classref: Sync with source
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<?xml version="1.0" encoding="UTF-8" ?>
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<doc version="2.0.2.stable.custom_build" name="Engine Types">
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<doc version="2.0.3.stable.custom_build" name="Engine Types">
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<class name="@GDScript" category="Core">
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<brief_description>
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Built-in GDScript functions.
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@ -205,7 +205,7 @@
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Exponential logarithm.
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</description>
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</method>
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<method name="isnan">
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<method name="is_nan">
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<return type="float">
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</return>
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<argument index="0" name="s" type="float">
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@ -214,7 +214,7 @@
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Return true if the float is not a number.
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</description>
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</method>
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<method name="isinf">
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<method name="is_inf">
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<return type="float">
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</return>
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<argument index="0" name="s" type="float">
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@ -2098,13 +2098,13 @@
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</methods>
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<members>
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<member name="pos" type="Vector3">
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Position (starting corner).
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Position (starting corner).
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</member>
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<member name="size" type="Vector3">
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Size from position to end.
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Size from position to end.
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</member>
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<member name="end" type="Vector3">
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Ending corner.
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Ending corner.
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</member>
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</members>
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<constants>
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@ -5123,13 +5123,13 @@
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</methods>
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<constants>
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<constant name="COPY_MODE_DISABLED" value="0">
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Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers.
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Disables the buffering mode. This means the BackBufferCopy node will directly use the portion of screen it covers.
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</constant>
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<constant name="COPY_MODE_RECT" value="1">
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Sets the copy mode to a region.
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Sets the copy mode to a region.
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</constant>
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<constant name="COPY_MODE_VIEWPORT" value="2">
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Sets the copy mode to the entire screen.
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Sets the copy mode to the entire screen.
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</constant>
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</constants>
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</class>
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@ -8014,37 +8014,37 @@
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</methods>
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<members>
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<member name="r" type="float">
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Red (0 to 1)
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Red (0 to 1)
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</member>
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<member name="g" type="float">
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Green (0 to 1)
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Green (0 to 1)
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</member>
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<member name="b" type="float">
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Blue (0 to 1)
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Blue (0 to 1)
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</member>
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<member name="a" type="float">
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Alpha (0 to 1)
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Alpha (0 to 1)
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</member>
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<member name="h" type="float">
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Hue (0 to 1)
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Hue (0 to 1)
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</member>
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<member name="s" type="float">
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Saturation (0 to 1)
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Saturation (0 to 1)
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</member>
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<member name="v" type="float">
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Value (0 to 1)
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Value (0 to 1)
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</member>
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<member name="r8" type="int">
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Red (0 to 255)
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Red (0 to 255)
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</member>
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<member name="g8" type="int">
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Green (0 to 255)
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Green (0 to 255)
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</member>
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<member name="b8" type="int">
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Blue (0 to 255)
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Blue (0 to 255)
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</member>
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<member name="a8" type="int">
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Alpha (0 to 255)
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Alpha (0 to 255)
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</member>
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</members>
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<constants>
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@ -16948,7 +16948,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
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<return type="float">
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</return>
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<description>
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Return the Exponential Shadow Multiplier (ESM) value of the Light2D.
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Return the Exponential Shadow Multiplier (ESM) value of the Light2D.
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</description>
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</method>
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<method name="set_shadow_color">
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</methods>
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<constants>
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<constant name="MODE_ADD" value="0">
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Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
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Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behaviour of a light.
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</constant>
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<constant name="MODE_SUB" value="1">
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Substract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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Substract the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.
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</constant>
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<constant name="MODE_MIX" value="2">
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Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
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Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.
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</constant>
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<constant name="MODE_MASK" value="3">
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The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
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The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.
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</constant>
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</constants>
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</class>
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@ -28163,13 +28163,13 @@ This method controls whether the position between two cached points is interpola
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</methods>
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<members>
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<member name="pos" type="Vector2">
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Position (starting corner).
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Position (starting corner).
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</member>
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<member name="size" type="Vector2">
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Size from position to end.
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Size from position to end.
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</member>
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<member name="end" type="Vector2">
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Ending corner.
