Add a simple C# .editorconfig
This commit is contained in:
parent
b918c4c3ce
commit
5f8275d9ac
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@ -13,7 +13,7 @@ trim_trailing_whitespace = true
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indent_style = space
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indent_size = 4
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[{*.{py,cs},SConstruct,SCsub}]
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[{*.py,SConstruct,SCsub}]
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indent_style = space
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indent_size = 4
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@ -21,7 +21,3 @@ indent_size = 4
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[*.{yml,yaml}]
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indent_style = space
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indent_size = 2
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[*.{csproj,props,targets,nuspec}]
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indent_style = space
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indent_size = 2
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@ -0,0 +1,14 @@
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[*.sln]
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indent_style = tab
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[*.{csproj,props,targets,nuspec,resx}]
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indent_style = space
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indent_size = 2
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[*.cs]
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indent_style = space
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indent_size = 4
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insert_final_newline = true
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trim_trailing_whitespace = true
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max_line_length = 120
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csharp_indent_case_contents_when_block = false
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@ -15,8 +15,9 @@
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<PackageProjectUrl>$(RepositoryUrl)</PackageProjectUrl>
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<PackageLicenseExpression>MIT</PackageLicenseExpression>
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<GeneratePackageOnBuild>true</GeneratePackageOnBuild> <!-- Generates a package at build -->
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<IncludeBuildOutput>false</IncludeBuildOutput> <!-- Do not include the generator as a lib dependency -->
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<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
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<!-- Do not include the generator as a lib dependency -->
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<IncludeBuildOutput>false</IncludeBuildOutput>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="3.8.0" PrivateAssets="all" />
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@ -353,4 +353,3 @@ healthchecksdb
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# Backup folder for Package Reference Convert tool in Visual Studio 2017
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MigrationBackup/
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@ -114,7 +114,6 @@ namespace GodotTools.IdeMessaging.CLI
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}
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ExitMainLoop:
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await forwarder.WriteLineToOutput("Event=Quit");
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}
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@ -3,7 +3,8 @@
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<ProjectGuid>{27B00618-A6F2-4828-B922-05CAEB08C286}</ProjectGuid>
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<TargetFramework>net472</TargetFramework>
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<LangVersion>7.2</LangVersion>
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<GodotApiConfiguration>Debug</GodotApiConfiguration> <!-- The Godot editor uses the Debug Godot API assemblies -->
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<!-- The Godot editor uses the Debug Godot API assemblies -->
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<GodotApiConfiguration>Debug</GodotApiConfiguration>
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<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
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<GodotOutputDataDir>$(GodotSourceRootPath)/bin/GodotSharp</GodotOutputDataDir>
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<GodotApiAssembliesDir>$(GodotOutputDataDir)/Api/$(GodotApiConfiguration)</GodotApiAssembliesDir>
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@ -1,16 +1,10 @@
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// file: core/math/aabb.h
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/math/aabb.cpp
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// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
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// file: core/variant_call.cpp
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// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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@ -1,10 +1,10 @@
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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namespace Godot
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@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Dynamic;
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@ -1,12 +1,11 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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// TODO: Add comments describing what this class does. It is not obvious.
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@ -1,4 +1,3 @@
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using System;
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using System.Diagnostics;
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namespace Godot
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@ -1,8 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Godot
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{
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@ -1,12 +1,8 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Godot
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{
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using Array = Godot.Collections.Array;
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using Dictionary = Godot.Collections.Dictionary;
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static class MarshalUtils
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{
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/// <summary>
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@ -1,9 +1,9 @@
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using System;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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namespace Godot
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{
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@ -14,13 +14,15 @@ namespace Godot
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/// <summary>
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/// The circle constant, the circumference of the unit circle in radians.
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/// </summary>
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public const real_t Tau = (real_t) 6.2831853071795864769252867666M; // 6.2831855f and 6.28318530717959
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// 6.2831855f and 6.28318530717959
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public const real_t Tau = (real_t)6.2831853071795864769252867666M;
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/// <summary>
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/// Constant that represents how many times the diameter of a circle
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/// fits around its perimeter. This is equivalent to `Mathf.Tau / 2`.
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/// </summary>
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public const real_t Pi = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979
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// 3.1415927f and 3.14159265358979
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public const real_t Pi = (real_t)3.1415926535897932384626433833M;
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/// <summary>
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/// Positive infinity. For negative infinity, use `-Mathf.Inf`.
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/// </summary>
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public const real_t NaN = real_t.NaN;
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private const real_t Deg2RadConst = (real_t) 0.0174532925199432957692369077M; // 0.0174532924f and 0.0174532925199433
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private const real_t Rad2DegConst = (real_t) 57.295779513082320876798154814M; // 57.29578f and 57.2957795130823
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// 0.0174532924f and 0.0174532925199433
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private const real_t Deg2RadConst = (real_t)0.0174532925199432957692369077M;
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// 57.29578f and 57.2957795130823
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private const real_t Rad2DegConst = (real_t)57.295779513082320876798154814M;
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/// <summary>
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/// Returns the absolute value of `s` (i.e. positive value).
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@ -515,7 +519,8 @@ namespace Godot
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/// <returns>One of three possible values: `1`, `-1`, or `0`.</returns>
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public static int Sign(int s)
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{
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if (s == 0) return 0;
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if (s == 0)
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return 0;
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return s < 0 ? -1 : 1;
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}
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/// <returns>One of three possible values: `1`, `-1`, or `0`.</returns>
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public static int Sign(real_t s)
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{
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if (s == 0) return 0;
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if (s == 0)
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return 0;
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return s < 0 ? -1 : 1;
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}
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@ -1,10 +1,9 @@
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using System;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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namespace Godot
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{
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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return null;
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}
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return from + dir * -dist;
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return from - (dir * dist);
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}
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/// <summary>
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return null;
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}
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return begin + segment * -dist;
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return begin - (segment * dist);
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}
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/// <summary>
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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instance = instance.Substring(2);
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}
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return sign * Convert.ToInt32(instance, 2);;
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return sign * Convert.ToInt32(instance, 2);
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}
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// <summary>
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case '?':
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return instance.Length > 0 && instance[0] != '.' && ExprMatch(instance.Substring(1), expr.Substring(1), caseSensitive);
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default:
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if (instance.Length == 0) return false;
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return (caseSensitive ? instance[0] == expr[0] : char.ToUpper(instance[0]) == char.ToUpper(expr[0])) && ExprMatch(instance.Substring(1), expr.Substring(1), caseSensitive);
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if (instance.Length == 0)
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return false;
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if (caseSensitive)
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return instance[0] == expr[0];
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return (char.ToUpper(instance[0]) == char.ToUpper(expr[0])) && ExprMatch(instance.Substring(1), expr.Substring(1), caseSensitive);
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}
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}
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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// file: core/math/math_2d.h
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/math/math_2d.cpp
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/variant_call.cpp
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// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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// file: core/math/vector3.h
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// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
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// file: core/math/vector3.cpp
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/variant_call.cpp
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// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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using System;
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using System.Runtime.InteropServices;
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namespace Godot
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{
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