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C# Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversion
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@@ -504,15 +504,15 @@ namespace Godot
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}
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/// <summary>
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/// Converts a <see cref="Vector2"/> to a <see cref="Vector2I"/>.
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/// Converts a <see cref="Vector2"/> to a <see cref="Vector2I"/> by truncating
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/// components' fractional parts (rounding towards zero). For a different
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/// behavior consider passing the result of <see cref="Vector2.Ceil"/>,
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/// <see cref="Vector2.Floor"/> or <see cref="Vector2.Round"/> to this conversion operator instead.
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/// </summary>
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector2I(Vector2 value)
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{
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return new Vector2I(
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Mathf.RoundToInt(value.X),
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Mathf.RoundToInt(value.Y)
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);
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return new Vector2I((int)value.X, (int)value.Y);
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}
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/// <summary>
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@@ -559,16 +559,15 @@ namespace Godot
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}
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/// <summary>
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/// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/>.
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/// Converts a <see cref="Vector3"/> to a <see cref="Vector3I"/> by truncating
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/// components' fractional parts (rounding towards zero). For a different
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/// behavior consider passing the result of <see cref="Vector3.Ceil"/>,
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/// <see cref="Vector3.Floor"/> or <see cref="Vector3.Round"/> to this conversion operator instead.
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/// </summary>
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector3I(Vector3 value)
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{
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return new Vector3I(
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Mathf.RoundToInt(value.X),
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Mathf.RoundToInt(value.Y),
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Mathf.RoundToInt(value.Z)
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);
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return new Vector3I((int)value.X, (int)value.Y, (int)value.Z);
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}
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/// <summary>
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@@ -580,17 +580,15 @@ namespace Godot
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}
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/// <summary>
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/// Converts a <see cref="Vector4"/> to a <see cref="Vector4I"/>.
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/// Converts a <see cref="Vector4"/> to a <see cref="Vector4I"/> by truncating
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/// components' fractional parts (rounding towards zero). For a different
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/// behavior consider passing the result of <see cref="Vector4.Ceil"/>,
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/// <see cref="Vector4.Floor"/> or <see cref="Vector4.Round"/> to this conversion operator instead.
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/// </summary>
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector4I(Vector4 value)
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{
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return new Vector4I(
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Mathf.RoundToInt(value.X),
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Mathf.RoundToInt(value.Y),
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Mathf.RoundToInt(value.Z),
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Mathf.RoundToInt(value.W)
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);
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return new Vector4I((int)value.X, (int)value.Y, (int)value.Z, (int)value.W);
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}
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/// <summary>
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