Replace some "uncommon" words in class reference
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@ -182,7 +182,7 @@
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Seeking to the beginning is treated as seeking to the beginning of the animation in the current state. Transition to the end state, or the absence of transitions in each state, is treated as exiting the state machine.
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</constant>
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<constant name="STATE_MACHINE_TYPE_GROUPED" value="2" enum="StateMachineType">
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This is a grouped state machine that can be controlled from a parent state machine. It does not work on standalone. There must be a state machine with [member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or [constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor.
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This is a grouped state machine that can be controlled from a parent state machine. It does not work independently. There must be a state machine with [member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or [constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor.
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</constant>
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</constants>
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</class>
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@ -479,7 +479,7 @@
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<return type="Variant" />
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<param index="0" name="position" type="int" />
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<description>
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Removes and returns the element of the array at index [param position]. If negative, [param position] is considered relative to the end of the array. Leaves the array untouched and returns [code]null[/code] if the array is empty or if it's accessed out of bounds. An error message is printed when the array is accessed out of bounds, but not when the array is empty.
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Removes and returns the element of the array at index [param position]. If negative, [param position] is considered relative to the end of the array. Leaves the array unchanged and returns [code]null[/code] if the array is empty or if it's accessed out of bounds. An error message is printed when the array is accessed out of bounds, but not when the array is empty.
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[b]Note:[/b] On large arrays, this method can be slower than [method pop_back] as it will reindex the array's elements that are located after the removed element. The larger the array and the lower the index of the removed element, the slower [method pop_at] will be.
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</description>
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</method>
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@ -18,7 +18,7 @@
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The oversampling factor to use. Higher values result in better quality, but are more demanding on the CPU and may cause audio cracking if the CPU can't keep up.
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</member>
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<member name="pitch_scale" type="float" setter="set_pitch_scale" getter="get_pitch_scale" default="1.0">
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The pitch scale to use. [code]1.0[/code] is the default pitch and plays sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] (infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than the initial pitch).
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The pitch scale to use. [code]1.0[/code] is the default pitch and plays sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] (infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than the initial pitch).
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</member>
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</members>
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<constants>
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@ -501,7 +501,7 @@
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<method name="is_visible_in_tree" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree, and is consequently not drawn (see [method _draw]).
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Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree, and is therefore not drawn (see [method _draw]).
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</description>
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</method>
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<method name="make_canvas_position_local" qualifiers="const">
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The ID of the main window spawned by the engine, which can be passed to methods expecting a [code]window_id[/code].
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</constant>
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<constant name="INVALID_WINDOW_ID" value="-1">
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The ID that refers to a nonexisting window. This is be returned by some [DisplayServer] methods if no window matches the requested result.
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The ID that refers to a nonexistent window. This is returned by some [DisplayServer] methods if no window matches the requested result.
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</constant>
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<constant name="SCREEN_LANDSCAPE" value="0" enum="ScreenOrientation">
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Default landscape orientation.
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[b]Note:[/b] This flag is implemented only on macOS.
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</constant>
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<constant name="VSYNC_DISABLED" value="0" enum="VSyncMode">
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No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (notwithstanding [member Engine.max_fps]).
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No vertical synchronization, which means the engine will display frames as fast as possible (tearing may be visible). Framerate is unlimited (regardless of [member Engine.max_fps]).
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</constant>
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<constant name="VSYNC_ENABLED" value="1" enum="VSyncMode">
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Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (notwithstanding [member Engine.max_fps]).
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Default vertical synchronization mode, the image is displayed only on vertical blanking intervals (no tearing is visible). Framerate is limited by the monitor refresh rate (regardless of [member Engine.max_fps]).
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</constant>
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<constant name="VSYNC_ADAPTIVE" value="2" enum="VSyncMode">
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Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (notwithstanding [member Engine.max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering method.
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Behaves like [constant VSYNC_DISABLED] when the framerate drops below the screen's refresh rate to reduce stuttering (tearing may be visible). Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is limited by the monitor refresh rate (regardless of [member Engine.max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering method.
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</constant>
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<constant name="VSYNC_MAILBOX" value="3" enum="VSyncMode">
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Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (notwithstanding [member Engine.max_fps]).
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Displays the most recent image in the queue on vertical blanking intervals, while rendering to the other images (no tearing is visible). Framerate is unlimited (regardless of [member Engine.max_fps]).
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Although not guaranteed, the images can be rendered as fast as possible, which may reduce input lag (also called "Fast" V-Sync mode). [constant VSYNC_MAILBOX] works best when at least twice as many frames as the display refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering method.
