately equal.</returns>
         public readonly bool IsEqualApprox(Vector2 other)
         {
-            return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y);
+            return Mathf.IsEqualApprox(X, other.X) && Mathf.IsEqualApprox(Y, other.Y);
         }
 
         /// <summary>
@@ -991,7 +991,7 @@ namespace Godot
         /// <returns>Whether or not the vector is approximately zero.</returns>
         public readonly bool IsZeroApprox()
         {
-            return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y);
+            return Mathf.IsZeroApprox(X) && Mathf.IsZeroApprox(Y);
         }
 
         /// <summary>
@@ -1000,7 +1000,7 @@ namespace Godot
         /// <returns>A hash code for this vector.</returns>
         public override readonly int GetHashCode()
         {
-            return y.GetHashCode() ^ x.GetHashCode();
+            return Y.GetHashCode() ^ X.GetHashCode();
         }
 
         /// <summary>
@@ -1009,7 +1009,7 @@ namespace Godot
         /// <returns>A string representation of this vector.</returns>
         public override readonly string ToString()
         {
-            return $"({x}, {y})";
+            return $"({X}, {Y})";
         }
 
         /// <summary>
@@ -1018,7 +1018,7 @@ namespace Godot
         /// <returns>A string representation of this vector.</returns>
         public readonly string ToString(string format)
         {
-            return $"({x.ToString(format)}, {y.ToString(format)})";
+            return $"({X.ToString(format)}, {Y.ToString(format)})";
         }
     }
 }

+ 139 - 139
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs → modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2I.cs

@@ -8,7 +8,7 @@ namespace Godot
     /// </summary>
     [Serializable]
     [StructLayout(LayoutKind.Sequential)]
-    public struct Vector2i : IEquatable<Vector2i>
+    public struct Vector2I : IEquatable<Vector2I>
     {
         /// <summary>
         /// Enumerated index values for the axes.
@@ -29,12 +29,12 @@ namespace Godot
         /// <summary>
         /// The vector's X component. Also accessible by using the index position <c>[0]</c>.
         /// </summary>
-        public int x;
+        public int X;
 
         /// <summary>
         /// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
         /// </summary>
-        public int y;
+        public int Y;
 
         /// <summary>
         /// Access vector components using their index.
@@ -43,8 +43,8 @@ namespace Godot
         /// <paramref name="index"/> is not 0 or 1.
         /// </exception>
         /// <value>
-        /// <c>[0]</c> is equivalent to <see cref="x"/>,
-        /// <c>[1]</c> is equivalent to <see cref="y"/>.
+        /// <c>[0]</c> is equivalent to <see cref="X"/>,
+        /// <c>[1]</c> is equivalent to <see cref="Y"/>.
         /// </value>
         public int this[int index]
         {
@@ -53,9 +53,9 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
                 }
@@ -65,10 +65,10 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         return;
                     case 1:
-                        y = value;
+                        Y = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
@@ -81,26 +81,26 @@ namespace Godot
         /// </summary>
         public readonly void Deconstruct(out int x, out int y)
         {
-            x = this.x;
-            y = this.y;
+            x = X;
+            y = Y;
         }
 
         /// <summary>
         /// Returns a new vector with all components in absolute values (i.e. positive).
         /// </summary>
         /// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
-        public readonly Vector2i Abs()
+        public readonly Vector2I Abs()
         {
-            return new Vector2i(Mathf.Abs(x), Mathf.Abs(y));
+            return new Vector2I(Mathf.Abs(X), Mathf.Abs(Y));
         }
 
         /// <summary>
-        /// Returns the aspect ratio of this vector, the ratio of <see cref="x"/> to <see cref="y"/>.
+        /// Returns the aspect ratio of this vector, the ratio of <see cref="X"/> to <see cref="Y"/>.
         /// </summary>
-        /// <returns>The <see cref="x"/> component divided by the <see cref="y"/> component.</returns>
+        /// <returns>The <see cref="X"/> component divided by the <see cref="Y"/> component.</returns>
         public readonly real_t Aspect()
         {
-            return x / (real_t)y;
+            return X / (real_t)Y;
         }
 
         /// <summary>
@@ -111,12 +111,12 @@ namespace Godot
         /// <param name="min">The vector with minimum allowed values.</param>
         /// <param name="max">The vector with maximum allowed values.</param>
         /// <returns>The vector with all components clamped.</returns>
-        public readonly Vector2i Clamp(Vector2i min, Vector2i max)
+        public readonly Vector2I Clamp(Vector2I min, Vector2I max)
         {
-            return new Vector2i
+            return new Vector2I
             (
-                Mathf.Clamp(x, min.x, max.x),
-                Mathf.Clamp(y, min.y, max.y)
+                Mathf.Clamp(X, min.X, max.X),
+                Mathf.Clamp(Y, min.Y, max.Y)
             );
         }
 
@@ -127,8 +127,8 @@ namespace Godot
         /// <returns>The length of this vector.</returns>
         public readonly real_t Length()
         {
-            int x2 = x * x;
-            int y2 = y * y;
+            int x2 = X * X;
+            int y2 = Y * Y;
 
             return Mathf.Sqrt(x2 + y2);
         }
@@ -141,8 +141,8 @@ namespace Godot
         /// <returns>The squared length of this vector.</returns>
         public readonly int LengthSquared()
         {
-            int x2 = x * x;
-            int y2 = y * y;
+            int x2 = X * X;
+            int y2 = Y * Y;
 
             return x2 + y2;
         }
@@ -154,7 +154,7 @@ namespace Godot
         /// <returns>The index of the highest axis.</returns>
         public readonly Axis MaxAxisIndex()
         {
-            return x < y ? Axis.Y : Axis.X;
+            return X < Y ? Axis.Y : Axis.X;
         }
 
         /// <summary>
@@ -164,7 +164,7 @@ namespace Godot
         /// <returns>The index of the lowest axis.</returns>
         public readonly Axis MinAxisIndex()
         {
-            return x < y ? Axis.X : Axis.Y;
+            return X < Y ? Axis.X : Axis.Y;
         }
 
         /// <summary>
@@ -173,181 +173,181 @@ namespace Godot
         /// by calling <see cref="Mathf.Sign(int)"/> on each component.
         /// </summary>
         /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
-        public readonly Vector2i Sign()
+        public readonly Vector2I Sign()
         {
-            Vector2i v = this;
-            v.x = Mathf.Sign(v.x);
-            v.y = Mathf.Sign(v.y);
+            Vector2I v = this;
+            v.X = Mathf.Sign(v.X);
+            v.Y = Mathf.Sign(v.Y);
             return v;
         }
 
         // Constants
-        private static readonly Vector2i _zero = new Vector2i(0, 0);
-        private static readonly Vector2i _one = new Vector2i(1, 1);
+        private static readonly Vector2I _zero = new Vector2I(0, 0);
+        private static readonly Vector2I _one = new Vector2I(1, 1);
 
-        private static readonly Vector2i _up = new Vector2i(0, -1);
-        private static readonly Vector2i _down = new Vector2i(0, 1);
-        private static readonly Vector2i _right = new Vector2i(1, 0);
-        private static readonly Vector2i _left = new Vector2i(-1, 0);
+        private static readonly Vector2I _up = new Vector2I(0, -1);
+        private static readonly Vector2I _down = new Vector2I(0, 1);
+        private static readonly Vector2I _right = new Vector2I(1, 0);
+        private static readonly Vector2I _left = new Vector2I(-1, 0);
 
         /// <summary>
         /// Zero vector, a vector with all components set to <c>0</c>.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector2i(0, 0)</c>.</value>
-        public static Vector2i Zero { get { return _zero; } }
+        /// <value>Equivalent to <c>new Vector2I(0, 0)</c>.</value>
+        public static Vector2I Zero { get { return _zero; } }
         /// <summary>
         /// One vector, a vector with all components set to <c>1</c>.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector2i(1, 1)</c>.</value>
-        public static Vector2i One { get { return _one; } }
+        /// <value>Equivalent to <c>new Vector2I(1, 1)</c>.</value>
+        public static Vector2I One { get { return _one; } }
 
         /// <summary>
         /// Up unit vector. Y is down in 2D, so this vector points -Y.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector2i(0, -1)</c>.</value>
-        public static Vector2i Up { get { return _up; } }
+        /// <value>Equivalent to <c>new Vector2I(0, -1)</c>.</value>
+        public static Vector2I Up { get { return _up; } }
         /// <summary>
         /// Down unit vector. Y is down in 2D, so this vector points +Y.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector2i(0, 1)</c>.</value>
-        public static Vector2i Down { get { return _down; } }
+        /// <value>Equivalent to <c>new Vector2I(0, 1)</c>.</value>
+        public static Vector2I Down { get { return _down; } }
         /// <summary>
         /// Right unit vector. Represents the direction of right.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector2i(1, 0)</c>.</value>
-        public static Vector2i Right { get { return _right; } }
+        /// <value>Equivalent to <c>new Vector2I(1, 0)</c>.</value>
+        public static Vector2I Right { get { return _right; } }
         /// <summary>
         /// Left unit vector. Represents the direction of left.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector2i(-1, 0)</c>.</value>
-        public static Vector2i Left { get { return _left; } }
+        /// <value>Equivalent to <c>new Vector2I(-1, 0)</c>.</value>
+        public static Vector2I Left { get { return _left; } }
 
         /// <summary>
-        /// Constructs a new <see cref="Vector2i"/> with the given components.
+        /// Constructs a new <see cref="Vector2I"/> with the given components.
         /// </summary>
         /// <param name="x">The vector's X component.</param>
         /// <param name="y">The vector's Y component.</param>
-        public Vector2i(int x, int y)
+        public Vector2I(int x, int y)
         {
-            this.x = x;
-            this.y = y;
+            X = x;
+            Y = y;
         }
 
         /// <summary>
-        /// Adds each component of the <see cref="Vector2i"/>
-        /// with the components of the given <see cref="Vector2i"/>.
+        /// Adds each component of the <see cref="Vector2I"/>
+        /// with the components of the given <see cref="Vector2I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The added vector.</returns>
-        public static Vector2i operator +(Vector2i left, Vector2i right)
+        public static Vector2I operator +(Vector2I left, Vector2I right)
         {
-            left.x += right.x;
-            left.y += right.y;
+            left.X += right.X;
+            left.Y += right.Y;
             return left;
         }
 
         /// <summary>
-        /// Subtracts each component of the <see cref="Vector2i"/>
-        /// by the components of the given <see cref="Vector2i"/>.
+        /// Subtracts each component of the <see cref="Vector2I"/>
+        /// by the components of the given <see cref="Vector2I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The subtracted vector.</returns>
-        public static Vector2i operator -(Vector2i left, Vector2i right)
+        public static Vector2I operator -(Vector2I left, Vector2I right)
         {
-            left.x -= right.x;
-            left.y -= right.y;
+            left.X -= right.X;
+            left.Y -= right.Y;
             return left;
         }
 
         /// <summary>
-        /// Returns the negative value of the <see cref="Vector2i"/>.
-        /// This is the same as writing <c>new Vector2i(-v.x, -v.y)</c>.
+        /// Returns the negative value of the <see cref="Vector2I"/>.
+        /// This is the same as writing <c>new Vector2I(-v.X, -v.Y)</c>.
         /// This operation flips the direction of the vector while
         /// keeping the same magnitude.
         /// </summary>
         /// <param name="vec">The vector to negate/flip.</param>
         /// <returns>The negated/flipped vector.</returns>
-        public static Vector2i operator -(Vector2i vec)
+        public static Vector2I operator -(Vector2I vec)
         {
-            vec.x = -vec.x;
-            vec.y = -vec.y;
+            vec.X = -vec.X;
+            vec.Y = -vec.Y;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector2i"/>
+        /// Multiplies each component of the <see cref="Vector2I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="vec">The vector to multiply.</param>
         /// <param name="scale">The scale to multiply by.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector2i operator *(Vector2i vec, int scale)
+        public static Vector2I operator *(Vector2I vec, int scale)
         {
-            vec.x *= scale;
-            vec.y *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector2i"/>
+        /// Multiplies each component of the <see cref="Vector2I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="scale">The scale to multiply by.</param>
         /// <param name="vec">The vector to multiply.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector2i operator *(int scale, Vector2i vec)
+        public static Vector2I operator *(int scale, Vector2I vec)
         {
-            vec.x *= scale;
-            vec.y *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector2i"/>
-        /// by the components of the given <see cref="Vector2i"/>.
+        /// Multiplies each component of the <see cref="Vector2I"/>
+        /// by the components of the given <see cref="Vector2I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector2i operator *(Vector2i left, Vector2i right)
+        public static Vector2I operator *(Vector2I left, Vector2I right)
         {
-            left.x *= right.x;
-            left.y *= right.y;
+            left.X *= right.X;
+            left.Y *= right.Y;
             return left;
         }
 
         /// <summary>
-        /// Divides each component of the <see cref="Vector2i"/>
+        /// Divides each component of the <see cref="Vector2I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisor">The divisor value.</param>
         /// <returns>The divided vector.</returns>
-        public static Vector2i operator /(Vector2i vec, int divisor)
+        public static Vector2I operator /(Vector2I vec, int divisor)
         {
-            vec.x /= divisor;
-            vec.y /= divisor;
+            vec.X /= divisor;
+            vec.Y /= divisor;
             return vec;
         }
 
         /// <summary>
-        /// Divides each component of the <see cref="Vector2i"/>
-        /// by the components of the given <see cref="Vector2i"/>.
+        /// Divides each component of the <see cref="Vector2I"/>
+        /// by the components of the given <see cref="Vector2I"/>.
         /// </summary>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisorv">The divisor vector.</param>
         /// <returns>The divided vector.</returns>
-        public static Vector2i operator /(Vector2i vec, Vector2i divisorv)
+        public static Vector2I operator /(Vector2I vec, Vector2I divisorv)
         {
-            vec.x /= divisorv.x;
-            vec.y /= divisorv.y;
+            vec.X /= divisorv.X;
+            vec.Y /= divisorv.Y;
             return vec;
         }
 
         /// <summary>
-        /// Gets the remainder of each component of the <see cref="Vector2i"/>
+        /// Gets the remainder of each component of the <see cref="Vector2I"/>
         /// with the components of the given <see langword="int"/>.
         /// This operation uses truncated division, which is often not desired
         /// as it does not work well with negative numbers.
@@ -356,22 +356,22 @@ namespace Godot
         /// </summary>
         /// <example>
         /// <code>
-        /// GD.Print(new Vector2i(10, -20) % 7); // Prints "(3, -6)"
+        /// GD.Print(new Vector2I(10, -20) % 7); // Prints "(3, -6)"
         /// </code>
         /// </example>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisor">The divisor value.</param>
         /// <returns>The remainder vector.</returns>
-        public static Vector2i operator %(Vector2i vec, int divisor)
+        public static Vector2I operator %(Vector2I vec, int divisor)
         {
-            vec.x %= divisor;
-            vec.y %= divisor;
+            vec.X %= divisor;
+            vec.Y %= divisor;
             return vec;
         }
 
