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Merge pull request #9728 from godotengine/classref/sync-88f3b5f
classref: Sync with current master branch (88f3b5f)
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classes/class_animationnodeanimation.rst

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If :ref:`use_custom_timeline<class_AnimationNodeAnimation_property_use_custom_timeline>` is ``true``, override the loop settings of the original :ref:`Animation<class_Animation>` resource with the value.
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\ **Note:** If the :ref:`Animation.loop_mode<class_Animation_property_loop_mode>` isn't set to looping, the :ref:`Animation.track_set_interpolation_loop_wrap<class_Animation_method_track_set_interpolation_loop_wrap>` option will not be respected. If you cannot get the expected behavior, consider duplicating the :ref:`Animation<class_Animation>` resource and changing the loop settings.
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classes/class_audiostreamplayer.rst

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The **AudioStreamPlayer** node plays an audio stream non-positionally. It is ideal for user interfaces, menus, or background music.
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To use this node, :ref:`stream<class_AudioStreamPlayer_property_stream>` needs to be set to a valid :ref:`AudioStream<class_AudioStream>` resource. Playing more than one sound at the time is also supported, see :ref:`max_polyphony<class_AudioStreamPlayer_property_max_polyphony>`.
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To use this node, :ref:`stream<class_AudioStreamPlayer_property_stream>` needs to be set to a valid :ref:`AudioStream<class_AudioStream>` resource. Playing more than one sound at the same time is also supported, see :ref:`max_polyphony<class_AudioStreamPlayer_property_max_polyphony>`.
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If you need to play audio at a specific position, use :ref:`AudioStreamPlayer2D<class_AudioStreamPlayer2D>` or :ref:`AudioStreamPlayer3D<class_AudioStreamPlayer3D>` instead.
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classes/class_audiostreamsynchronized.rst

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**MAX_STREAMS** = ``32`` :ref:`🔗<class_AudioStreamSynchronized_constant_MAX_STREAMS>`
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Maximum amount of streams that can be synchrohized.
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Maximum amount of streams that can be synchronized.
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classes/class_dictionary.rst

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# Prints { "fruit": "apple", "vegetable": "potato", "dressing": "vinegar" }
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print(extra.merged(base, true))
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See also :ref:`merge<class_Dictionary_method_merge>`.
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classes/class_editorexportplatformios.rst

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:ref:`bool<class_bool>` **privacy/collected_data/audio_data/collected** :ref:`🔗<class_EditorExportPlatformIOS_property_privacy/collected_data/audio_data/collected>`
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Indicates whether your app collects audio data data.
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Indicates whether your app collects audio data.
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:ref:`bool<class_bool>` **privacy/collected_data/audio_data/linked_to_user** :ref:`🔗<class_EditorExportPlatformIOS_property_privacy/collected_data/audio_data/linked_to_user>`
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Indicates whether your app links audio data data to the user's identity.
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Indicates whether your app links audio data to the user's identity.
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:ref:`bool<class_bool>` **privacy/collected_data/audio_data/used_for_tracking** :ref:`🔗<class_EditorExportPlatformIOS_property_privacy/collected_data/audio_data/used_for_tracking>`
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Indicates whether your app uses audio data data for tracking.
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Indicates whether your app uses audio data for tracking.
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classes/class_editorexportplatformmacos.rst

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:ref:`bool<class_bool>` **privacy/collected_data/audio_data/collected** :ref:`🔗<class_EditorExportPlatformMacOS_property_privacy/collected_data/audio_data/collected>`
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Indicates whether your app collects audio data data.
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Indicates whether your app collects audio data.
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:ref:`bool<class_bool>` **privacy/collected_data/audio_data/linked_to_user** :ref:`🔗<class_EditorExportPlatformMacOS_property_privacy/collected_data/audio_data/linked_to_user>`
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Indicates whether your app links audio data data to the user's identity.
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Indicates whether your app links audio data to the user's identity.
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:ref:`bool<class_bool>` **privacy/collected_data/audio_data/used_for_tracking** :ref:`🔗<class_EditorExportPlatformMacOS_property_privacy/collected_data/audio_data/used_for_tracking>`
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Indicates whether your app uses audio data data for tracking.
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Indicates whether your app uses audio data for tracking.
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classes/class_editorplugin.rst