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</constant>
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<constant name="DISPLAY_HANDLE" value="0" enum="HandleType">
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@ -293,7 +293,7 @@
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Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member max_physics_steps_per_frame] if you have increased [member physics_ticks_per_second] significantly above its default value.
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</member>
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<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be good enough for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
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</member>
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<member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
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@ -34,7 +34,7 @@
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The selected shadow casting flag. See [enum ShadowCastingSetting] for possible values.
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</member>
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<member name="custom_aabb" type="AABB" setter="set_custom_aabb" getter="get_custom_aabb" default="AABB(0, 0, 0, 0, 0, 0)">
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Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive [AABB] recalculation that happens when a skeleton is used with a [MeshInstance3D] or to have fine control over the [MeshInstance3D]'s bounding box. To use the default AABB, set value to an [AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set [member custom_aabb] to a very large AABB that covers your entire game world such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To disable all forms of culling (including occlusion culling), call [method RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s [RID].
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Overrides the bounding box of this node with a custom one. This can be used to avoid the expensive [AABB] recalculation that happens when a skeleton is used with a [MeshInstance3D] or to have precise control over the [MeshInstance3D]'s bounding box. To use the default AABB, set value to an [AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set [member custom_aabb] to a very large AABB that covers your entire game world such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To disable all forms of culling (including occlusion culling), call [method RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s [RID].
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</member>
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<member name="extra_cull_margin" type="float" setter="set_extra_cull_margin" getter="get_extra_cull_margin" default="0.0">
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The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to increase its cull box.
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@ -5,7 +5,7 @@
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</brief_description>
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<description>
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[MainLoop] is the abstract base class for a Godot project's game loop. It is inherited by [SceneTree], which is the default game loop implementation used in Godot projects, though it is also possible to write and use one's own [MainLoop] subclass instead of the scene tree.
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Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the command line (with e.g. [code]godot -s my_loop.gd[/code] or the "Main Loop Type" project setting is overwritten.
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Upon the application start, a [MainLoop] implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the command line (with e.g. [code]godot -s my_loop.gd[/code]) or the "Main Loop Type" project setting is overwritten.
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Here is an example script implementing a simple [MainLoop]:
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[codeblocks]
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[gdscript]
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@ -456,7 +456,7 @@
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<description>
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This function immediately forces synchronization of the specified navigation [param map] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
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Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
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Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.
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Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is unaffected by this function and continues to happen for all maps and agents at the end of the physics frame.
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[b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
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</description>
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</method>
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<description>
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This function immediately forces synchronization of the specified navigation [param map] [RID]. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).
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Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.
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Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.
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Avoidance processing and dispatch of the [code]safe_velocity[/code] signals is unaffected by this function and continues to happen for all maps and agents at the end of the physics frame.
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[b]Note:[/b] With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.
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</description>
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</method>
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<description>
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[ProceduralSkyMaterial] provides a way to create an effective background quickly by defining procedural parameters for the sun, the sky and the ground. The sky and ground are defined by a main color, a color at the horizon, and an easing curve to interpolate between them. Suns are described by a position in the sky, a color, and a max angle from the sun at which the easing curve ends. The max angle therefore defines the size of the sun in the sky.
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[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, direction, and angular distance of the first four [DirectionalLight3D] nodes in the scene. This means that the suns are defined individually by the properties of their corresponding [DirectionalLight3D]s and globally by [member sun_angle_max] and [member sun_curve].
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[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is therefore suited for real time updates. This makes it a great option for a sky that is simple and computationally cheap, but unrealistic. If you need a more realistic procedural option, use [PhysicalSkyMaterial].
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[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is therefore suited for real-time updates. This makes it a great option for a sky that is simple and computationally cheap, but unrealistic. If you need a more realistic procedural option, use [PhysicalSkyMaterial].
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</description>
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<tutorials>
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</tutorials>
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[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere with the sleep mode, so consider disabling it if TTS is not used.
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</member>
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<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
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Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
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Setting to hardcode audio delay when playing video. Best to leave this unchanged unless you know what you are doing.
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</member>
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<member name="collada/use_ambient" type="bool" setter="" getter="" default="false">
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If [code]true[/code], ambient lights will be imported from COLLADA models as [DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored.
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[b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
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</member>
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<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be good enough for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
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[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
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[b]Note:[/b] This property is only read when the project starts. To change the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] instead.