         /// <summary>
-        /// Gets the remainder of each component of the <see cref="Vector2i"/>
-        /// with the components of the given <see cref="Vector2i"/>.
+        /// Gets the remainder of each component of the <see cref="Vector2I"/>
+        /// with the components of the given <see cref="Vector2I"/>.
         /// This operation uses truncated division, which is often not desired
         /// as it does not work well with negative numbers.
         /// Consider using <see cref="Mathf.PosMod(int, int)"/> instead
@@ -379,16 +379,16 @@ namespace Godot
         /// </summary>
         /// <example>
         /// <code>
-        /// GD.Print(new Vector2i(10, -20) % new Vector2i(7, 8)); // Prints "(3, -4)"
+        /// GD.Print(new Vector2I(10, -20) % new Vector2I(7, 8)); // Prints "(3, -4)"
         /// </code>
         /// </example>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisorv">The divisor vector.</param>
         /// <returns>The remainder vector.</returns>
-        public static Vector2i operator %(Vector2i vec, Vector2i divisorv)
+        public static Vector2I operator %(Vector2I vec, Vector2I divisorv)
         {
-            vec.x %= divisorv.x;
-            vec.y %= divisorv.y;
+            vec.X %= divisorv.X;
+            vec.Y %= divisorv.Y;
             return vec;
         }
 
@@ -398,7 +398,7 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the vectors are equal.</returns>
-        public static bool operator ==(Vector2i left, Vector2i right)
+        public static bool operator ==(Vector2I left, Vector2I right)
         {
             return left.Equals(right);
         }
@@ -409,13 +409,13 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the vectors are not equal.</returns>
-        public static bool operator !=(Vector2i left, Vector2i right)
+        public static bool operator !=(Vector2I left, Vector2I right)
         {
             return !left.Equals(right);
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector2i"/> vectors by first checking if
+        /// Compares two <see cref="Vector2I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is less than
         /// the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -425,17 +425,17 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is less than the right.</returns>
-        public static bool operator <(Vector2i left, Vector2i right)
+        public static bool operator <(Vector2I left, Vector2I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector2i"/> vectors by first checking if
+        /// Compares two <see cref="Vector2I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is greater than
         /// the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -445,17 +445,17 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is greater than the right.</returns>
-        public static bool operator >(Vector2i left, Vector2i right)
+        public static bool operator >(Vector2I left, Vector2I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector2i"/> vectors by first checking if
+        /// Compares two <see cref="Vector2I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is less than
         /// or equal to the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -465,17 +465,17 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is less than or equal to the right.</returns>
-        public static bool operator <=(Vector2i left, Vector2i right)
+        public static bool operator <=(Vector2I left, Vector2I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                return left.y <= right.y;
+                return left.Y <= right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector2i"/> vectors by first checking if
+        /// Compares two <see cref="Vector2I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is greater than
         /// or equal to the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -485,33 +485,33 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is greater than or equal to the right.</returns>
-        public static bool operator >=(Vector2i left, Vector2i right)
+        public static bool operator >=(Vector2I left, Vector2I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                return left.y >= right.y;
+                return left.Y >= right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector2i"/> to a <see cref="Vector2"/>.
+        /// Converts this <see cref="Vector2I"/> to a <see cref="Vector2"/>.
         /// </summary>
         /// <param name="value">The vector to convert.</param>
-        public static implicit operator Vector2(Vector2i value)
+        public static implicit operator Vector2(Vector2I value)
         {
-            return new Vector2(value.x, value.y);
+            return new Vector2(value.X, value.Y);
         }
 
         /// <summary>
-        /// Converts a <see cref="Vector2"/> to a <see cref="Vector2i"/>.
+        /// Converts a <see cref="Vector2"/> to a <see cref="Vector2I"/>.
         /// </summary>
         /// <param name="value">The vector to convert.</param>
-        public static explicit operator Vector2i(Vector2 value)
+        public static explicit operator Vector2I(Vector2 value)
         {
-            return new Vector2i(
-                Mathf.RoundToInt(value.x),
-                Mathf.RoundToInt(value.y)
+            return new Vector2I(
+                Mathf.RoundToInt(value.X),
+                Mathf.RoundToInt(value.Y)
             );
         }
 
@@ -523,7 +523,7 @@ namespace Godot
         /// <returns>Whether or not the vector and the object are equal.</returns>
         public override readonly bool Equals(object obj)
         {
-            return obj is Vector2i other && Equals(other);
+            return obj is Vector2I other && Equals(other);
         }
 
         /// <summary>
@@ -531,36 +531,36 @@ namespace Godot
         /// </summary>
         /// <param name="other">The other vector.</param>
         /// <returns>Whether or not the vectors are equal.</returns>
-        public readonly bool Equals(Vector2i other)
+        public readonly bool Equals(Vector2I other)
         {
-            return x == other.x && y == other.y;
+            return X == other.X && Y == other.Y;
         }
 
         /// <summary>
-        /// Serves as the hash function for <see cref="Vector2i"/>.
+        /// Serves as the hash function for <see cref="Vector2I"/>.
         /// </summary>
         /// <returns>A hash code for this vector.</returns>
         public override readonly int GetHashCode()
         {
-            return y.GetHashCode() ^ x.GetHashCode();
+            return Y.GetHashCode() ^ X.GetHashCode();
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector2i"/> to a string.
+        /// Converts this <see cref="Vector2I"/> to a string.
         /// </summary>
         /// <returns>A string representation of this vector.</returns>
         public override readonly string ToString()
         {
-            return $"({x}, {y})";
+            return $"({X}, {Y})";
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector2i"/> to a string with the given <paramref name="format"/>.
+        /// Converts this <see cref="Vector2I"/> to a string with the given <paramref name="format"/>.
         /// </summary>
         /// <returns>A string representation of this vector.</returns>
         public readonly string ToString(string format)
         {
-            return $"({x.ToString(format)}, {y.ToString(format)})";
+            return $"({X.ToString(format)}, {Y.ToString(format)})";
         }
     }
 }

+ 132 - 132
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs

@@ -33,17 +33,17 @@ namespace Godot
         /// <summary>
         /// The vector's X component. Also accessible by using the index position <c>[0]</c>.
         /// </summary>
-        public real_t x;
+        public real_t X;
 
         /// <summary>
         /// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
         /// </summary>
-        public real_t y;
+        public real_t Y;
 
         /// <summary>
         /// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
         /// </summary>
-        public real_t z;
+        public real_t Z;
 
         /// <summary>
         /// Access vector components using their index.
@@ -52,9 +52,9 @@ namespace Godot
         /// <paramref name="index"/> is not 0, 1 or 2.
         /// </exception>
         /// <value>
-        /// <c>[0]</c> is equivalent to <see cref="x"/>,
-        /// <c>[1]</c> is equivalent to <see cref="y"/>,
-        /// <c>[2]</c> is equivalent to <see cref="z"/>.
+        /// <c>[0]</c> is equivalent to <see cref="X"/>,
+        /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+        /// <c>[2]</c> is equivalent to <see cref="Z"/>.
         /// </value>
         public real_t this[int index]
         {
@@ -63,11 +63,11 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     case 2:
-                        return z;
+                        return Z;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
                 }
@@ -77,13 +77,13 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         return;
                     case 1:
-                        y = value;
+                        Y = value;
                         return;
                     case 2:
-                        z = value;
+                        Z = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
@@ -96,9 +96,9 @@ namespace Godot
         /// </summary>
         public readonly void Deconstruct(out real_t x, out real_t y, out real_t z)
         {
-            x = this.x;
-            y = this.y;
-            z = this.z;
+            x = X;
+            y = Y;
+            z = Z;
         }
 
         internal void Normalize()
@@ -107,14 +107,14 @@ namespace Godot
 
             if (lengthsq == 0)
             {
-                x = y = z = 0f;
+                X = Y = Z = 0f;
             }
             else
             {
                 real_t length = Mathf.Sqrt(lengthsq);
-                x /= length;
-                y /= length;
-                z /= length;
+                X /= length;
+                Y /= length;
+                Z /= length;
             }
         }
 
@@ -124,7 +124,7 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
         public readonly Vector3 Abs()
         {
-            return new Vector3(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
+            return new Vector3(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z));
         }
 
         /// <summary>
@@ -153,7 +153,7 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
         public readonly Vector3 Ceil()
         {
-            return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
+            return new Vector3(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z));
         }
 
         /// <summary>
@@ -168,9 +168,9 @@ namespace Godot
         {
             return new Vector3
             (
-                Mathf.Clamp(x, min.x, max.x),
-                Mathf.Clamp(y, min.y, max.y),
-                Mathf.Clamp(z, min.z, max.z)
+                Mathf.Clamp(X, min.X, max.X),
+                Mathf.Clamp(Y, min.Y, max.Y),
+                Mathf.Clamp(Z, min.Z, max.Z)
             );
         }
 
@@ -183,9 +183,9 @@ namespace Godot
         {
             return new Vector3
             (
-                (y * with.z) - (z * with.y),
-                (z * with.x) - (x * with.z),
-                (x * with.y) - (y * with.x)
+                (Y * with.Z) - (Z * with.Y),
+                (Z * with.X) - (X * with.Z),
+                (X * with.Y) - (Y * with.X)
             );
         }
 
@@ -202,9 +202,9 @@ namespace Godot
         {
             return new Vector3
             (
-                Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
-                Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
-                Mathf.CubicInterpolate(z, b.z, preA.z, postB.z, weight)
+                Mathf.CubicInterpolate(X, b.X, preA.X, postB.X, weight),
+                Mathf.CubicInterpolate(Y, b.Y, preA.Y, postB.Y, weight),
+                Mathf.CubicInterpolate(Z, b.Z, preA.Z, postB.Z, weight)
             );
         }
 
@@ -226,9 +226,9 @@ namespace Godot
         {
             return new Vector3
             (
-                Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
-                Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT),
-                Mathf.CubicInterpolateInTime(z, b.z, preA.z, postB.z, weight, t, preAT, postBT)
+                Mathf.CubicInterpolateInTime(X, b.X, preA.X, postB.X, weight, t, preAT, postBT),
+                Mathf.CubicInterpolateInTime(Y, b.Y, preA.Y, postB.Y, weight, t, preAT, postBT),
+                Mathf.CubicInterpolateInTime(Z, b.Z, preA.Z, postB.Z, weight, t, preAT, postBT)
             );
         }
 
@@ -245,9 +245,9 @@ namespace Godot
         {
             return new Vector3
             (
-                Mathf.BezierInterpolate(x, control1.x, control2.x, end.x, t),
-                Mathf.BezierInterpolate(y, control1.y, control2.y, end.y, t),
-                Mathf.BezierInterpolate(z, control1.z, control2.z, end.z, t)
+                Mathf.BezierInterpolate(X, control1.X, control2.X, end.X, t),
+                Mathf.BezierInterpolate(Y, control1.Y, control2.Y, end.Y, t),
+                Mathf.BezierInterpolate(Z, control1.Z, control2.Z, end.Z, t)
             );
         }
 
@@ -263,9 +263,9 @@ namespace Godot
         public readonly Vector3 BezierDerivative(Vector3 control1, Vector3 control2, Vector3 end, real_t t)
         {
             return new Vector3(
-                Mathf.BezierDerivative(x, control1.x, control2.x, end.x, t),
-                Mathf.BezierDerivative(y, control1.y, control2.y, end.y, t),
-                Mathf.BezierDerivative(z, control1.z, control2.z, end.y, t)
+                Mathf.BezierDerivative(X, control1.X, control2.X, end.X, t),
+                Mathf.BezierDerivative(Y, control1.Y, control2.Y, end.Y, t),
+                Mathf.BezierDerivative(Z, control1.Z, control2.Z, end.Y, t)
             );
         }
 
@@ -276,7 +276,7 @@ namespace Godot
         /// <returns>The direction from this vector to <paramref name="to"/>.</returns>
         public readonly Vector3 DirectionTo(Vector3 to)
         {
-            return new Vector3(to.x - x, to.y - y, to.z - z).Normalized();
+            return new Vector3(to.X - X, to.Y - Y, to.Z - Z).Normalized();
         }
 
         /// <summary>
@@ -309,7 +309,7 @@ namespace Godot
         /// <returns>The dot product of the two vectors.</returns>
         public readonly real_t Dot(Vector3 with)
         {
-            return (x * with.x) + (y * with.y) + (z * with.z);
+            return (X * with.X) + (Y * with.Y) + (Z * with.Z);
         }
 
         /// <summary>
@@ -318,16 +318,16 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
         public readonly Vector3 Floor()
         {
-            return new Vector3(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z));
+            return new Vector3(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z));
         }
 
         /// <summary>
-        /// Returns the inverse of this vector. This is the same as <c>new Vector3(1 / v.x, 1 / v.y, 1 / v.z)</c>.
+        /// Returns the inverse of this vector. This is the same as <c>new Vector3(1 / v.X, 1 / v.Y, 1 / v.Z)</c>.
         /// </summary>
         /// <returns>The inverse of this vector.</returns>
         public readonly Vector3 Inverse()
         {
-            return new Vector3(1 / x, 1 / y, 1 / z);
+            return new Vector3(1 / X, 1 / Y, 1 / Z);
         }
 
         /// <summary>
@@ -337,7 +337,7 @@ namespace Godot
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
         {
-            return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z);
+            return Mathf.IsFinite(X) && Mathf.IsFinite(Y) && Mathf.IsFinite(Z);
         }
 
         /// <summary>
@@ -356,9 +356,9 @@ namespace Godot
         /// <returns>The length of this vector.</returns>
         public readonly real_t Length()
         {
-            real_t x2 = x * x;
-            real_t y2 = y * y;
-            real_t z2 = z * z;
+            real_t x2 = X * X;
+            real_t y2 = Y * Y;
+            real_t z2 = Z * Z;
 
             return Mathf.Sqrt(x2 + y2 + z2);
         }
@@ -371,9 +371,9 @@ namespace Godot
         /// <returns>The squared length of this vector.</returns>
         public readonly real_t LengthSquared()
         {
-            real_t x2 = x * x;
-            real_t y2 = y * y;
-            real_t z2 = z * z;
+            real_t x2 = X * X;
+            real_t y2 = Y * Y;
+            real_t z2 = Z * Z;
 
             return x2 + y2 + z2;
         }
@@ -389,9 +389,9 @@ namespace Godot
         {
             return new Vector3
             (
-                Mathf.Lerp(x, to.x, weight),
-                Mathf.Lerp(y, to.y, weight),
-                Mathf.Lerp(z, to.z, weight)
+                Mathf.Lerp(X, to.X, weight),
+                Mathf.Lerp(Y, to.Y, weight),
+                Mathf.Lerp(Z, to.Z, weight)
             );
         }
 
