Expose `RenderingServer::canvas_item_add_animation_slice` in GDScript
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@ -149,6 +149,17 @@
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Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method.
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</description>
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</method>
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<method name="canvas_item_add_animation_slice">
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<return type="void" />
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<argument index="0" name="item" type="RID" />
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<argument index="1" name="animation_length" type="float" />
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<argument index="2" name="slice_begin" type="float" />
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<argument index="3" name="slice_end" type="float" />
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<argument index="4" name="offset" type="float" default="0.0" />
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<description>
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Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.
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</description>
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</method>
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<method name="canvas_item_add_circle">
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<return type="void" />
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<argument index="0" name="item" type="RID" />
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@ -2580,6 +2580,7 @@ void RenderingServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture"), &RenderingServer::canvas_item_add_particles);
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ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &RenderingServer::canvas_item_add_set_transform);
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ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &RenderingServer::canvas_item_add_clip_ignore);
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ClassDB::bind_method(D_METHOD("canvas_item_add_animation_slice", "item", "animation_length", "slice_begin", "slice_end", "offset"), &RenderingServer::canvas_item_add_animation_slice, DEFVAL(0.0));
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ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &RenderingServer::canvas_item_set_sort_children_by_y);
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ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &RenderingServer::canvas_item_set_z_index);
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ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &RenderingServer::canvas_item_set_z_as_relative_to_parent);
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