Merge pull request #51008 from raulsntos/csharp-renames
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ba0982c51c
@ -207,7 +207,7 @@ namespace Godot
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}
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}
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public Quaternion RotationQuaternion()
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public Quaternion GetRotationQuaternion()
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{
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Basis orthonormalizedBasis = Orthonormalized();
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real_t det = orthonormalizedBasis.Determinant();
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@ -128,9 +128,9 @@ namespace Godot
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return godot_icall_GD_randi_range(from, to);
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}
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public static uint RandSeed(ulong seed, out ulong newSeed)
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public static uint RandFromSeed(ref ulong seed)
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{
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return godot_icall_GD_rand_seed(seed, out newSeed);
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return godot_icall_GD_rand_seed(seed, out seed);
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}
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public static IEnumerable<int> Range(int end)
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@ -124,11 +124,11 @@ namespace Godot
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/* not sure if very "efficient" but good enough? */
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Vector3 sourceScale = basis.Scale;
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Quaternion sourceRotation = basis.RotationQuaternion();
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Quaternion sourceRotation = basis.GetRotationQuaternion();
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Vector3 sourceLocation = origin;
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Vector3 destinationScale = transform.basis.Scale;
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Quaternion destinationRotation = transform.basis.RotationQuaternion();
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Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
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Vector3 destinationLocation = transform.origin;
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var interpolated = new Transform3D();
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