@@ -421,7 +421,7 @@ namespace Godot
         /// <returns>The index of the highest axis.</returns>
         public readonly Axis MaxAxisIndex()
         {
-            return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
+            return X < Y ? (Y < Z ? Axis.Z : Axis.Y) : (X < Z ? Axis.Z : Axis.X);
         }
 
         /// <summary>
@@ -431,7 +431,7 @@ namespace Godot
         /// <returns>The index of the lowest axis.</returns>
         public readonly Axis MinAxisIndex()
         {
-            return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
+            return X < Y ? (X < Z ? Axis.X : Axis.Z) : (Y < Z ? Axis.Y : Axis.Z);
         }
 
         /// <summary>
@@ -470,9 +470,9 @@ namespace Godot
         public readonly Basis Outer(Vector3 with)
         {
             return new Basis(
-                x * with.x, x * with.y, x * with.z,
-                y * with.x, y * with.y, y * with.z,
-                z * with.x, z * with.y, z * with.z
+                X * with.X, X * with.Y, X * with.Z,
+                Y * with.X, Y * with.Y, Y * with.Z,
+                Z * with.X, Z * with.Y, Z * with.Z
             );
         }
 
@@ -487,9 +487,9 @@ namespace Godot
         public readonly Vector3 PosMod(real_t mod)
         {
             Vector3 v;
-            v.x = Mathf.PosMod(x, mod);
-            v.y = Mathf.PosMod(y, mod);
-            v.z = Mathf.PosMod(z, mod);
+            v.X = Mathf.PosMod(X, mod);
+            v.Y = Mathf.PosMod(Y, mod);
+            v.Z = Mathf.PosMod(Z, mod);
             return v;
         }
 
@@ -504,9 +504,9 @@ namespace Godot
         public readonly Vector3 PosMod(Vector3 modv)
         {
             Vector3 v;
-            v.x = Mathf.PosMod(x, modv.x);
-            v.y = Mathf.PosMod(y, modv.y);
-            v.z = Mathf.PosMod(z, modv.z);
+            v.X = Mathf.PosMod(X, modv.X);
+            v.Y = Mathf.PosMod(Y, modv.Y);
+            v.Z = Mathf.PosMod(Z, modv.Z);
             return v;
         }
 
@@ -561,7 +561,7 @@ namespace Godot
         /// <returns>The rounded vector.</returns>
         public readonly Vector3 Round()
         {
-            return new Vector3(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z));
+            return new Vector3(Mathf.Round(X), Mathf.Round(Y), Mathf.Round(Z));
         }
 
         /// <summary>
@@ -573,9 +573,9 @@ namespace Godot
         public readonly Vector3 Sign()
         {
             Vector3 v;
-            v.x = Mathf.Sign(x);
-            v.y = Mathf.Sign(y);
-            v.z = Mathf.Sign(z);
+            v.X = Mathf.Sign(X);
+            v.Y = Mathf.Sign(Y);
+            v.Z = Mathf.Sign(Z);
             return v;
         }
 
@@ -642,9 +642,9 @@ namespace Godot
         {
             return new Vector3
             (
-                Mathf.Snapped(x, step.x),
-                Mathf.Snapped(y, step.y),
-                Mathf.Snapped(z, step.z)
+                Mathf.Snapped(X, step.X),
+                Mathf.Snapped(Y, step.Y),
+                Mathf.Snapped(Z, step.Z)
             );
         }
 
@@ -719,9 +719,9 @@ namespace Godot
         /// <param name="z">The vector's Z component.</param>
         public Vector3(real_t x, real_t y, real_t z)
         {
-            this.x = x;
-            this.y = y;
-            this.z = z;
+            X = x;
+            Y = y;
+            Z = z;
         }
 
         /// <summary>
@@ -733,9 +733,9 @@ namespace Godot
         /// <returns>The added vector.</returns>
         public static Vector3 operator +(Vector3 left, Vector3 right)
         {
-            left.x += right.x;
-            left.y += right.y;
-            left.z += right.z;
+            left.X += right.X;
+            left.Y += right.Y;
+            left.Z += right.Z;
             return left;
         }
 
@@ -748,15 +748,15 @@ namespace Godot
         /// <returns>The subtracted vector.</returns>
         public static Vector3 operator -(Vector3 left, Vector3 right)
         {
-            left.x -= right.x;
-            left.y -= right.y;
-            left.z -= right.z;
+            left.X -= right.X;
+            left.Y -= right.Y;
+            left.Z -= right.Z;
             return left;
         }
 
         /// <summary>
         /// Returns the negative value of the <see cref="Vector3"/>.
-        /// This is the same as writing <c>new Vector3(-v.x, -v.y, -v.z)</c>.
+        /// This is the same as writing <c>new Vector3(-v.X, -v.Y, -v.Z)</c>.
         /// This operation flips the direction of the vector while
         /// keeping the same magnitude.
         /// With floats, the number zero can be either positive or negative.
@@ -765,9 +765,9 @@ namespace Godot
         /// <returns>The negated/flipped vector.</returns>
         public static Vector3 operator -(Vector3 vec)
         {
-            vec.x = -vec.x;
-            vec.y = -vec.y;
-            vec.z = -vec.z;
+            vec.X = -vec.X;
+            vec.Y = -vec.Y;
+            vec.Z = -vec.Z;
             return vec;
         }
 
@@ -780,9 +780,9 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector3 operator *(Vector3 vec, real_t scale)
         {
-            vec.x *= scale;
-            vec.y *= scale;
-            vec.z *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
+            vec.Z *= scale;
             return vec;
         }
 
@@ -795,9 +795,9 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector3 operator *(real_t scale, Vector3 vec)
         {
-            vec.x *= scale;
-            vec.y *= scale;
-            vec.z *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
+            vec.Z *= scale;
             return vec;
         }
 
@@ -810,9 +810,9 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector3 operator *(Vector3 left, Vector3 right)
         {
-            left.x *= right.x;
-            left.y *= right.y;
-            left.z *= right.z;
+            left.X *= right.X;
+            left.Y *= right.Y;
+            left.Z *= right.Z;
             return left;
         }
 
@@ -825,9 +825,9 @@ namespace Godot
         /// <returns>The divided vector.</returns>
         public static Vector3 operator /(Vector3 vec, real_t divisor)
         {
-            vec.x /= divisor;
-            vec.y /= divisor;
-            vec.z /= divisor;
+            vec.X /= divisor;
+            vec.Y /= divisor;
+            vec.Z /= divisor;
             return vec;
         }
 
@@ -840,9 +840,9 @@ namespace Godot
         /// <returns>The divided vector.</returns>
         public static Vector3 operator /(Vector3 vec, Vector3 divisorv)
         {
-            vec.x /= divisorv.x;
-            vec.y /= divisorv.y;
-            vec.z /= divisorv.z;
+            vec.X /= divisorv.X;
+            vec.Y /= divisorv.Y;
+            vec.Z /= divisorv.Z;
             return vec;
         }
 
@@ -864,9 +864,9 @@ namespace Godot
         /// <returns>The remainder vector.</returns>
         public static Vector3 operator %(Vector3 vec, real_t divisor)
         {
-            vec.x %= divisor;
-            vec.y %= divisor;
-            vec.z %= divisor;
+            vec.X %= divisor;
+            vec.Y %= divisor;
+            vec.Z %= divisor;
             return vec;
         }
 
@@ -888,9 +888,9 @@ namespace Godot
         /// <returns>The remainder vector.</returns>
         public static Vector3 operator %(Vector3 vec, Vector3 divisorv)
         {
-            vec.x %= divisorv.x;
-            vec.y %= divisorv.y;
-            vec.z %= divisorv.z;
+            vec.X %= divisorv.X;
+            vec.Y %= divisorv.Y;
+            vec.Z %= divisorv.Z;
             return vec;
         }
 
@@ -933,15 +933,15 @@ namespace Godot
         /// <returns>Whether or not the left is less than the right.</returns>
         public static bool operator <(Vector3 left, Vector3 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    return left.z < right.z;
+                    return left.Z < right.Z;
                 }
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
@@ -957,15 +957,15 @@ namespace Godot
         /// <returns>Whether or not the left is greater than the right.</returns>
         public static bool operator >(Vector3 left, Vector3 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    return left.z > right.z;
+                    return left.Z > right.Z;
                 }
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
@@ -981,15 +981,15 @@ namespace Godot
         /// <returns>Whether or not the left is less than or equal to the right.</returns>
         public static bool operator <=(Vector3 left, Vector3 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    return left.z <= right.z;
+                    return left.Z <= right.Z;
                 }
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
@@ -1005,15 +1005,15 @@ namespace Godot
         /// <returns>Whether or not the left is greater than or equal to the right.</returns>
         public static bool operator >=(Vector3 left, Vector3 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    return left.z >= right.z;
+                    return left.Z >= right.Z;
                 }
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
@@ -1038,7 +1038,7 @@ namespace Godot
         /// <returns>Whether or not the vectors are exactly equal.</returns>
         public readonly bool Equals(Vector3 other)
         {
-            return x == other.x && y == other.y && z == other.z;
+            return X == other.X && Y == other.Y && Z == other.Z;
         }
 
         /// <summary>
@@ -1049,7 +1049,7 @@ namespace Godot
         /// <returns>Whether or not the vectors are approximately equal.</returns>
         public readonly bool IsEqualApprox(Vector3 other)
         {
-            return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z);
+            return Mathf.IsEqualApprox(X, other.X) && Mathf.IsEqualApprox(Y, other.Y) && Mathf.IsEqualApprox(Z, other.Z);
         }
 
         /// <summary>
@@ -1061,7 +1061,7 @@ namespace Godot
         /// <returns>Whether or not the vector is approximately zero.</returns>
         public readonly bool IsZeroApprox()
         {
-            return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y) && Mathf.IsZeroApprox(z);
+            return Mathf.IsZeroApprox(X) && Mathf.IsZeroApprox(Y) && Mathf.IsZeroApprox(Z);
         }
 
         /// <summary>
@@ -1070,7 +1070,7 @@ namespace Godot
         /// <returns>A hash code for this vector.</returns>
         public override readonly int GetHashCode()
         {
-            return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
+            return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode();
         }
 
         /// <summary>
@@ -1079,7 +1079,7 @@ namespace Godot
         /// <returns>A string representation of this vector.</returns>
         public override readonly string ToString()
         {
-            return $"({x}, {y}, {z})";
+            return $"({X}, {Y}, {Z})";
         }
 
         /// <summary>
@@ -1088,7 +1088,7 @@ namespace Godot
         /// <returns>A string representation of this vector.</returns>
         public readonly string ToString(string format)
         {
-            return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})";
+            return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)})";
         }
     }
 }

+ 171 - 171
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs → modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3I.cs

@@ -8,7 +8,7 @@ namespace Godot
     /// </summary>
     [Serializable]
     [StructLayout(LayoutKind.Sequential)]
-    public struct Vector3i : IEquatable<Vector3i>
+    public struct Vector3I : IEquatable<Vector3I>
     {
         /// <summary>
         /// Enumerated index values for the axes.
@@ -33,17 +33,17 @@ namespace Godot
         /// <summary>
         /// The vector's X component. Also accessible by using the index position <c>[0]</c>.
         /// </summary>
-        public int x;
+        public int X;
 
         /// <summary>
         /// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
         /// </summary>
-        public int y;
+        public int Y;
 
         /// <summary>
         /// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
         /// </summary>
-        public int z;
+        public int Z;
 
         /// <summary>
         /// Access vector components using their <paramref name="index"/>.
@@ -52,9 +52,9 @@ namespace Godot
         /// <paramref name="index"/> is not 0, 1 or 2.
         /// </exception>
         /// <value>
-        /// <c>[0]</c> is equivalent to <see cref="x"/>,
-        /// <c>[1]</c> is equivalent to <see cref="y"/>,
-        /// <c>[2]</c> is equivalent to <see cref="z"/>.
+        /// <c>[0]</c> is equivalent to <see cref="X"/>,
+        /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+        /// <c>[2]</c> is equivalent to <see cref="Z"/>.
         /// </value>
         public int this[int index]
         {
@@ -63,11 +63,11 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     case 2:
-                        return z;
+                        return Z;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
                 }
@@ -77,13 +77,13 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         return;
                     case 1:
-                        y = value;
+                        Y = value;
                         return;
                     case 2:
-                        z = value;
+                        Z = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
@@ -96,18 +96,18 @@ namespace Godot
         /// </summary>
         public readonly void Deconstruct(out int x, out int y, out int z)
         {
-            x = this.x;
-            y = this.y;
-            z = this.z;
+            x = X;
+            y = Y;
+            z = Z;
         }
 
         /// <summary>
         /// Returns a new vector with all components in absolute values (i.e. positive).
         /// </summary>
         /// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
-        public readonly Vector3i Abs()
+        public readonly Vector3I Abs()
         {
-            return new Vector3i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
+            return new Vector3I(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z));
         }
 
         /// <summary>
@@ -118,13 +118,13 @@ namespace Godot
         /// <param name="min">The vector with minimum allowed values.</param>
         /// <param name="max">The vector with maximum allowed values.</param>
         /// <returns>The vector with all components clamped.</returns>
-        public readonly Vector3i Clamp(Vector3i min, Vector3i max)
+        public readonly Vector3I Clamp(Vector3I min, Vector3I max)
         {
-            return new Vector3i
+            return new Vector3I
             (
-                Mathf.Clamp(x, min.x, max.x),
-                Mathf.Clamp(y, min.y, max.y),
-                Mathf.Clamp(z, min.z, max.z)
+                Mathf.Clamp(X, min.X, max.X),
+                Mathf.Clamp(Y, min.Y, max.Y),
+                Mathf.Clamp(Z, min.Z, max.Z)
             );
         }
 
@@ -135,9 +135,9 @@ namespace Godot
         /// <returns>The length of this vector.</returns>
         public readonly real_t Length()
         {
-            int x2 = x * x;
-            int y2 = y * y;
-            int z2 = z * z;
+            int x2 = X * X;
+            int y2 = Y * Y;
+            int z2 = Z * Z;
 
             return Mathf.Sqrt(x2 + y2 + z2);
         }
@@ -150,9 +150,9 @@ namespace Godot
         /// <returns>The squared length of this vector.</returns>
         public readonly int LengthSquared()
         {
-            int x2 = x * x;
-            int y2 = y * y;
-            int z2 = z * z;
+            int x2 = X * X;
+            int y2 = Y * Y;
+            int z2 = Z * Z;
 
             return x2 + y2 + z2;
         }
@@ -164,7 +164,7 @@ namespace Godot
         /// <returns>The index of the highest axis.</returns>
         public readonly Axis MaxAxisIndex()
         {
-            return x < y ? (y < z ? Axis.Z : Axis.Y) : (x < z ? Axis.Z : Axis.X);
+            return X < Y ? (Y < Z ? Axis.Z : Axis.Y) : (X < Z ? Axis.Z : Axis.X);
         }
 