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</member>
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<description>
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RandomNumberGenerator is a class for generating pseudo-random numbers. It currently uses [url=https://www.pcg-random.org/]PCG32[/url].
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[b]Note:[/b] The underlying algorithm is an implementation detail and should not be depended upon.
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To generate a random float number (within a given range) based on a time-dependant seed:
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To generate a random float number (within a given range) based on a time-dependent seed:
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[codeblock]
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var rng = RandomNumberGenerator.new()
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func _ready():
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ResourceImporterOBJ" inherits="ResourceImporter" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Imports an OBJ 3D model as a standalone [Mesh] or scene.
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Imports an OBJ 3D model as an independent [Mesh] or scene.
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</brief_description>
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<description>
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Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single [Mesh] resource by default instead of importing a [PackedScene]. This makes it easier to use the [Mesh] resource in nodes that expect direct [Mesh] resources, such as [GridMap], [GPUParticles3D] or [CPUParticles3D]. Note that it is still possible to save mesh resources from 3D scenes using the [b]Advanced Import Settings[/b] dialog, regardless of the source format.
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Imports a glTF, FBX, Collada or Blender 3D scene.
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</brief_description>
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<description>
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See also [ResourceImporterOBJ], which is used for OBJ models that can be imported as a standalone [Mesh] or a scene.
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See also [ResourceImporterOBJ], which is used for OBJ models that can be imported as an independent [Mesh] or a scene.
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Additional options (such as extracting individual meshes or materials to files) are available in the [b]Advanced Import Settings[/b] dialog. This dialog can be accessed by double-clicking a 3D scene in the FileSystem dock or by selecting a 3D scene in the FileSystem dock, going to the Import dock and choosing [b]Advanced[/b].
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[b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, such as [code].tscn[/code] and [code].scn[/code] files.
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</description>
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<param index="1" name="target_index_count" type="int" default="3" />
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<description>
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Generates a LOD for a given [param nd_threshold] in linear units (square root of quadric error metric), using at most [param target_index_count] indices.
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[i]Deprecated.[/i] Unused internally and neglects to preserve normals or UVs. Consider using [method ImporterMesh.generate_lods] instead.
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[i]Deprecated.[/i] Unused internally and fails to preserve normals or UVs. Consider using [method ImporterMesh.generate_lods] instead.
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</description>
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</method>
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<method name="generate_normals">
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[SystemFont] loads a font from a system font with the first matching name from [member font_names].
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It will attempt to match font style, but it's not guaranteed.
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The returned font might be part of a font collection or be a variable font with OpenType "weight", "width" and/or "italic" features set.
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You can create [FontVariation] of the system font for fine control over its features.
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You can create [FontVariation] of the system font for precise control over its features.
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[b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on other platforms it will fallback to default theme font.
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</description>
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<tutorials>
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</member>
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<member name="caret_move_on_right_click" type="bool" setter="set_move_caret_on_right_click_enabled" getter="is_move_caret_on_right_click_enabled" default="true">
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If [code]true[/code], a right-click moves the caret at the mouse position before displaying the context menu.
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If [code]false[/code], the context menu disregards mouse location.
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If [code]false[/code], the context menu ignores mouse location.
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</member>
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<member name="caret_multiple" type="bool" setter="set_multiple_carets_enabled" getter="is_multiple_carets_enabled" default="true">
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Sets if multiple carets are allowed.
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</brief_description>
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<description>
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Tweens are mostly useful for animations requiring a numerical property to be interpolated over a range of values. The name [i]tween[/i] comes from [i]in-betweening[/i], an animation technique where you specify [i]keyframes[/i] and the computer interpolates the frames that appear between them. Animating something with a [Tween] is called tweening.
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[Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween]; it would be difficult to do the same thing with an [AnimationPlayer] node. Tweens are also more light-weight than [AnimationPlayer], so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a fire-and-forget manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped [CallbackTweener] with a delay.
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[Tween] is more suited than [AnimationPlayer] for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a [Tween]; it would be difficult to do the same thing with an [AnimationPlayer] node. Tweens are also more light-weight than [AnimationPlayer], so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a "fire-and-forget" manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped [CallbackTweener] with a delay.
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A [Tween] can be created by using either [method SceneTree.create_tween] or [method Node.create_tween]. [Tween]s created manually (i.e. by using [code]Tween.new()[/code]) are invalid and can't be used for tweening values.
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A tween animation is created by adding [Tweener]s to the [Tween] object, using [method tween_property], [method tween_interval], [method tween_callback] or [method tween_method]:
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[codeblocks]
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Reference in New Issue