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Ending corner.
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</member>
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</members>
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<constants>
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@ -29320,7 +29320,7 @@ This method controls whether the position between two cached points is interpola
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<return type="int">
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</return>
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<description>
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Return the current axis lock of the body. One of AXIS_LOCK_* enum.
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Return the current axis lock of the body. One of AXIS_LOCK_* enum.
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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</signals>
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<constants>
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<constant name="MODE_STATIC" value="1">
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Static mode. The body behaves like a [StaticBody], and can only move by user code.
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Static mode. The body behaves like a [StaticBody], and can only move by user code.
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</constant>
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<constant name="MODE_KINEMATIC" value="3">
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Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
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Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
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</constant>
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<constant name="MODE_RIGID" value="0">
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Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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</constant>
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<constant name="MODE_CHARACTER" value="2">
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</constant>
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</theme_item>
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<theme_item name="symbol_color" type="Color">
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</theme_item>
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<theme_item name="cursor_color" type="Color">
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</theme_item>
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<theme_item name="selection_color" type="Color">
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</theme_item>
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<theme_item name="completion_existing" type="Color">
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</theme_item>
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<theme_item name="caret_color" type="Color">
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</theme_item>
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<theme_item name="breakpoint_color" type="Color">
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</theme_item>
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<theme_item name="font_color_selected" type="Color">
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</methods>
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<members>
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<member name="basis" type="Matrix3">
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The basis contains 3 [Vector3]. X axis, Y axis, and Z axis.
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The basis contains 3 [Vector3]. X axis, Y axis, and Z axis.
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</member>
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<member name="origin" type="Vector3">
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The origin of the transform. Which is the translation offset.
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The origin of the transform. Which is the translation offset.
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</member>
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</members>
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<constants>
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</methods>
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<members>
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<member name="x" type="float">
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X component of the vector.
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X component of the vector.
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</member>
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<member name="y" type="float">
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Y component of the vector.
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Y component of the vector.
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</member>
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<member name="width" type="float">
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Width of the vector (Same as X).
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Width of the vector (Same as X).
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</member>
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<member name="height" type="float">
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Height of the vector (Same as Y).
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Height of the vector (Same as Y).
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</member>
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</members>
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<constants>
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</methods>
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<members>
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<member name="x" type="float">
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X component of the vector.
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X component of the vector.
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</member>
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<member name="y" type="float">
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Y component of the vector.
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Y component of the vector.
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</member>
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<member name="z" type="float">
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Z component of the vector.
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Z component of the vector.
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</member>
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</members>
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<constants>
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</methods>
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<constants>
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<constant name="ENABLER_FREEZE_BODIES" value="1">
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This enabler will freeze [RigidBody] nodes.
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This enabler will freeze [RigidBody] nodes.
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</constant>
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<constant name="ENABLER_PAUSE_ANIMATIONS" value="0">
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This enabler will pause [AnimationPlayer] nodes.
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This enabler will pause [AnimationPlayer] nodes.
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</constant>
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<constant name="ENABLER_MAX" value="2">
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</constant>
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</methods>
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<constants>
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<constant name="ENABLER_FREEZE_BODIES" value="1">
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This enabler will freeze [RigidBody2D] nodes.
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This enabler will freeze [RigidBody2D] nodes.
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</constant>
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<constant name="ENABLER_PAUSE_ANIMATIONS" value="0">
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This enabler will pause [AnimationPlayer] nodes.
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This enabler will pause [AnimationPlayer] nodes.
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</constant>
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<constant name="ENABLER_PAUSE_PARTICLES" value="2">
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This enabler will stop [Particles2D] nodes.
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This enabler will stop [Particles2D] nodes.
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</constant>
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<constant name="ENABLER_PARENT_PROCESS" value="3">
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This enabler will stop the parent's _process function.
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This enabler will stop the parent's _process function.
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</constant>
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<constant name="ENABLER_PARENT_FIXED_PROCESS" value="4">
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This enabler will stop the parent's _fixed_process function.
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This enabler will stop the parent's _fixed_process function.
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</constant>
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<constant name="ENABLER_MAX" value="5">
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</constant>
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