         /// <summary>
@@ -174,7 +174,7 @@ namespace Godot
         /// <returns>The index of the lowest axis.</returns>
         public readonly Axis MinAxisIndex()
         {
-            return x < y ? (x < z ? Axis.X : Axis.Z) : (y < z ? Axis.Y : Axis.Z);
+            return X < Y ? (X < Z ? Axis.X : Axis.Z) : (Y < Z ? Axis.Y : Axis.Z);
         }
 
         /// <summary>
@@ -183,208 +183,208 @@ namespace Godot
         /// by calling <see cref="Mathf.Sign(int)"/> on each component.
         /// </summary>
         /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
-        public readonly Vector3i Sign()
+        public readonly Vector3I Sign()
         {
-            Vector3i v = this;
-            v.x = Mathf.Sign(v.x);
-            v.y = Mathf.Sign(v.y);
-            v.z = Mathf.Sign(v.z);
+            Vector3I v = this;
+            v.X = Mathf.Sign(v.X);
+            v.Y = Mathf.Sign(v.Y);
+            v.Z = Mathf.Sign(v.Z);
             return v;
         }
 
         // Constants
-        private static readonly Vector3i _zero = new Vector3i(0, 0, 0);
-        private static readonly Vector3i _one = new Vector3i(1, 1, 1);
+        private static readonly Vector3I _zero = new Vector3I(0, 0, 0);
+        private static readonly Vector3I _one = new Vector3I(1, 1, 1);
 
-        private static readonly Vector3i _up = new Vector3i(0, 1, 0);
-        private static readonly Vector3i _down = new Vector3i(0, -1, 0);
-        private static readonly Vector3i _right = new Vector3i(1, 0, 0);
-        private static readonly Vector3i _left = new Vector3i(-1, 0, 0);
-        private static readonly Vector3i _forward = new Vector3i(0, 0, -1);
-        private static readonly Vector3i _back = new Vector3i(0, 0, 1);
+        private static readonly Vector3I _up = new Vector3I(0, 1, 0);
+        private static readonly Vector3I _down = new Vector3I(0, -1, 0);
+        private static readonly Vector3I _right = new Vector3I(1, 0, 0);
+        private static readonly Vector3I _left = new Vector3I(-1, 0, 0);
+        private static readonly Vector3I _forward = new Vector3I(0, 0, -1);
+        private static readonly Vector3I _back = new Vector3I(0, 0, 1);
 
         /// <summary>
         /// Zero vector, a vector with all components set to <c>0</c>.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector3i(0, 0, 0)</c>.</value>
-        public static Vector3i Zero { get { return _zero; } }
+        /// <value>Equivalent to <c>new Vector3I(0, 0, 0)</c>.</value>
+        public static Vector3I Zero { get { return _zero; } }
         /// <summary>
         /// One vector, a vector with all components set to <c>1</c>.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector3i(1, 1, 1)</c>.</value>
-        public static Vector3i One { get { return _one; } }
+        /// <value>Equivalent to <c>new Vector3I(1, 1, 1)</c>.</value>
+        public static Vector3I One { get { return _one; } }
 
         /// <summary>
         /// Up unit vector.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector3i(0, 1, 0)</c>.</value>
-        public static Vector3i Up { get { return _up; } }
+        /// <value>Equivalent to <c>new Vector3I(0, 1, 0)</c>.</value>
+        public static Vector3I Up { get { return _up; } }
         /// <summary>
         /// Down unit vector.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector3i(0, -1, 0)</c>.</value>
-        public static Vector3i Down { get { return _down; } }
+        /// <value>Equivalent to <c>new Vector3I(0, -1, 0)</c>.</value>
+        public static Vector3I Down { get { return _down; } }
         /// <summary>
         /// Right unit vector. Represents the local direction of right,
         /// and the global direction of east.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector3i(1, 0, 0)</c>.</value>
-        public static Vector3i Right { get { return _right; } }
+        /// <value>Equivalent to <c>new Vector3I(1, 0, 0)</c>.</value>
+        public static Vector3I Right { get { return _right; } }
         /// <summary>
         /// Left unit vector. Represents the local direction of left,
         /// and the global direction of west.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector3i(-1, 0, 0)</c>.</value>
-        public static Vector3i Left { get { return _left; } }
+        /// <value>Equivalent to <c>new Vector3I(-1, 0, 0)</c>.</value>
+        public static Vector3I Left { get { return _left; } }
         /// <summary>
         /// Forward unit vector. Represents the local direction of forward,
         /// and the global direction of north.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector3i(0, 0, -1)</c>.</value>
-        public static Vector3i Forward { get { return _forward; } }
+        /// <value>Equivalent to <c>new Vector3I(0, 0, -1)</c>.</value>
+        public static Vector3I Forward { get { return _forward; } }
         /// <summary>
         /// Back unit vector. Represents the local direction of back,
         /// and the global direction of south.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector3i(0, 0, 1)</c>.</value>
-        public static Vector3i Back { get { return _back; } }
+        /// <value>Equivalent to <c>new Vector3I(0, 0, 1)</c>.</value>
+        public static Vector3I Back { get { return _back; } }
 
         /// <summary>
-        /// Constructs a new <see cref="Vector3i"/> with the given components.
+        /// Constructs a new <see cref="Vector3I"/> with the given components.
         /// </summary>
         /// <param name="x">The vector's X component.</param>
         /// <param name="y">The vector's Y component.</param>
         /// <param name="z">The vector's Z component.</param>
-        public Vector3i(int x, int y, int z)
+        public Vector3I(int x, int y, int z)
         {
-            this.x = x;
-            this.y = y;
-            this.z = z;
+            X = x;
+            Y = y;
+            Z = z;
         }
 
         /// <summary>
-        /// Adds each component of the <see cref="Vector3i"/>
-        /// with the components of the given <see cref="Vector3i"/>.
+        /// Adds each component of the <see cref="Vector3I"/>
+        /// with the components of the given <see cref="Vector3I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The added vector.</returns>
-        public static Vector3i operator +(Vector3i left, Vector3i right)
+        public static Vector3I operator +(Vector3I left, Vector3I right)
         {
-            left.x += right.x;
-            left.y += right.y;
-            left.z += right.z;
+            left.X += right.X;
+            left.Y += right.Y;
+            left.Z += right.Z;
             return left;
         }
 
         /// <summary>
-        /// Subtracts each component of the <see cref="Vector3i"/>
-        /// by the components of the given <see cref="Vector3i"/>.
+        /// Subtracts each component of the <see cref="Vector3I"/>
+        /// by the components of the given <see cref="Vector3I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The subtracted vector.</returns>
-        public static Vector3i operator -(Vector3i left, Vector3i right)
+        public static Vector3I operator -(Vector3I left, Vector3I right)
         {
-            left.x -= right.x;
-            left.y -= right.y;
-            left.z -= right.z;
+            left.X -= right.X;
+            left.Y -= right.Y;
+            left.Z -= right.Z;
             return left;
         }
 
         /// <summary>
-        /// Returns the negative value of the <see cref="Vector3i"/>.
-        /// This is the same as writing <c>new Vector3i(-v.x, -v.y, -v.z)</c>.
+        /// Returns the negative value of the <see cref="Vector3I"/>.
+        /// This is the same as writing <c>new Vector3I(-v.X, -v.Y, -v.Z)</c>.
         /// This operation flips the direction of the vector while
         /// keeping the same magnitude.
         /// </summary>
         /// <param name="vec">The vector to negate/flip.</param>
         /// <returns>The negated/flipped vector.</returns>
-        public static Vector3i operator -(Vector3i vec)
+        public static Vector3I operator -(Vector3I vec)
         {
-            vec.x = -vec.x;
-            vec.y = -vec.y;
-            vec.z = -vec.z;
+            vec.X = -vec.X;
+            vec.Y = -vec.Y;
+            vec.Z = -vec.Z;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector3i"/>
+        /// Multiplies each component of the <see cref="Vector3I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="vec">The vector to multiply.</param>
         /// <param name="scale">The scale to multiply by.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector3i operator *(Vector3i vec, int scale)
+        public static Vector3I operator *(Vector3I vec, int scale)
         {
-            vec.x *= scale;
-            vec.y *= scale;
-            vec.z *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
+            vec.Z *= scale;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector3i"/>
+        /// Multiplies each component of the <see cref="Vector3I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="scale">The scale to multiply by.</param>
         /// <param name="vec">The vector to multiply.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector3i operator *(int scale, Vector3i vec)
+        public static Vector3I operator *(int scale, Vector3I vec)
         {
-            vec.x *= scale;
-            vec.y *= scale;
-            vec.z *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
+            vec.Z *= scale;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector3i"/>
-        /// by the components of the given <see cref="Vector3i"/>.
+        /// Multiplies each component of the <see cref="Vector3I"/>
+        /// by the components of the given <see cref="Vector3I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector3i operator *(Vector3i left, Vector3i right)
+        public static Vector3I operator *(Vector3I left, Vector3I right)
         {
-            left.x *= right.x;
-            left.y *= right.y;
-            left.z *= right.z;
+            left.X *= right.X;
+            left.Y *= right.Y;
+            left.Z *= right.Z;
             return left;
         }
 
         /// <summary>
-        /// Divides each component of the <see cref="Vector3i"/>
+        /// Divides each component of the <see cref="Vector3I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisor">The divisor value.</param>
         /// <returns>The divided vector.</returns>
-        public static Vector3i operator /(Vector3i vec, int divisor)
+        public static Vector3I operator /(Vector3I vec, int divisor)
         {
-            vec.x /= divisor;
-            vec.y /= divisor;
-            vec.z /= divisor;
+            vec.X /= divisor;
+            vec.Y /= divisor;
+            vec.Z /= divisor;
             return vec;
         }
 
         /// <summary>
-        /// Divides each component of the <see cref="Vector3i"/>
-        /// by the components of the given <see cref="Vector3i"/>.
+        /// Divides each component of the <see cref="Vector3I"/>
+        /// by the components of the given <see cref="Vector3I"/>.
         /// </summary>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisorv">The divisor vector.</param>
         /// <returns>The divided vector.</returns>
-        public static Vector3i operator /(Vector3i vec, Vector3i divisorv)
+        public static Vector3I operator /(Vector3I vec, Vector3I divisorv)
         {
-            vec.x /= divisorv.x;
-            vec.y /= divisorv.y;
-            vec.z /= divisorv.z;
+            vec.X /= divisorv.X;
+            vec.Y /= divisorv.Y;
+            vec.Z /= divisorv.Z;
             return vec;
         }
 
         /// <summary>
-        /// Gets the remainder of each component of the <see cref="Vector3i"/>
+        /// Gets the remainder of each component of the <see cref="Vector3I"/>
         /// with the components of the given <see langword="int"/>.
         /// This operation uses truncated division, which is often not desired
         /// as it does not work well with negative numbers.
@@ -393,23 +393,23 @@ namespace Godot
         /// </summary>
         /// <example>
         /// <code>
-        /// GD.Print(new Vector3i(10, -20, 30) % 7); // Prints "(3, -6, 2)"
+        /// GD.Print(new Vector3I(10, -20, 30) % 7); // Prints "(3, -6, 2)"
         /// </code>
         /// </example>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisor">The divisor value.</param>
         /// <returns>The remainder vector.</returns>
-        public static Vector3i operator %(Vector3i vec, int divisor)
+        public static Vector3I operator %(Vector3I vec, int divisor)
         {
-            vec.x %= divisor;
-            vec.y %= divisor;
-            vec.z %= divisor;
+            vec.X %= divisor;
+            vec.Y %= divisor;
+            vec.Z %= divisor;
             return vec;
         }
 
         /// <summary>
-        /// Gets the remainder of each component of the <see cref="Vector3i"/>
-        /// with the components of the given <see cref="Vector3i"/>.
+        /// Gets the remainder of each component of the <see cref="Vector3I"/>
+        /// with the components of the given <see cref="Vector3I"/>.
         /// This operation uses truncated division, which is often not desired
         /// as it does not work well with negative numbers.
         /// Consider using <see cref="Mathf.PosMod(int, int)"/> instead
@@ -417,17 +417,17 @@ namespace Godot
         /// </summary>
         /// <example>
         /// <code>
-        /// GD.Print(new Vector3i(10, -20, 30) % new Vector3i(7, 8, 9)); // Prints "(3, -4, 3)"
+        /// GD.Print(new Vector3I(10, -20, 30) % new Vector3I(7, 8, 9)); // Prints "(3, -4, 3)"
         /// </code>
         /// </example>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisorv">The divisor vector.</param>
         /// <returns>The remainder vector.</returns>
-        public static Vector3i operator %(Vector3i vec, Vector3i divisorv)
+        public static Vector3I operator %(Vector3I vec, Vector3I divisorv)
         {
-            vec.x %= divisorv.x;
-            vec.y %= divisorv.y;
-            vec.z %= divisorv.z;
+            vec.X %= divisorv.X;
+            vec.Y %= divisorv.Y;
+            vec.Z %= divisorv.Z;
             return vec;
         }
 
@@ -437,7 +437,7 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the vectors are equal.</returns>
-        public static bool operator ==(Vector3i left, Vector3i right)
+        public static bool operator ==(Vector3I left, Vector3I right)
         {
             return left.Equals(right);
         }
@@ -448,13 +448,13 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the vectors are not equal.</returns>
-        public static bool operator !=(Vector3i left, Vector3i right)
+        public static bool operator !=(Vector3I left, Vector3I right)
         {
             return !left.Equals(right);
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector3i"/> vectors by first checking if
+        /// Compares two <see cref="Vector3I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is less than
         /// the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -464,21 +464,21 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is less than the right.</returns>
-        public static bool operator <(Vector3i left, Vector3i right)
+        public static bool operator <(Vector3I left, Vector3I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    return left.z < right.z;
+                    return left.Z < right.Z;
                 }
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector3i"/> vectors by first checking if
+        /// Compares two <see cref="Vector3I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is greater than
         /// the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -488,21 +488,21 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is greater than the right.</returns>
-        public static bool operator >(Vector3i left, Vector3i right)
+        public static bool operator >(Vector3I left, Vector3I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    return left.z > right.z;
+                    return left.Z > right.Z;
                 }
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector3i"/> vectors by first checking if
+        /// Compares two <see cref="Vector3I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is less than
         /// or equal to the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -512,21 +512,21 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is less than or equal to the right.</returns>
-        public static bool operator <=(Vector3i left, Vector3i right)
+        public static bool operator <=(Vector3I left, Vector3I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    return left.z <= right.z;
+                    return left.Z <= right.Z;
                 }
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector3i"/> vectors by first checking if
+        /// Compares two <see cref="Vector3I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is greater than
         /// or equal to the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -536,38 +536,38 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is greater than or equal to the right.</returns>
-        public static bool operator >=(Vector3i left, Vector3i right)
+        public static bool operator >=(Vector3I left, Vector3I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    return left.z >= right.z;
+                    return left.Z >= right.Z;
                 }
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector3i"/> to a <see cref="Vector3"/>.
+        /// Converts this <see cref="Vector3I"/> to a <see cref="Vector3"/>.
         /// </summary>
         /// <param name="value">The vector to convert.</param>
-        public static implicit operator Vector3(Vector3i value)
+        public static implicit operator Vector3(Vector3I value)
         {
-            return new Vector3(value.x, value.y, value.z);
+            return new Vector3(value.X, value.Y, value.Z);
         }
 