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func _forward_3d_draw_over_viewport(overlay):
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# Draw a circle at cursor position.
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overlay.draw_circle(overlay.get_local_mouse_position(), 64)
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overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)
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func _forward_3d_gui_input(camera, event):
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if event is InputEventMouseMotion:

classes/class_editorsettings.rst

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:ref:`bool<class_bool>` **interface/editor/single_window_mode** :ref:`🔗<class_EditorSettings_property_interface/editor/single_window_mode>`
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If ``true``, embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window.
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If ``true``, embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window. Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.
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This is equivalent to :ref:`ProjectSettings.display/window/subwindows/embed_subwindows<class_ProjectSettings_property_display/window/subwindows/embed_subwindows>` in the running project, except the setting's value is inverted.
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\ **Note:** To query whether the editor can use multiple windows in an editor plugin, use :ref:`EditorInterface.is_multi_window_enabled<class_EditorInterface_method_is_multi_window_enabled>` instead of querying the value of this editor setting.
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classes/class_json.rst

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Description
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The **JSON** enables all data types to be converted to and from a JSON string. This useful for serializing data to save to a file or send over the network.
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The **JSON** class enables all data types to be converted to and from a JSON string. This is useful for serializing data, e.g. to save to a file or send over the network.
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\ :ref:`stringify<class_JSON_method_stringify>` is used to convert any data type into a JSON string.
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Alternatively, you can parse string using the static :ref:`parse_string<class_JSON_method_parse_string>` method, but it doesn't allow to handle errors.
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Alternatively, you can parse strings using the static :ref:`parse_string<class_JSON_method_parse_string>` method, but it doesn't handle errors.
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:ref:`String<class_String>` **get_parsed_text**\ (\ ) |const| :ref:`🔗<class_JSON_method_get_parsed_text>`
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Return the text parsed by :ref:`parse<class_JSON_method_parse>` as long as the function is instructed to keep it.
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Return the text parsed by :ref:`parse<class_JSON_method_parse>` (requires passing ``keep_text`` to :ref:`parse<class_JSON_method_parse>`).
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Attempts to parse the ``json_text`` provided.
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Returns an :ref:`Error<enum_@GlobalScope_Error>`. If the parse was successful, it returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` and the result can be retrieved using :ref:`data<class_JSON_property_data>`. If unsuccessful, use :ref:`get_error_line<class_JSON_method_get_error_line>` and :ref:`get_error_message<class_JSON_method_get_error_message>` for identifying the source of the failure.
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Returns an :ref:`Error<enum_@GlobalScope_Error>`. If the parse was successful, it returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` and the result can be retrieved using :ref:`data<class_JSON_property_data>`. If unsuccessful, use :ref:`get_error_line<class_JSON_method_get_error_line>` and :ref:`get_error_message<class_JSON_method_get_error_message>` to identify the source of the failure.
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\ **Note:** If ``full_precision`` is ``true``, when stringifying floats, the unreliable digits are stringified in addition to the reliable digits to guarantee exact decoding.
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The ``indent`` parameter controls if and how something is indented, the string used for this parameter will be used where there should be an indent in the output, even spaces like ``" "`` will work. ``\t`` and ``\n`` can also be used for a tab indent, or to make a newline for each indent respectively.
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The ``indent`` parameter controls if and how something is indented; its contents will be used where there should be an indent in the output. Even spaces like ``" "`` will work. ``\t`` and ``\n`` can also be used for a tab indent, or to make a newline for each indent respectively.
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\ **Example output:**\
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classes/class_multimesh.rst

