Add link titles for all links in the class reference

This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
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Hugo Locurcio 2020-08-05 14:43:40 +02:00
parent 96e257b272
commit c4903a603b
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140 changed files with 164 additions and 164 deletions

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AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="AABB">

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Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
<link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_track">

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Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_input">

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A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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- A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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- A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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You can set the extents of the axis using the [member min_space] and [member max_space].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_blend_point">

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You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_blend_point">

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This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">

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A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_mix_mode" qualifiers="const">

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<description>
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="add_node">

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[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_current_node" qualifiers="const">

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<description>
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
</methods>

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Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
</tutorials>
<methods>
<method name="get_input_caption" qualifiers="const">

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Updating the target properties of animations occurs at process time.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link>
<link title="Animations">https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
<link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link>
</tutorials>
<methods>
<method name="add_animation">

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Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link>https://github.com/godotengine/tps-demo</link>
<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="Third-person shooter demo code repository">https://github.com/godotengine/tps-demo</link>
</tutorials>
<methods>
<method name="advance">

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2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link>
<link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link>
</tutorials>
<methods>
<method name="get_collision_layer_bit" qualifiers="const">

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[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
<link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link>
</tutorials>
<methods>
<method name="add_blend_shape">

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Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link>
<link title="Recording with microphone">https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link>
</tutorials>
<methods>
<method name="get_recording" qualifiers="const">

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[AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
<link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link>
</tutorials>
<methods>
<method name="add_bus">

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Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_length" qualifiers="const">

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<description>
</description>
<tutorials>
<link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link>
<link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link>
</tutorials>
<methods>
</methods>

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<description>
</description>
<tutorials>
<link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link>
<link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link>
</tutorials>
<methods>
<method name="can_push_buffer" qualifiers="const">

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Plays an audio stream non-positionally.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">

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Plays audio that dampens with distance from screen center.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">

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By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
<link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
</tutorials>
<methods>
<method name="get_playback_position">

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This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link>
<link title="Spatial material">https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link>
</tutorials>
<methods>
<method name="get_feature" qualifiers="const">

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For more information, read the "Matrices and transforms" documentation article.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
<link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link>
<link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link>
</tutorials>
<methods>
<method name="Basis">

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See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
<link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
</tutorials>
<methods>
<method name="convert_from_particles">

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[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<methods>
<method name="_draw" qualifiers="virtual">

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Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link title="Canvas layers">https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link>
</tutorials>
<methods>
<method name="get_canvas" qualifiers="const">

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By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>
</methods>

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Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
</methods>

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Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="make_convex_from_brothers">

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[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<methods>
<method name="_clips_input" qualifiers="virtual">

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@ -73,7 +73,7 @@
[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
</tutorials>
<methods>
<method name="clear">

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A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
<link title="Lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>

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@ -24,7 +24,7 @@
[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
<link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
</tutorials>
<methods>
<method name="change_dir">

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[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link>
<link title="Import plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link>
</tutorials>
<methods>
<method name="get_import_options" qualifiers="virtual">

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EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link>
<link title="Spatial gizmo plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link>
</tutorials>
<methods>
<method name="add_material">

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Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
<link title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link>
</tutorials>
<methods>
<method name="add_autoload_singleton">

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@ -26,7 +26,7 @@
[/codeblock]
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
<link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link>
</tutorials>
<methods>
<method name="get_source_file" qualifiers="const">

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@ -11,8 +11,8 @@
- Adjustments
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link>
<link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link>
<link title="Light transport in game engines">https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link>
</tutorials>
<methods>
<method name="is_glow_level_enabled" qualifiers="const">

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@ -23,7 +23,7 @@
In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
<link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link>
</tutorials>
<methods>
<method name="close">

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@ -8,7 +8,7 @@
Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
<link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link>
</tutorials>
<methods>
<method name="bake">

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@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
<link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link>
</tutorials>
<methods>
<method name="capture_rect" qualifiers="const">

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@ -8,7 +8,7 @@
Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
<link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link>
</tutorials>
<methods>
<method name="capture_aabb" qualifiers="const">

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@ -11,8 +11,8 @@
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
<link title="HTTP client class">https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link>
<link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="close">

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@ -67,8 +67,8 @@
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
<link title="Making HTTP requests">https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link>
<link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link>
</tutorials>
<methods>
<method name="cancel_request">