         /// <summary>
-        /// Converts a <see cref="Vector3"/> to a <see cref="Vector3i"/>.
+        /// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/>.
         /// </summary>
         /// <param name="value">The vector to convert.</param>
-        public static explicit operator Vector3i(Vector3 value)
+        public static explicit operator Vector3I(Vector3 value)
         {
-            return new Vector3i(
-                Mathf.RoundToInt(value.x),
-                Mathf.RoundToInt(value.y),
-                Mathf.RoundToInt(value.z)
+            return new Vector3I(
+                Mathf.RoundToInt(value.X),
+                Mathf.RoundToInt(value.Y),
+                Mathf.RoundToInt(value.Z)
             );
         }
 
@@ -579,7 +579,7 @@ namespace Godot
         /// <returns>Whether or not the vector and the object are equal.</returns>
         public override readonly bool Equals(object obj)
         {
-            return obj is Vector3i other && Equals(other);
+            return obj is Vector3I other && Equals(other);
         }
 
         /// <summary>
@@ -587,36 +587,36 @@ namespace Godot
         /// </summary>
         /// <param name="other">The other vector.</param>
         /// <returns>Whether or not the vectors are equal.</returns>
-        public readonly bool Equals(Vector3i other)
+        public readonly bool Equals(Vector3I other)
         {
-            return x == other.x && y == other.y && z == other.z;
+            return X == other.X && Y == other.Y && Z == other.Z;
         }
 
         /// <summary>
-        /// Serves as the hash function for <see cref="Vector3i"/>.
+        /// Serves as the hash function for <see cref="Vector3I"/>.
         /// </summary>
         /// <returns>A hash code for this vector.</returns>
         public override readonly int GetHashCode()
         {
-            return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
+            return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode();
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector3i"/> to a string.
+        /// Converts this <see cref="Vector3I"/> to a string.
         /// </summary>
         /// <returns>A string representation of this vector.</returns>
         public override readonly string ToString()
         {
-            return $"({x}, {y}, {z})";
+            return $"({X}, {Y}, {Z})";
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector3i"/> to a string with the given <paramref name="format"/>.
+        /// Converts this <see cref="Vector3I"/> to a string with the given <paramref name="format"/>.
         /// </summary>
         /// <returns>A string representation of this vector.</returns>
         public readonly string ToString(string format)
         {
-            return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)})";
+            return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)})";
         }
     }
 }

+ 155 - 155
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs

@@ -37,22 +37,22 @@ namespace Godot
         /// <summary>
         /// The vector's X component. Also accessible by using the index position <c>[0]</c>.
         /// </summary>
-        public real_t x;
+        public real_t X;
 
         /// <summary>
         /// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
         /// </summary>
-        public real_t y;
+        public real_t Y;
 
         /// <summary>
         /// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
         /// </summary>
-        public real_t z;
+        public real_t Z;
 
         /// <summary>
         /// The vector's W component. Also accessible by using the index position <c>[3]</c>.
         /// </summary>
-        public real_t w;
+        public real_t W;
 
         /// <summary>
         /// Access vector components using their index.
@@ -61,10 +61,10 @@ namespace Godot
         /// <paramref name="index"/> is not 0, 1, 2 or 3.
         /// </exception>
         /// <value>
-        /// <c>[0]</c> is equivalent to <see cref="x"/>,
-        /// <c>[1]</c> is equivalent to <see cref="y"/>,
-        /// <c>[2]</c> is equivalent to <see cref="z"/>.
-        /// <c>[3]</c> is equivalent to <see cref="w"/>.
+        /// <c>[0]</c> is equivalent to <see cref="X"/>,
+        /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+        /// <c>[2]</c> is equivalent to <see cref="Z"/>.
+        /// <c>[3]</c> is equivalent to <see cref="W"/>.
         /// </value>
         public real_t this[int index]
         {
@@ -73,13 +73,13 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     case 2:
-                        return z;
+                        return Z;
                     case 3:
-                        return w;
+                        return W;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
                 }
@@ -89,16 +89,16 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         return;
                     case 1:
-                        y = value;
+                        Y = value;
                         return;
                     case 2:
-                        z = value;
+                        Z = value;
                         return;
                     case 3:
-                        w = value;
+                        W = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
@@ -111,10 +111,10 @@ namespace Godot
         /// </summary>
         public readonly void Deconstruct(out real_t x, out real_t y, out real_t z, out real_t w)
         {
-            x = this.x;
-            y = this.y;
-            z = this.z;
-            w = this.w;
+            x = X;
+            y = Y;
+            z = Z;
+            w = W;
         }
 
         internal void Normalize()
@@ -123,15 +123,15 @@ namespace Godot
 
             if (lengthsq == 0)
             {
-                x = y = z = w = 0f;
+                X = Y = Z = W = 0f;
             }
             else
             {
                 real_t length = Mathf.Sqrt(lengthsq);
-                x /= length;
-                y /= length;
-                z /= length;
-                w /= length;
+                X /= length;
+                Y /= length;
+                Z /= length;
+                W /= length;
             }
         }
 
@@ -141,7 +141,7 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Abs(real_t)"/> called on each component.</returns>
         public readonly Vector4 Abs()
         {
-            return new Vector4(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z), Mathf.Abs(w));
+            return new Vector4(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z), Mathf.Abs(W));
         }
 
         /// <summary>
@@ -150,7 +150,7 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Ceil"/> called on each component.</returns>
         public readonly Vector4 Ceil()
         {
-            return new Vector4(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z), Mathf.Ceil(w));
+            return new Vector4(Mathf.Ceil(X), Mathf.Ceil(Y), Mathf.Ceil(Z), Mathf.Ceil(W));
         }
 
         /// <summary>
@@ -165,10 +165,10 @@ namespace Godot
         {
             return new Vector4
             (
-                Mathf.Clamp(x, min.x, max.x),
-                Mathf.Clamp(y, min.y, max.y),
-                Mathf.Clamp(z, min.z, max.z),
-                Mathf.Clamp(w, min.w, max.w)
+                Mathf.Clamp(X, min.X, max.X),
+                Mathf.Clamp(Y, min.Y, max.Y),
+                Mathf.Clamp(Z, min.Z, max.Z),
+                Mathf.Clamp(W, min.W, max.W)
             );
         }
 
@@ -185,10 +185,10 @@ namespace Godot
         {
             return new Vector4
             (
-                Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
-                Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
-                Mathf.CubicInterpolate(z, b.z, preA.z, postB.z, weight),
-                Mathf.CubicInterpolate(w, b.w, preA.w, postB.w, weight)
+                Mathf.CubicInterpolate(X, b.X, preA.X, postB.X, weight),
+                Mathf.CubicInterpolate(Y, b.Y, preA.Y, postB.Y, weight),
+                Mathf.CubicInterpolate(Z, b.Z, preA.Z, postB.Z, weight),
+                Mathf.CubicInterpolate(W, b.W, preA.W, postB.W, weight)
             );
         }
 
@@ -210,10 +210,10 @@ namespace Godot
         {
             return new Vector4
             (
-                Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
-                Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT),
-                Mathf.CubicInterpolateInTime(z, b.z, preA.z, postB.z, weight, t, preAT, postBT),
-                Mathf.CubicInterpolateInTime(w, b.w, preA.w, postB.w, weight, t, preAT, postBT)
+                Mathf.CubicInterpolateInTime(X, b.X, preA.X, postB.X, weight, t, preAT, postBT),
+                Mathf.CubicInterpolateInTime(Y, b.Y, preA.Y, postB.Y, weight, t, preAT, postBT),
+                Mathf.CubicInterpolateInTime(Z, b.Z, preA.Z, postB.Z, weight, t, preAT, postBT),
+                Mathf.CubicInterpolateInTime(W, b.W, preA.W, postB.W, weight, t, preAT, postBT)
             );
         }
 
@@ -224,7 +224,7 @@ namespace Godot
         /// <returns>The direction from this vector to <paramref name="to"/>.</returns>
         public readonly Vector4 DirectionTo(Vector4 to)
         {
-            Vector4 ret = new Vector4(to.x - x, to.y - y, to.z - z, to.w - w);
+            Vector4 ret = new Vector4(to.X - X, to.Y - Y, to.Z - Z, to.W - W);
             ret.Normalize();
             return ret;
         }
@@ -258,7 +258,7 @@ namespace Godot
         /// <returns>The dot product of the two vectors.</returns>
         public readonly real_t Dot(Vector4 with)
         {
-            return (x * with.x) + (y * with.y) + (z * with.z) + (w * with.w);
+            return (X * with.X) + (Y * with.Y) + (Z * with.Z) + (W * with.W);
         }
 
         /// <summary>
@@ -267,16 +267,16 @@ namespace Godot
         /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
         public readonly Vector4 Floor()
         {
-            return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w));
+            return new Vector4(Mathf.Floor(X), Mathf.Floor(Y), Mathf.Floor(Z), Mathf.Floor(W));
         }
 
         /// <summary>
-        /// Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.x, 1 / v.y, 1 / v.z, 1 / v.w)</c>.
+        /// Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.X, 1 / v.Y, 1 / v.Z, 1 / v.W)</c>.
         /// </summary>
         /// <returns>The inverse of this vector.</returns>
         public readonly Vector4 Inverse()
         {
-            return new Vector4(1 / x, 1 / y, 1 / z, 1 / w);
+            return new Vector4(1 / X, 1 / Y, 1 / Z, 1 / W);
         }
 
         /// <summary>
@@ -286,7 +286,7 @@ namespace Godot
         /// <returns>Whether this vector is finite or not.</returns>
         public readonly bool IsFinite()
         {
-            return Mathf.IsFinite(x) && Mathf.IsFinite(y) && Mathf.IsFinite(z) && Mathf.IsFinite(w);
+            return Mathf.IsFinite(X) && Mathf.IsFinite(Y) && Mathf.IsFinite(Z) && Mathf.IsFinite(W);
         }
 
         /// <summary>
@@ -305,10 +305,10 @@ namespace Godot
         /// <returns>The length of this vector.</returns>
         public readonly real_t Length()
         {
-            real_t x2 = x * x;
-            real_t y2 = y * y;
-            real_t z2 = z * z;
-            real_t w2 = w * w;
+            real_t x2 = X * X;
+            real_t y2 = Y * Y;
+            real_t z2 = Z * Z;
+            real_t w2 = W * W;
 
             return Mathf.Sqrt(x2 + y2 + z2 + w2);
         }
@@ -321,10 +321,10 @@ namespace Godot
         /// <returns>The squared length of this vector.</returns>
         public readonly real_t LengthSquared()
         {
-            real_t x2 = x * x;
-            real_t y2 = y * y;
-            real_t z2 = z * z;
-            real_t w2 = w * w;
+            real_t x2 = X * X;
+            real_t y2 = Y * Y;
+            real_t z2 = Z * Z;
+            real_t w2 = W * W;
 
             return x2 + y2 + z2 + w2;
         }
@@ -340,10 +340,10 @@ namespace Godot
         {
             return new Vector4
             (
-                Mathf.Lerp(x, to.x, weight),
-                Mathf.Lerp(y, to.y, weight),
-                Mathf.Lerp(z, to.z, weight),
-                Mathf.Lerp(w, to.w, weight)
+                Mathf.Lerp(X, to.X, weight),
+                Mathf.Lerp(Y, to.Y, weight),
+                Mathf.Lerp(Z, to.Z, weight),
+                Mathf.Lerp(W, to.W, weight)
             );
         }
 
@@ -355,7 +355,7 @@ namespace Godot
         public readonly Axis MaxAxisIndex()
         {
             int max_index = 0;
-            real_t max_value = x;
+            real_t max_value = X;
             for (int i = 1; i < 4; i++)
             {
                 if (this[i] > max_value)
@@ -375,7 +375,7 @@ namespace Godot
         public readonly Axis MinAxisIndex()
         {
             int min_index = 0;
-            real_t min_value = x;
+            real_t min_value = X;
             for (int i = 1; i < 4; i++)
             {
                 if (this[i] <= min_value)
@@ -409,10 +409,10 @@ namespace Godot
         public readonly Vector4 PosMod(real_t mod)
         {
             return new Vector4(
-                Mathf.PosMod(x, mod),
-                Mathf.PosMod(y, mod),
-                Mathf.PosMod(z, mod),
-                Mathf.PosMod(w, mod)
+                Mathf.PosMod(X, mod),
+                Mathf.PosMod(Y, mod),
+                Mathf.PosMod(Z, mod),
+                Mathf.PosMod(W, mod)
             );
         }
 
@@ -427,10 +427,10 @@ namespace Godot
         public readonly Vector4 PosMod(Vector4 modv)
         {
             return new Vector4(
-                Mathf.PosMod(x, modv.x),
-                Mathf.PosMod(y, modv.y),
-                Mathf.PosMod(z, modv.z),
-                Mathf.PosMod(w, modv.w)
+                Mathf.PosMod(X, modv.X),
+                Mathf.PosMod(Y, modv.Y),
+                Mathf.PosMod(Z, modv.Z),
+                Mathf.PosMod(W, modv.W)
             );
         }
 
@@ -441,7 +441,7 @@ namespace Godot
         /// <returns>The rounded vector.</returns>
         public readonly Vector4 Round()
         {
-            return new Vector4(Mathf.Round(x), Mathf.Round(y), Mathf.Round(z), Mathf.Round(w));
+            return new Vector4(Mathf.Round(X), Mathf.Round(Y), Mathf.Round(Z), Mathf.Round(W));
         }
 
         /// <summary>
@@ -453,10 +453,10 @@ namespace Godot
         public readonly Vector4 Sign()
         {
             Vector4 v;
-            v.x = Mathf.Sign(x);
-            v.y = Mathf.Sign(y);
-            v.z = Mathf.Sign(z);
-            v.w = Mathf.Sign(w);
+            v.X = Mathf.Sign(X);
+            v.Y = Mathf.Sign(Y);
+            v.Z = Mathf.Sign(Z);
+            v.W = Mathf.Sign(W);
             return v;
         }
 