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Sets the color of a specific instance by *multiplying* the mesh's existing vertex colors. This allows for different color tinting per instance.
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\ **Note:** Each component is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method.
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For the color to take effect, ensure that :ref:`use_colors<class_MultiMesh_property_use_colors>` is ``true`` on the **MultiMesh** and :ref:`BaseMaterial3D.vertex_color_use_as_albedo<class_BaseMaterial3D_property_vertex_color_use_as_albedo>` is ``true`` on the material. If you intend to set an absolute color instead of tinting, make sure the material's albedo color is set to pure white (``Color(1, 1, 1)``).
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\ **Note:** Each number is stored in 32 bits in the Forward+ and Mobile rendering methods, but is packed into 16 bits in the Compatibility rendering method.
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This custom instance data has to be manually accessed in your custom shader using ``INSTANCE_CUSTOM``.

classes/class_openxrinterface.rst

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\ **Node:** Only emitted if XR runtime supports the refresh rate extension.
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\ **Note:** Only emitted if XR runtime supports the refresh rate extension.
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classes/class_projectsettings.rst

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:ref:`bool<class_bool>` **display/window/subwindows/embed_subwindows** = ``true`` :ref:`🔗<class_ProjectSettings_property_display/window/subwindows/embed_subwindows>`
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If ``true`` subwindows are embedded in the main window.
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If ``true``, subwindows are embedded in the main window (this is also called single-window mode). Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.
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If ``false``, subwindows are created as separate windows (this is also called multi-window mode). This allows them to be moved outside the main window and use native operating system window decorations.
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classes/class_resourceimportertexture.rst

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An alternative to fixing darkened borders with :ref:`process/fix_alpha_border<class_ResourceImporterTexture_property_process/fix_alpha_border>` is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. A premultiplied alpha texture requires specific materials to be displayed correctly:
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- In 2D, a :ref:`CanvasItemMaterial<class_CanvasItemMaterial>` will need to be created and configured to use the :ref:`CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA<class_CanvasItemMaterial_constant_BLEND_MODE_PREMULT_ALPHA>` blend mode on :ref:`CanvasItem<class_CanvasItem>`\ s that use this texture.
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- In 2D, a :ref:`CanvasItemMaterial<class_CanvasItemMaterial>` will need to be created and configured to use the :ref:`CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA<class_CanvasItemMaterial_constant_BLEND_MODE_PREMULT_ALPHA>` blend mode on :ref:`CanvasItem<class_CanvasItem>`\ s that use this texture. In custom ``@canvas_item`` shaders, ``render_mode blend_premul_alpha;`` should be used.
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classes/class_skeletonmodifier3d.rst

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If there is :ref:`AnimationMixer<class_AnimationMixer>`, modification always performs after playback process of the :ref:`AnimationMixer<class_AnimationMixer>`.
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This node should be used to implement custom IK solvers, constraints, or skeleton physics
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This node should be used to implement custom IK solvers, constraints, or skeleton physics.
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classes/class_tilemap.rst

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**Deprecated:** Use multiple :ref:`TileMapLayer<class_TileMapLayer>` nodes instead.
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**Deprecated:** Use multiple :ref:`TileMapLayer<class_TileMapLayer>` nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.
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**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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classes/class_window.rst

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Shows the **Window** and makes it transient (see :ref:`transient<class_Window_property_transient>`). If ``rect`` is provided, it will be set as the **Window**'s size. Fails if called on the main window.
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If :ref:`ProjectSettings.display/window/subwindows/embed_subwindows<class_ProjectSettings_property_display/window/subwindows/embed_subwindows>` is ``true`` (single-window mode), ``rect``'s coordinates are global and relative to the main window's top-left corner (excluding window decorations). If ``rect``'s position coordinates are negative, the window will be located outside the main window and may not be visible as a result.
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If :ref:`ProjectSettings.display/window/subwindows/embed_subwindows<class_ProjectSettings_property_display/window/subwindows/embed_subwindows>` is ``false`` (multi-window mode), ``rect``'s coordinates are global and relative to the top-left corner of the leftmost screen. If ``rect``'s position coordinates are negative, the window will be placed at the top-left corner of the screen.
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\ **Note:** ``rect`` must be in global coordinates if specified.
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