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Replace size() == 0 with is_empty().
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@@ -701,7 +701,7 @@ void GodotBody3D::integrate_velocities(real_t p_step) {
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if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
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_set_transform(new_transform, false);
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_set_inv_transform(new_transform.affine_inverse());
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if (contacts.size() == 0 && linear_velocity == Vector3() && angular_velocity == Vector3()) {
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if (contacts.is_empty() && linear_velocity == Vector3() && angular_velocity == Vector3()) {
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set_active(false); //stopped moving, deactivate
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}
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@@ -838,7 +838,7 @@ void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Tra
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Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
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// Skip if there are no vertices in the mesh
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if (mesh.vertices.size() == 0) {
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if (mesh.vertices.is_empty()) {
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return Vector3();
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}
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@@ -1369,7 +1369,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_
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}
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bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const {
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if (faces.size() == 0) {
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if (faces.is_empty()) {
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return false;
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}
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@@ -1449,7 +1449,7 @@ bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const {
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void GodotConcavePolygonShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const {
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// make matrix local to concave
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if (faces.size() == 0) {
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if (faces.is_empty()) {
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return;
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}
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