@@ -469,10 +469,10 @@ namespace Godot
         public readonly Vector4 Snapped(Vector4 step)
         {
             return new Vector4(
-                Mathf.Snapped(x, step.x),
-                Mathf.Snapped(y, step.y),
-                Mathf.Snapped(z, step.z),
-                Mathf.Snapped(w, step.w)
+                Mathf.Snapped(X, step.X),
+                Mathf.Snapped(Y, step.Y),
+                Mathf.Snapped(Z, step.Z),
+                Mathf.Snapped(W, step.W)
             );
         }
 
@@ -506,10 +506,10 @@ namespace Godot
         /// <param name="w">The vector's W component.</param>
         public Vector4(real_t x, real_t y, real_t z, real_t w)
         {
-            this.x = x;
-            this.y = y;
-            this.z = z;
-            this.w = w;
+            X = x;
+            Y = y;
+            Z = z;
+            W = w;
         }
 
         /// <summary>
@@ -521,10 +521,10 @@ namespace Godot
         /// <returns>The added vector.</returns>
         public static Vector4 operator +(Vector4 left, Vector4 right)
         {
-            left.x += right.x;
-            left.y += right.y;
-            left.z += right.z;
-            left.w += right.w;
+            left.X += right.X;
+            left.Y += right.Y;
+            left.Z += right.Z;
+            left.W += right.W;
             return left;
         }
 
@@ -537,16 +537,16 @@ namespace Godot
         /// <returns>The subtracted vector.</returns>
         public static Vector4 operator -(Vector4 left, Vector4 right)
         {
-            left.x -= right.x;
-            left.y -= right.y;
-            left.z -= right.z;
-            left.w -= right.w;
+            left.X -= right.X;
+            left.Y -= right.Y;
+            left.Z -= right.Z;
+            left.W -= right.W;
             return left;
         }
 
         /// <summary>
         /// Returns the negative value of the <see cref="Vector4"/>.
-        /// This is the same as writing <c>new Vector4(-v.x, -v.y, -v.z, -v.w)</c>.
+        /// This is the same as writing <c>new Vector4(-v.X, -v.Y, -v.Z, -v.W)</c>.
         /// This operation flips the direction of the vector while
         /// keeping the same magnitude.
         /// With floats, the number zero can be either positive or negative.
@@ -555,10 +555,10 @@ namespace Godot
         /// <returns>The negated/flipped vector.</returns>
         public static Vector4 operator -(Vector4 vec)
         {
-            vec.x = -vec.x;
-            vec.y = -vec.y;
-            vec.z = -vec.z;
-            vec.w = -vec.w;
+            vec.X = -vec.X;
+            vec.Y = -vec.Y;
+            vec.Z = -vec.Z;
+            vec.W = -vec.W;
             return vec;
         }
 
@@ -571,10 +571,10 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector4 operator *(Vector4 vec, real_t scale)
         {
-            vec.x *= scale;
-            vec.y *= scale;
-            vec.z *= scale;
-            vec.w *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
+            vec.Z *= scale;
+            vec.W *= scale;
             return vec;
         }
 
@@ -587,10 +587,10 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector4 operator *(real_t scale, Vector4 vec)
         {
-            vec.x *= scale;
-            vec.y *= scale;
-            vec.z *= scale;
-            vec.w *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
+            vec.Z *= scale;
+            vec.W *= scale;
             return vec;
         }
 
@@ -603,10 +603,10 @@ namespace Godot
         /// <returns>The multiplied vector.</returns>
         public static Vector4 operator *(Vector4 left, Vector4 right)
         {
-            left.x *= right.x;
-            left.y *= right.y;
-            left.z *= right.z;
-            left.w *= right.w;
+            left.X *= right.X;
+            left.Y *= right.Y;
+            left.Z *= right.Z;
+            left.W *= right.W;
             return left;
         }
 
@@ -619,10 +619,10 @@ namespace Godot
         /// <returns>The divided vector.</returns>
         public static Vector4 operator /(Vector4 vec, real_t divisor)
         {
-            vec.x /= divisor;
-            vec.y /= divisor;
-            vec.z /= divisor;
-            vec.w /= divisor;
+            vec.X /= divisor;
+            vec.Y /= divisor;
+            vec.Z /= divisor;
+            vec.W /= divisor;
             return vec;
         }
 
@@ -635,10 +635,10 @@ namespace Godot
         /// <returns>The divided vector.</returns>
         public static Vector4 operator /(Vector4 vec, Vector4 divisorv)
         {
-            vec.x /= divisorv.x;
-            vec.y /= divisorv.y;
-            vec.z /= divisorv.z;
-            vec.w /= divisorv.w;
+            vec.X /= divisorv.X;
+            vec.Y /= divisorv.Y;
+            vec.Z /= divisorv.Z;
+            vec.W /= divisorv.W;
             return vec;
         }
 
@@ -660,10 +660,10 @@ namespace Godot
         /// <returns>The remainder vector.</returns>
         public static Vector4 operator %(Vector4 vec, real_t divisor)
         {
-            vec.x %= divisor;
-            vec.y %= divisor;
-            vec.z %= divisor;
-            vec.w %= divisor;
+            vec.X %= divisor;
+            vec.Y %= divisor;
+            vec.Z %= divisor;
+            vec.W %= divisor;
             return vec;
         }
 
@@ -685,10 +685,10 @@ namespace Godot
         /// <returns>The remainder vector.</returns>
         public static Vector4 operator %(Vector4 vec, Vector4 divisorv)
         {
-            vec.x %= divisorv.x;
-            vec.y %= divisorv.y;
-            vec.z %= divisorv.z;
-            vec.w %= divisorv.w;
+            vec.X %= divisorv.X;
+            vec.Y %= divisorv.Y;
+            vec.Z %= divisorv.Z;
+            vec.W %= divisorv.W;
             return vec;
         }
 
@@ -731,19 +731,19 @@ namespace Godot
         /// <returns>Whether or not the left is less than the right.</returns>
         public static bool operator <(Vector4 left, Vector4 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    if (left.z == right.z)
+                    if (left.Z == right.Z)
                     {
-                        return left.w < right.w;
+                        return left.W < right.W;
                     }
-                    return left.z < right.z;
+                    return left.Z < right.Z;
                 }
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
@@ -759,19 +759,19 @@ namespace Godot
         /// <returns>Whether or not the left is greater than the right.</returns>
         public static bool operator >(Vector4 left, Vector4 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    if (left.z == right.z)
+                    if (left.Z == right.Z)
                     {
-                        return left.w > right.w;
+                        return left.W > right.W;
                     }
-                    return left.z > right.z;
+                    return left.Z > right.Z;
                 }
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
@@ -787,19 +787,19 @@ namespace Godot
         /// <returns>Whether or not the left is less than or equal to the right.</returns>
         public static bool operator <=(Vector4 left, Vector4 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    if (left.z == right.z)
+                    if (left.Z == right.Z)
                     {
-                        return left.w <= right.w;
+                        return left.W <= right.W;
                     }
-                    return left.z < right.z;
+                    return left.Z < right.Z;
                 }
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
@@ -815,19 +815,19 @@ namespace Godot
         /// <returns>Whether or not the left is greater than or equal to the right.</returns>
         public static bool operator >=(Vector4 left, Vector4 right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    if (left.z == right.z)
+                    if (left.Z == right.Z)
                     {
-                        return left.w >= right.w;
+                        return left.W >= right.W;
                     }
-                    return left.z > right.z;
+                    return left.Z > right.Z;
                 }
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
@@ -852,7 +852,7 @@ namespace Godot
         /// <returns>Whether or not the vectors are exactly equal.</returns>
         public readonly bool Equals(Vector4 other)
         {
-            return x == other.x && y == other.y && z == other.z && w == other.w;
+            return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
         }
 
         /// <summary>
@@ -863,7 +863,7 @@ namespace Godot
         /// <returns>Whether or not the vectors are approximately equal.</returns>
         public readonly bool IsEqualApprox(Vector4 other)
         {
-            return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w);
+            return Mathf.IsEqualApprox(X, other.X) && Mathf.IsEqualApprox(Y, other.Y) && Mathf.IsEqualApprox(Z, other.Z) && Mathf.IsEqualApprox(W, other.W);
         }
 
         /// <summary>
@@ -875,7 +875,7 @@ namespace Godot
         /// <returns>Whether or not the vector is approximately zero.</returns>
         public readonly bool IsZeroApprox()
         {
-            return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y) && Mathf.IsZeroApprox(z) && Mathf.IsZeroApprox(w);
+            return Mathf.IsZeroApprox(X) && Mathf.IsZeroApprox(Y) && Mathf.IsZeroApprox(Z) && Mathf.IsZeroApprox(W);
         }
 
         /// <summary>
@@ -884,7 +884,7 @@ namespace Godot
         /// <returns>A hash code for this vector.</returns>
         public override readonly int GetHashCode()
         {
-            return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
+            return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
         }
 
         /// <summary>
@@ -893,7 +893,7 @@ namespace Godot
         /// <returns>A string representation of this vector.</returns>
         public override string ToString()
         {
-            return $"({x}, {y}, {z}, {w})";
+            return $"({X}, {Y}, {Z}, {W})";
         }
 
         /// <summary>
@@ -902,7 +902,7 @@ namespace Godot
         /// <returns>A string representation of this vector.</returns>
         public readonly string ToString(string format)
         {
-            return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}, {w.ToString(format)})";
+            return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)}, {W.ToString(format)})";
         }
     }
 }

+ 182 - 178
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4i.cs → modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4I.cs

@@ -8,7 +8,7 @@ namespace Godot
     /// </summary>
     [Serializable]
     [StructLayout(LayoutKind.Sequential)]
-    public struct Vector4i : IEquatable<Vector4i>
+    public struct Vector4I : IEquatable<Vector4I>
     {
         /// <summary>
         /// Enumerated index values for the axes.
@@ -37,22 +37,22 @@ namespace Godot
         /// <summary>
         /// The vector's X component. Also accessible by using the index position <c>[0]</c>.
         /// </summary>
-        public int x;
+        public int X;
 
         /// <summary>
         /// The vector's Y component. Also accessible by using the index position <c>[1]</c>.
         /// </summary>
-        public int y;
+        public int Y;
 
         /// <summary>
         /// The vector's Z component. Also accessible by using the index position <c>[2]</c>.
         /// </summary>
-        public int z;
+        public int Z;
 
         /// <summary>
         /// The vector's W component. Also accessible by using the index position <c>[3]</c>.
         /// </summary>
-        public int w;
+        public int W;
 
         /// <summary>
         /// Access vector components using their <paramref name="index"/>.
@@ -61,10 +61,10 @@ namespace Godot
         /// <paramref name="index"/> is not 0, 1, 2 or 3.
         /// </exception>
         /// <value>
-        /// <c>[0]</c> is equivalent to <see cref="x"/>,
-        /// <c>[1]</c> is equivalent to <see cref="y"/>,
-        /// <c>[2]</c> is equivalent to <see cref="z"/>.
-        /// <c>[3]</c> is equivalent to <see cref="w"/>.
+        /// <c>[0]</c> is equivalent to <see cref="X"/>,
+        /// <c>[1]</c> is equivalent to <see cref="Y"/>,
+        /// <c>[2]</c> is equivalent to <see cref="Z"/>.
+        /// <c>[3]</c> is equivalent to <see cref="W"/>.
         /// </value>
         public int this[int index]
         {
@@ -73,13 +73,13 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        return x;
+                        return X;
                     case 1:
-                        return y;
+                        return Y;
                     case 2:
-                        return z;
+                        return Z;
                     case 3:
-                        return w;
+                        return W;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
                 }
@@ -89,16 +89,16 @@ namespace Godot
                 switch (index)
                 {
                     case 0:
-                        x = value;
+                        X = value;
                         return;
                     case 1:
-                        y = value;
+                        Y = value;
                         return;
                     case 2:
-                        z = value;
+                        Z = value;
                         return;
                     case 3:
-                        w = value;
+                        W = value;
                         return;
                     default:
                         throw new ArgumentOutOfRangeException(nameof(index));
@@ -111,19 +111,19 @@ namespace Godot
         /// </summary>
         public readonly void Deconstruct(out int x, out int y, out int z, out int w)
         {
-            x = this.x;
-            y = this.y;
-            z = this.z;
-            w = this.w;
+            x = X;
+            y = Y;
+            z = Z;
+            w = W;
         }
 
         /// <summary>
         /// Returns a new vector with all components in absolute values (i.e. positive).
         /// </summary>
         /// <returns>A vector with <see cref="Mathf.Abs(int)"/> called on each component.</returns>
-        public readonly Vector4i Abs()
+        public readonly Vector4I Abs()
         {
-            return new Vector4i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z), Mathf.Abs(w));
+            return new Vector4I(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z), Mathf.Abs(W));
         }
 
         /// <summary>
@@ -134,14 +134,14 @@ namespace Godot
         /// <param name="min">The vector with minimum allowed values.</param>
         /// <param name="max">The vector with maximum allowed values.</param>
         /// <returns>The vector with all components clamped.</returns>
-        public readonly Vector4i Clamp(Vector4i min, Vector4i max)
+        public readonly Vector4I Clamp(Vector4I min, Vector4I max)
         {
-            return new Vector4i
+            return new Vector4I
             (
-                Mathf.Clamp(x, min.x, max.x),
-                Mathf.Clamp(y, min.y, max.y),
-                Mathf.Clamp(z, min.z, max.z),
-                Mathf.Clamp(w, min.w, max.w)
+                Mathf.Clamp(X, min.X, max.X),
+                Mathf.Clamp(Y, min.Y, max.Y),
+                Mathf.Clamp(Z, min.Z, max.Z),
+                Mathf.Clamp(W, min.W, max.W)
             );
         }
 
@@ -152,10 +152,10 @@ namespace Godot
         /// <returns>The length of this vector.</returns>
         public readonly real_t Length()
         {
-            int x2 = x * x;
-            int y2 = y * y;
-            int z2 = z * z;
-            int w2 = w * w;
+            int x2 = X * X;
+            int y2 = Y * Y;
+            int z2 = Z * Z;
+            int w2 = W * W;
 
             return Mathf.Sqrt(x2 + y2 + z2 + w2);
         }
@@ -168,10 +168,10 @@ namespace Godot
         /// <returns>The squared length of this vector.</returns>
         public readonly int LengthSquared()
         {
-            int x2 = x * x;
-            int y2 = y * y;
-            int z2 = z * z;
-            int w2 = w * w;
+            int x2 = X * X;
+            int y2 = Y * Y;
+            int z2 = Z * Z;
+            int w2 = W * W;
 
             return x2 + y2 + z2 + w2;
         }
@@ -184,7 +184,7 @@ namespace Godot
         public readonly Axis MaxAxisIndex()
         {
             int max_index = 0;
-            int max_value = x;
+            int max_value = X;
             for (int i = 1; i < 4; i++)
             {
                 if (this[i] > max_value)
@@ -204,7 +204,7 @@ namespace Godot
         public readonly Axis MinAxisIndex()
         {
             int min_index = 0;
-            int min_value = x;
+            int min_value = X;
             for (int i = 1; i < 4; i++)
             {
                 if (this[i] <= min_value)
@@ -222,213 +222,217 @@ namespace Godot
         /// by calling <see cref="Mathf.Sign(int)"/> on each component.
         /// </summary>
         /// <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
-        public readonly Vector4i Sign()
+        public readonly Vector4I Sign()
         {
-            return new Vector4i(Mathf.Sign(x), Mathf.Sign(y), Mathf.Sign(z), Mathf.Sign(w));
+            return new Vector4I(Mathf.Sign(X), Mathf.Sign(Y), Mathf.Sign(Z), Mathf.Sign(W));
         }
 