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@ -7,7 +7,7 @@
A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b], or with the [InputMap] class.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
<link title="Inputs tutorial index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link>
</tutorials>
<methods>
<method name="action_press">

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@ -7,8 +7,8 @@
Base class of all sort of input event. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
</tutorials>
<methods>
<method name="accumulate">

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@ -7,7 +7,7 @@
Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b] menu. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
<link title="InputEvent: Actions">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
<method name="get_keycode_with_modifiers" qualifiers="const">

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@ -7,7 +7,7 @@
Stores general mouse events information.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Contains mouse click information. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
<link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
</tutorials>
<methods>
</methods>

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@ -8,7 +8,7 @@
[b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
<link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Contains screen drag information. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -8,7 +8,7 @@
Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link>
<link title="InputEvent: InputMap">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link>
</tutorials>
<methods>
<method name="action_add_event">

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@ -7,7 +7,7 @@
The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
<link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
</tutorials>
<methods>
<method name="eval">

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@ -10,7 +10,7 @@
</description>
<tutorials>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link>
<link title="Using KinematicBody2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link>
</tutorials>
<methods>
<method name="get_floor_normal" qualifiers="const">

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@ -9,7 +9,7 @@
[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
<link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link>
</tutorials>
<methods>
<method name="get_axis_lock" qualifiers="const">

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@ -8,7 +8,7 @@
[b]Note:[/b] Light2D can also be used as a mask.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
<link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
<link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
<method name="get_param" qualifiers="const">

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@ -7,7 +7,7 @@
Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
<link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
<link title="2D meshes">https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
</tutorials>
<methods>
</methods>

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@ -10,8 +10,8 @@
Since instances may have any behavior, the AABB used for visibility must be provided by the user.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
</tutorials>
<methods>
<method name="get_aabb" qualifiers="const">

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@ -8,9 +8,9 @@
This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
<link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link>
<link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link>
<link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
</tutorials>
<methods>
<method name="lock">

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@ -7,7 +7,7 @@
Manages the connection to network peers. Assigns unique IDs to each client connected to the server.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
<link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link>
</tutorials>
<methods>
<method name="get_connection_status" qualifiers="const">

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@ -17,7 +17,7 @@
[b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
<link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link>
</tutorials>
<methods>
<method name="_enter_tree" qualifiers="virtual">

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@ -7,7 +7,7 @@
A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
<link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link>
</tutorials>
<methods>
<method name="apply_scale">

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@ -9,7 +9,7 @@
[b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
<link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link>
</tutorials>
<methods>
<method name="force_update_transform">

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@ -7,7 +7,7 @@
An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
<link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
</tutorials>
<methods>
</methods>

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@ -7,7 +7,7 @@
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="add_collision_exception_with">

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@ -7,7 +7,7 @@
PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="add_collision_exception_with">

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@ -7,7 +7,7 @@
Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_central_force">

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@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
<link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">

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@ -7,7 +7,7 @@
Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">

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@ -7,7 +7,7 @@
Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Plane">

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@ -9,7 +9,7 @@
Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
<link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
</tutorials>
<methods>
<method name="Quat">

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@ -11,7 +11,7 @@
RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_exception">

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@ -11,7 +11,7 @@
RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_exception">

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@ -8,7 +8,7 @@
It uses floating point coordinates.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Rect2">

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@ -8,7 +8,7 @@
It uses integer coordinates.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
<link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
</tutorials>
<methods>
<method name="Rect2i">

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@ -8,7 +8,7 @@
The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link>
<link title="Reflection probes">https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link>
</tutorials>
<methods>
</methods>

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@ -15,7 +15,7 @@
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
<link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
</tutorials>
<methods>
<method name="black_bars_set_images">

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@ -13,8 +13,8 @@
[b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link>
</tutorials>
<methods>
<method name="_process_custom_fx" qualifiers="virtual">

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@ -9,7 +9,7 @@
[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
<link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link>
</tutorials>
<methods>
<method name="add_image">

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@ -11,7 +11,7 @@
With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="_integrate_forces" qualifiers="virtual">

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@ -9,8 +9,8 @@
[SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link>
<link title="SceneTree">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link>
<link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link>
</tutorials>
<methods>
<method name="call_group" qualifiers="vararg">

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@ -8,7 +8,7 @@
The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link>
<link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link>
</tutorials>
<methods>
<method name="can_instance" qualifiers="const">

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