         // Constants
-        private static readonly Vector4i _zero = new Vector4i(0, 0, 0, 0);
-        private static readonly Vector4i _one = new Vector4i(1, 1, 1, 1);
+        private static readonly Vector4I _zero = new Vector4I(0, 0, 0, 0);
+        private static readonly Vector4I _one = new Vector4I(1, 1, 1, 1);
 
         /// <summary>
         /// Zero vector, a vector with all components set to <c>0</c>.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector4i(0, 0, 0, 0)</c>.</value>
-        public static Vector4i Zero { get { return _zero; } }
+        /// <value>Equivalent to <c>new Vector4I(0, 0, 0, 0)</c>.</value>
+        public static Vector4I Zero { get { return _zero; } }
         /// <summary>
         /// One vector, a vector with all components set to <c>1</c>.
         /// </summary>
-        /// <value>Equivalent to <c>new Vector4i(1, 1, 1, 1)</c>.</value>
-        public static Vector4i One { get { return _one; } }
+        /// <value>Equivalent to <c>new Vector4I(1, 1, 1, 1)</c>.</value>
+        public static Vector4I One { get { return _one; } }
 
         /// <summary>
-        /// Constructs a new <see cref="Vector4i"/> with the given components.
+        /// Constructs a new <see cref="Vector4I"/> with the given components.
         /// </summary>
         /// <param name="x">The vector's X component.</param>
         /// <param name="y">The vector's Y component.</param>
         /// <param name="z">The vector's Z component.</param>
         /// <param name="w">The vector's W component.</param>
-        public Vector4i(int x, int y, int z, int w)
+        public Vector4I(int x, int y, int z, int w)
         {
-            this.x = x;
-            this.y = y;
-            this.z = z;
-            this.w = w;
+            X = x;
+            Y = y;
+            Z = z;
+            W = w;
         }
 
         /// <summary>
-        /// Adds each component of the <see cref="Vector4i"/>
-        /// with the components of the given <see cref="Vector4i"/>.
+        /// Adds each component of the <see cref="Vector4I"/>
+        /// with the components of the given <see cref="Vector4I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The added vector.</returns>
-        public static Vector4i operator +(Vector4i left, Vector4i right)
+        public static Vector4I operator +(Vector4I left, Vector4I right)
         {
-            left.x += right.x;
-            left.y += right.y;
-            left.z += right.z;
-            left.w += right.w;
+            left.X += right.X;
+            left.Y += right.Y;
+            left.Z += right.Z;
+            left.W += right.W;
             return left;
         }
 
         /// <summary>
-        /// Subtracts each component of the <see cref="Vector4i"/>
-        /// by the components of the given <see cref="Vector4i"/>.
+        /// Subtracts each component of the <see cref="Vector4I"/>
+        /// by the components of the given <see cref="Vector4I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The subtracted vector.</returns>
-        public static Vector4i operator -(Vector4i left, Vector4i right)
+        public static Vector4I operator -(Vector4I left, Vector4I right)
         {
-            left.x -= right.x;
-            left.y -= right.y;
-            left.z -= right.z;
-            left.w -= right.w;
+            left.X -= right.X;
+            left.Y -= right.Y;
+            left.Z -= right.Z;
+            left.W -= right.W;
             return left;
         }
 
         /// <summary>
-        /// Returns the negative value of the <see cref="Vector4i"/>.
-        /// This is the same as writing <c>new Vector4i(-v.x, -v.y, -v.z, -v.w)</c>.
+        /// Returns the negative value of the <see cref="Vector4I"/>.
+        /// This is the same as writing <c>new Vector4I(-v.X, -v.Y, -v.Z, -v.W)</c>.
         /// This operation flips the direction of the vector while
         /// keeping the same magnitude.
         /// </summary>
         /// <param name="vec">The vector to negate/flip.</param>
         /// <returns>The negated/flipped vector.</returns>
-        public static Vector4i operator -(Vector4i vec)
+        public static Vector4I operator -(Vector4I vec)
         {
-            vec.x = -vec.x;
-            vec.y = -vec.y;
-            vec.z = -vec.z;
-            vec.w = -vec.w;
+            vec.X = -vec.X;
+            vec.Y = -vec.Y;
+            vec.Z = -vec.Z;
+            vec.W = -vec.W;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector4i"/>
+        /// Multiplies each component of the <see cref="Vector4I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="vec">The vector to multiply.</param>
         /// <param name="scale">The scale to multiply by.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector4i operator *(Vector4i vec, int scale)
+        public static Vector4I operator *(Vector4I vec, int scale)
         {
-            vec.x *= scale;
-            vec.y *= scale;
-            vec.z *= scale;
-            vec.w *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
+            vec.Z *= scale;
+            vec.W *= scale;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector4i"/>
+        /// Multiplies each component of the <see cref="Vector4I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="scale">The scale to multiply by.</param>
         /// <param name="vec">The vector to multiply.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector4i operator *(int scale, Vector4i vec)
+        public static Vector4I operator *(int scale, Vector4I vec)
         {
-            vec.x *= scale;
-            vec.y *= scale;
-            vec.z *= scale;
-            vec.w *= scale;
+            vec.X *= scale;
+            vec.Y *= scale;
+            vec.Z *= scale;
+            vec.W *= scale;
             return vec;
         }
 
         /// <summary>
-        /// Multiplies each component of the <see cref="Vector4i"/>
-        /// by the components of the given <see cref="Vector4i"/>.
+        /// Multiplies each component of the <see cref="Vector4I"/>
+        /// by the components of the given <see cref="Vector4I"/>.
         /// </summary>
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>The multiplied vector.</returns>
-        public static Vector4i operator *(Vector4i left, Vector4i right)
+        public static Vector4I operator *(Vector4I left, Vector4I right)
         {
-            left.x *= right.x;
-            left.y *= right.y;
-            left.z *= right.z;
-            left.w *= right.w;
+            left.X *= right.X;
+            left.Y *= right.Y;
+            left.Z *= right.Z;
+            left.W *= right.W;
             return left;
         }
 
         /// <summary>
-        /// Divides each component of the <see cref="Vector4i"/>
+        /// Divides each component of the <see cref="Vector4I"/>
         /// by the given <see langword="int"/>.
         /// </summary>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisor">The divisor value.</param>
         /// <returns>The divided vector.</returns>
-        public static Vector4i operator /(Vector4i vec, int divisor)
+        public static Vector4I operator /(Vector4I vec, int divisor)
         {
-            vec.x /= divisor;
-            vec.y /= divisor;
-            vec.z /= divisor;
-            vec.w /= divisor;
+            vec.X /= divisor;
+            vec.Y /= divisor;
+            vec.Z /= divisor;
+            vec.W /= divisor;
             return vec;
         }
 
         /// <summary>
-        /// Divides each component of the <see cref="Vector4i"/>
-        /// by the components of the given <see cref="Vector4i"/>.
+        /// Divides each component of the <see cref="Vector4I"/>
+        /// by the components of the given <see cref="Vector4I"/>.
         /// </summary>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisorv">The divisor vector.</param>
         /// <returns>The divided vector.</returns>
-        public static Vector4i operator /(Vector4i vec, Vector4i divisorv)
+        public static Vector4I operator /(Vector4I vec, Vector4I divisorv)
         {
-            vec.x /= divisorv.x;
-            vec.y /= divisorv.y;
-            vec.z /= divisorv.z;
-            vec.w /= divisorv.w;
+            vec.X /= divisorv.X;
+            vec.Y /= divisorv.Y;
+            vec.Z /= divisorv.Z;
+            vec.W /= divisorv.W;
             return vec;
         }
 
         /// <summary>
-        /// Gets the remainder of each component of the <see cref="Vector4i"/>
+        /// Gets the remainder of each component of the <see cref="Vector4I"/>
         /// with the components of the given <see langword="int"/>.
         /// This operation uses truncated division, which is often not desired
         /// as it does not work well with negative numbers.
+        /// Consider using <see cref="Mathf.PosMod(int, int)"/> instead
+        /// if you want to handle negative numbers.
         /// </summary>
         /// <example>
         /// <code>
-        /// GD.Print(new Vecto43i(10, -20, 30, -40) % 7); // Prints "(3, -6, 2, -5)"
+        /// GD.Print(new Vector4I(10, -20, 30, -40) % 7); // Prints "(3, -6, 2, -5)"
         /// </code>
         /// </example>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisor">The divisor value.</param>
         /// <returns>The remainder vector.</returns>
-        public static Vector4i operator %(Vector4i vec, int divisor)
+        public static Vector4I operator %(Vector4I vec, int divisor)
         {
-            vec.x %= divisor;
-            vec.y %= divisor;
-            vec.z %= divisor;
-            vec.w %= divisor;
+            vec.X %= divisor;
+            vec.Y %= divisor;
+            vec.Z %= divisor;
+            vec.W %= divisor;
             return vec;
         }
 
         /// <summary>
-        /// Gets the remainder of each component of the <see cref="Vector4i"/>
-        /// with the components of the given <see cref="Vector4i"/>.
+        /// Gets the remainder of each component of the <see cref="Vector4I"/>
+        /// with the components of the given <see cref="Vector4I"/>.
         /// This operation uses truncated division, which is often not desired
         /// as it does not work well with negative numbers.
+        /// Consider using <see cref="Mathf.PosMod(int, int)"/> instead
+        /// if you want to handle negative numbers.
         /// </summary>
         /// <example>
         /// <code>
-        /// GD.Print(new Vector4i(10, -20, 30, -40) % new Vector4i(6, 7, 8, 9)); // Prints "(4, -6, 6, -4)"
+        /// GD.Print(new Vector4I(10, -20, 30, -40) % new Vector4I(6, 7, 8, 9)); // Prints "(4, -6, 6, -4)"
         /// </code>
         /// </example>
         /// <param name="vec">The dividend vector.</param>
         /// <param name="divisorv">The divisor vector.</param>
         /// <returns>The remainder vector.</returns>
-        public static Vector4i operator %(Vector4i vec, Vector4i divisorv)
+        public static Vector4I operator %(Vector4I vec, Vector4I divisorv)
         {
-            vec.x %= divisorv.x;
-            vec.y %= divisorv.y;
-            vec.z %= divisorv.z;
-            vec.w %= divisorv.w;
+            vec.X %= divisorv.X;
+            vec.Y %= divisorv.Y;
+            vec.Z %= divisorv.Z;
+            vec.W %= divisorv.W;
             return vec;
         }
 
@@ -438,7 +442,7 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the vectors are equal.</returns>
-        public static bool operator ==(Vector4i left, Vector4i right)
+        public static bool operator ==(Vector4I left, Vector4I right)
         {
             return left.Equals(right);
         }
@@ -449,13 +453,13 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the vectors are not equal.</returns>
-        public static bool operator !=(Vector4i left, Vector4i right)
+        public static bool operator !=(Vector4I left, Vector4I right)
         {
             return !left.Equals(right);
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector4i"/> vectors by first checking if
+        /// Compares two <see cref="Vector4I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is less than
         /// the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -465,25 +469,25 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is less than the right.</returns>
-        public static bool operator <(Vector4i left, Vector4i right)
+        public static bool operator <(Vector4I left, Vector4I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    if (left.z == right.z)
+                    if (left.Z == right.Z)
                     {
-                        return left.w < right.w;
+                        return left.W < right.W;
                     }
-                    return left.z < right.z;
+                    return left.Z < right.Z;
                 }
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector4i"/> vectors by first checking if
+        /// Compares two <see cref="Vector4I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is greater than
         /// the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -493,25 +497,25 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is greater than the right.</returns>
-        public static bool operator >(Vector4i left, Vector4i right)
+        public static bool operator >(Vector4I left, Vector4I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    if (left.z == right.z)
+                    if (left.Z == right.Z)
                     {
-                        return left.w > right.w;
+                        return left.W > right.W;
                     }
-                    return left.z > right.z;
+                    return left.Z > right.Z;
                 }
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector4i"/> vectors by first checking if
+        /// Compares two <see cref="Vector4I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is less than
         /// or equal to the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -521,25 +525,25 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is less than or equal to the right.</returns>
-        public static bool operator <=(Vector4i left, Vector4i right)
+        public static bool operator <=(Vector4I left, Vector4I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    if (left.z == right.z)
+                    if (left.Z == right.Z)
                     {
-                        return left.w <= right.w;
+                        return left.W <= right.W;
                     }
-                    return left.z < right.z;
+                    return left.Z < right.Z;
                 }
-                return left.y < right.y;
+                return left.Y < right.Y;
             }
-            return left.x < right.x;
+            return left.X < right.X;
         }
 
         /// <summary>
-        /// Compares two <see cref="Vector4i"/> vectors by first checking if
+        /// Compares two <see cref="Vector4I"/> vectors by first checking if
         /// the X value of the <paramref name="left"/> vector is greater than
         /// or equal to the X value of the <paramref name="right"/> vector.
         /// If the X values are exactly equal, then it repeats this check
@@ -549,43 +553,43 @@ namespace Godot
         /// <param name="left">The left vector.</param>
         /// <param name="right">The right vector.</param>
         /// <returns>Whether or not the left is greater than or equal to the right.</returns>
-        public static bool operator >=(Vector4i left, Vector4i right)
+        public static bool operator >=(Vector4I left, Vector4I right)
         {
-            if (left.x == right.x)
+            if (left.X == right.X)
             {
-                if (left.y == right.y)
+                if (left.Y == right.Y)
                 {
-                    if (left.z == right.z)
+                    if (left.Z == right.Z)
                     {
-                        return left.w >= right.w;
+                        return left.W >= right.W;
                     }
-                    return left.z > right.z;
+                    return left.Z > right.Z;
                 }
-                return left.y > right.y;
+                return left.Y > right.Y;
             }
-            return left.x > right.x;
+            return left.X > right.X;
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector4i"/> to a <see cref="Vector4"/>.
+        /// Converts this <see cref="Vector4I"/> to a <see cref="Vector4"/>.
         /// </summary>
         /// <param name="value">The vector to convert.</param>
-        public static implicit operator Vector4(Vector4i value)
+        public static implicit operator Vector4(Vector4I value)
         {
-            return new Vector4(value.x, value.y, value.z, value.w);
+            return new Vector4(value.X, value.Y, value.Z, value.W);
         }
 
         /// <summary>
-        /// Converts a <see cref="Vector4"/> to a <see cref="Vector4i"/>.
+        /// Converts a <see cref="Vector4"/> to a <see cref="Vector4I"/>.
         /// </summary>
         /// <param name="value">The vector to convert.</param>
-        public static explicit operator Vector4i(Vector4 value)
+        public static explicit operator Vector4I(Vector4 value)
         {
-            return new Vector4i(
-                Mathf.RoundToInt(value.x),
-                Mathf.RoundToInt(value.y),
-                Mathf.RoundToInt(value.z),
-                Mathf.RoundToInt(value.w)
+            return new Vector4I(
+                Mathf.RoundToInt(value.X),
+                Mathf.RoundToInt(value.Y),
+                Mathf.RoundToInt(value.Z),
+                Mathf.RoundToInt(value.W)
             );
         }
 
@@ -597,7 +601,7 @@ namespace Godot
         /// <returns>Whether or not the vector and the object are equal.</returns>
         public override readonly bool Equals(object obj)
         {
-            return obj is Vector4i other && Equals(other);
+            return obj is Vector4I other && Equals(other);
         }
 
         /// <summary>
@@ -605,36 +609,36 @@ namespace Godot
         /// </summary>
         /// <param name="other">The other vector.</param>
         /// <returns>Whether or not the vectors are equal.</returns>
-        public readonly bool Equals(Vector4i other)
+        public readonly bool Equals(Vector4I other)
         {
-            return x == other.x && y == other.y && z == other.z && w == other.w;
+            return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
         }
 
         /// <summary>
-        /// Serves as the hash function for <see cref="Vector4i"/>.
+        /// Serves as the hash function for <see cref="Vector4I"/>.
         /// </summary>
         /// <returns>A hash code for this vector.</returns>
         public override readonly int GetHashCode()
         {
-            return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
+            return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode();
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector4i"/> to a string.
+        /// Converts this <see cref="Vector4I"/> to a string.
         /// </summary>
         /// <returns>A string representation of this vector.</returns>
         public override readonly string ToString()
         {
-            return $"({x}, {y}, {z}, {w})";
+            return $"({X}, {Y}, {Z}, {W})";
         }
 
         /// <summary>
-        /// Converts this <see cref="Vector4i"/> to a string with the given <paramref name="format"/>.
+        /// Converts this <see cref="Vector4I"/> to a string with the given <paramref name="format"/>.
         /// </summary>
         /// <returns>A string representation of this vector.</returns>
         public readonly string ToString(string format)
         {
-            return $"({x.ToString(format)}, {y.ToString(format)}, {z.ToString(format)}), {w.ToString(format)})";
+            return $"({X.ToString(format)}, {Y.ToString(format)}, {Z.ToString(format)}), {W.ToString(format)})";
         }
     }
 }

+ 8 - 7
modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj

@@ -49,7 +49,7 @@
   </ItemGroup>
   <!-- Sources -->
   <ItemGroup>
-    <Compile Include="Core\AABB.cs" />
+    <Compile Include="Core\Aabb.cs" />
     <Compile Include="Core\Bridge\GodotSerializationInfo.cs" />
     <Compile Include="Core\Bridge\MethodInfo.cs" />
     <Compile Include="Core\Callable.generics.cs" />
@@ -60,8 +60,9 @@
     <Compile Include="Core\Attributes\ExportCategoryAttribute.cs" />
     <Compile Include="Core\Attributes\ExportGroupAttribute.cs" />
     <Compile Include="Core\Attributes\ExportSubgroupAttribute.cs" />
+    <Compile Include="Core\Attributes\GodotClassNameAttribute.cs" />
     <Compile Include="Core\Attributes\MustBeVariantAttribute.cs" />
-    <Compile Include="Core\Attributes\RPCAttribute.cs" />
+    <Compile Include="Core\Attributes\RpcAttribute.cs" />
     <Compile Include="Core\Attributes\ScriptPathAttribute.cs" />
     <Compile Include="Core\Attributes\SignalAttribute.cs" />
     <Compile Include="Core\Attributes\ToolAttribute.cs" />
@@ -110,9 +111,9 @@
     <Compile Include="Core\Projection.cs" />
     <Compile Include="Core\Quaternion.cs" />
     <Compile Include="Core\Rect2.cs" />
-    <Compile Include="Core\Rect2i.cs" />
+    <Compile Include="Core\Rect2I.cs" />
     <Compile Include="Core\ReflectionUtils.cs" />
-    <Compile Include="Core\RID.cs" />
+    <Compile Include="Core\Rid.cs" />
     <Compile Include="Core\NativeInterop\NativeFuncs.cs" />
     <Compile Include="Core\NativeInterop\InteropStructs.cs" />
     <Compile Include="Core\NativeInterop\Marshaling.cs" />
@@ -124,11 +125,11 @@
     <Compile Include="Core\Transform3D.cs" />
     <Compile Include="Core\Variant.cs" />
     <Compile Include="Core\Vector2.cs" />
-    <Compile Include="Core\Vector2i.cs" />
+    <Compile Include="Core\Vector2I.cs" />
     <Compile Include="Core\Vector3.cs" />
-    <Compile Include="Core\Vector3i.cs" />
+    <Compile Include="Core\Vector3I.cs" />
     <Compile Include="Core\Vector4.cs" />
-    <Compile Include="Core\Vector4i.cs" />
+    <Compile Include="Core\Vector4I.cs" />
     <Compile Include="GlobalUsings.cs" />
     <Compile Include="Properties\AssemblyInfo.cs" />
   </ItemGroup>

+ 292 - 0
modules/mono/utils/naming_utils.cpp

@@ -0,0 +1,292 @@
+/**************************************************************************/
+/*  naming_utils.cpp                                                      */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#include "naming_utils.h"
+
+#include "core/string/ucaps.h"
+#include "core/templates/hash_map.h"
+
+HashMap<String, String> _create_hashmap_from_vector(Vector<Pair<String, String>> vector) {
+	HashMap<String, String> hashmap = HashMap<String, String>(vector.size());
+	for (const Pair<String, String> &pair : vector) {
+		hashmap.insert(pair.first, pair.second);
+	}
+	return hashmap;
+}
+
+// Hardcoded collection of PascalCase name conversions.
+const HashMap<String, String> pascal_case_name_overrides = _create_hashmap_from_vector({
+		{ "BitMap", "Bitmap" },
+		{ "JSONRPC", "JsonRpc" },
+		{ "OpenXRIPBinding", "OpenXRIPBinding" },
+		{ "SkeletonModification2DCCDIK", "SkeletonModification2DCcdik" },
+		{ "SkeletonModification2DFABRIK", "SkeletonModification2DFabrik" },
+		{ "SkeletonModification3DCCDIK", "SkeletonModification3DCcdik" },
+		{ "SkeletonModification3DFABRIK", "SkeletonModification3DFabrik" },
+		{ "System", "System_" },
+		{ "Thread", "GodotThread" },
+});
+
+// Hardcoded collection of PascalCase part conversions.
+const HashMap<String, String> pascal_case_part_overrides = _create_hashmap_from_vector({
+		{ "AA", "AA" }, // Anti Aliasing
+		{ "AO", "AO" }, // Ambient Occlusion
+		{ "FILENAME", "FileName" },
+		{ "FADEIN", "FadeIn" },
+		{ "FADEOUT", "FadeOut" },
+		{ "FX", "FX" },
+		{ "GI", "GI" }, // Global Illumination
+		{ "GZIP", "GZip" },
+		{ "HBOX", "HBox" }, // Horizontal Box
+		{ "ID", "Id" },
+		{ "IO", "IO" }, // Input/Output
+		{ "IP", "IP" }, // Internet Protocol
+		{ "IV", "IV" }, // Initialization Vector
+		{ "MACOS", "MacOS" },
+		{ "NODEPATH", "NodePath" },
+		{ "SPIRV", "SpirV" },
+		{ "STDIN", "StdIn" },
+		{ "STDOUT", "StdOut" },
+		{ "USERNAME", "UserName" },
+		{ "UV", "UV" },
+		{ "UV2", "UV2" },
+		{ "VBOX", "VBox" }, // Vertical Box
+		{ "WHITESPACE", "WhiteSpace" },
+		{ "WM", "WM" },
+		{ "XR", "XR" },
+		{ "XRAPI", "XRApi" },
+});
+
+String _get_pascal_case_part_override(String p_part, bool p_input_is_upper = true) {
+	if (!p_input_is_upper) {
+		for (int i = 0; i < p_part.length(); i++) {
+			p_part[i] = _find_upper(p_part[i]);
+		}
+	}
+
+	if (pascal_case_part_overrides.has(p_part)) {
+		return pascal_case_part_overrides.get(p_part);
+	}
+
+	return String();
+}
+
+Vector<String> _split_pascal_case(const String &p_identifier) {
+	Vector<String> parts;
+	int current_part_start = 0;
+	bool prev_was_upper = is_ascii_upper_case(p_identifier[0]);
+	for (int i = 1; i < p_identifier.length(); i++) {
+		if (prev_was_upper) {
+			if (is_digit(p_identifier[i]) || is_ascii_lower_case(p_identifier[i])) {
+				if (!is_digit(p_identifier[i])) {
+					// These conditions only apply when the separator is not a digit.
+					if (i - current_part_start == 1) {
+						// Upper character was only the beggining of a word.
+						prev_was_upper = false;
+						continue;
+					}
+					if (i != p_identifier.length()) {
+						// If this is not the last character, the last uppercase
+						// character is the start of the next word.
+						i--;
+					}
+				}
+				if (i - current_part_start > 0) {
+					parts.append(p_identifier.substr(current_part_start, i - current_part_start));
+					current_part_start = i;
+					prev_was_upper = false;
+				}
+			}
+		} else {
+			if (is_digit(p_identifier[i]) || is_ascii_upper_case(p_identifier[i])) {
+				parts.append(p_identifier.substr(current_part_start, i - current_part_start));
+				current_part_start = i;
+				prev_was_upper = true;
+			}
+		}
+	}
+
+	// Add the rest of the identifier as the last part.
+	if (current_part_start != p_identifier.length()) {
+		parts.append(p_identifier.substr(current_part_start));
+	}
+
+	return parts;
+}
+
+String pascal_to_pascal_case(const String &p_identifier) {
+	if (p_identifier.length() == 0) {
+		return p_identifier;
+	}
+
+	if (p_identifier.length() <= 2) {
+		return p_identifier.to_upper();
+	}
+
+	if (pascal_case_name_overrides.has(p_identifier)) {
+		// Use hardcoded value for the identifier.
+		return pascal_case_name_overrides.get(p_identifier);
+	}
+
+	Vector<String> parts = _split_pascal_case(p_identifier);
+
+	String ret;
+
+	for (String &part : parts) {
+		String part_override = _get_pascal_case_part_override(part);
+		if (!part_override.is_empty()) {
+			// Use hardcoded value for part.
+			ret += part_override;
+			continue;
+		}
+
+		if (part.length() <= 2 && part.to_upper() == part) {
+			// Acronym of length 1 or 2.
+			for (int j = 0; j < part.length(); j++) {
+				part[j] = _find_upper(part[j]);
+			}
+			ret += part;
+			continue;
+		}
+
+		part[0] = _find_upper(part[0]);
+		for (int i = 1; i < part.length(); i++) {
+			if (is_digit(part[i - 1])) {
+				// Use uppercase after digits.
+				part[i] = _find_upper(part[i]);
+				continue;
+			}
+
+			part[i] = _find_lower(part[i]);
+		}
+		ret += part;
+	}
+
+	return ret;
+}
+
+String snake_to_pascal_case(const String &p_identifier, bool p_input_is_upper) {
+	String ret;
+	Vector<String> parts = p_identifier.split("_", true);
+
+	for (int i = 0; i < parts.size(); i++) {
+		String part = parts[i];
+
+		String part_override = _get_pascal_case_part_override(part, p_input_is_upper);
+		if (!part_override.is_empty()) {
+			// Use hardcoded value for part.
+			ret += part_override;
+			continue;
+		}
+
+		if (!part.is_empty()) {
+			part[0] = _find_upper(part[0]);
+			for (int j = 1; j < part.length(); j++) {
+				if (is_digit(part[j - 1])) {
+					// Use uppercase after digits.
+					part[j] = _find_upper(part[j]);
+					continue;
+				}
+
+				if (p_input_is_upper) {
+					part[j] = _find_lower(part[j]);
+				}
+			}
+			ret += part;
+		} else {
+			if (i == 0 || i == (parts.size() - 1)) {
+				// Preserve underscores at the beginning and end
+				ret += "_";
+			} else {
+				// Preserve contiguous underscores
+				if (parts[i - 1].length()) {
+					ret += "__";
+				} else {
+					ret += "_";
+				}
+			}
+		}
+	}
+
+	return ret;
+}
+
+String snake_to_camel_case(const String &p_identifier, bool p_input_is_upper) {
+	String ret;
+	Vector<String> parts = p_identifier.split("_", true);
+
+	for (int i = 0; i < parts.size(); i++) {
+		String part = parts[i];
+
+		String part_override = _get_pascal_case_part_override(part, p_input_is_upper);
+		if (!part_override.is_empty()) {
+			// Use hardcoded value for part.
+			if (i == 0) {
+				part_override[0] = _find_lower(part_override[0]);
+			}
+			ret += part_override;
+			continue;
+		}
+
+		if (!part.is_empty()) {
+			if (i == 0) {
+				part[0] = _find_lower(part[0]);
+			} else {
+				part[0] = _find_upper(part[0]);
+			}
+			for (int j = 1; j < part.length(); j++) {
+				if (is_digit(part[j - 1])) {
+					// Use uppercase after digits.
+					part[j] = _find_upper(part[j]);
+					continue;
+				}
+
+				if (p_input_is_upper) {
+					part[j] = _find_lower(part[j]);
+				}
+			}
+			ret += part;
+		} else {
+			if (i == 0 || i == (parts.size() - 1)) {
+				// Preserve underscores at the beginning and end
+				ret += "_";
+			} else {
+				// Preserve contiguous underscores
+				if (parts[i - 1].length()) {
+					ret += "__";
+				} else {
+					ret += "_";
+				}
+			}
+		}
+	}
+
+	return ret;
+}

+ 42 - 0
modules/mono/utils/naming_utils.h

@@ -0,0 +1,42 @@
+/**************************************************************************/
+/*  naming_utils.h                                                        */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#ifndef MONO_NAMING_UTILS_H
+#define MONO_NAMING_UTILS_H
+
+#include "core/string/ustring.h"
+
+String pascal_to_pascal_case(const String &p_identifier);
+
+String snake_to_pascal_case(const String &p_identifier, bool p_input_is_upper = false);
+
+String snake_to_camel_case(const String &p_identifier, bool p_input_is_upper = false);
+
+#endif // MONO_NAMING_UTILS_H