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about/introduction.rst

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- The :ref:`sec-general` section contains this introduction as well as
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information about the engine, its history, its licensing, authors, etc. It
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also contains the :ref:`doc_faq`.
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- The :ref:`sec-learn` section is the the main *raison d'être* of this
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- The :ref:`sec-learn` section is the main *raison d'être* of this
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documentation, as it contains all the necessary information on using the
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engine to make games. It starts with the :ref:`Step by step
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<toc-learn-step_by_step>` tutorial which should be the entry point for all

classes/class_configfile.rst

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@@ -123,6 +123,6 @@ Saves the contents of the ConfigFile object to the file specified as a parameter
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- void **set_value** **(** :ref:`String<class_string>` section, :ref:`String<class_string>` key, :ref:`Variant<class_variant>` value **)**
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Assigns a value to the specified key of the the specified section. If the section and/or the key do not exist, they are created. Passing a ``null`` value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed.
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Assigns a value to the specified key of the specified section. If the section and/or the key do not exist, they are created. Passing a ``null`` value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed.
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classes/class_gradient.rst

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Description
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-----------
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Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset offset 0 and the other (white) at the ramp higher offset 1.
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Given a set of colors, this node will interpolate them in order, meaning, that if you have color 1, color 2 and color3, the ramp will interpolate (generate the colors between two colors) from color 1 to color 2 and from color 2 to color 3. Initially the ramp will have 2 colors (black and white), one (black) at ramp lower offset 0 and the other (white) at the ramp higher offset 1.
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Member Function Description
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---------------------------

classes/class_prismmesh.rst

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.. _class_PrismMesh_left_to_right:
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- :ref:`float<class_float>` **left_to_right** - Displacement of of the upper edge along the x-axis. 0.0 positions edge straight above the bottome left edge. Defaults to 0.5 (positioned on the midpoint).
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- :ref:`float<class_float>` **left_to_right** - Displacement of the upper edge along the x-axis. 0.0 positions edge straight above the bottom left edge. Defaults to 0.5 (positioned on the midpoint).
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.. _class_PrismMesh_size:
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classes/class_spriteframes.rst

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- void **add_animation** **(** :ref:`String<class_string>` anim **)**
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Adds a new animation to the the library.
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Adds a new animation to the library.
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.. _class_SpriteFrames_add_frame:
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community/contributing/pr_workflow.rst

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use them. In particular, we advise not to use Github's online editor for code
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contributions (although it's tolerated for small fixes or documentation changes)
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as it enforces one commit per file and per modification,
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which qucikly leads to PRs with an unreadable Git history (especially after peer review).
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which quickly leads to PRs with an unreadable Git history (especially after peer review).
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.. seealso:: The first sections of Git's "Book" are a good introduction to
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the tool's philosophy and the various commands you need to

development/compiling/compiling_for_windows.rst

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@@ -252,7 +252,7 @@ Some of these shortcuts (namely the 64-bit compilers) seem to not be
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available in the Express edition of Visual Studio or Visual C++. Before
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recreating the commands, make sure that ``cl.exe`` executables are present
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in one of these locations, they are the actual compilers for the
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arhitecture you want to build from the command prompt.
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architecture you want to build from the command prompt.
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::
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development/file_formats/tscn.rst

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value seems not to matter.
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These sections should appear in order, but it can be hard to distinguish
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them. The only difference between them is the the first element in the heading
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them. The only difference between them is the first element in the heading
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for all of the items in the section.
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For example, the heading of all external resources should start with
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:code:`[ext_resource .....]`

getting_started/scripting/c_sharp/c_sharp_features.rst

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Features
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============
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This page provied an overview over the commonly used features of both C# and Godot
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This page provides an overview over the commonly used features of both C# and Godot
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and how they are used together.
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Type Conversion and Casting

getting_started/scripting/visual_script/nodes_purposes.rst

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~~~~~
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Nodes in Godot Visual Scripting have *Ports*. These are endpoints that appear to the
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left and right of nodes and which can be used to make *Connnections*:
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left and right of nodes and which can be used to make *Connections*:
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There are two types of *Ports*: *Sequence* and *Data*.
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.. image:: img/visual_script17.png

getting_started/scripting/visual_script/what_is_visual_scripting.rst

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With the misunderstanding cleared up, the question that remains is what are the practical
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uses for Visual Scripting.
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The most common use cases are are as follows:
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The most common use cases are as follows:
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* Game development beginners who want to learn an engine but have no programming experience yet.
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* Artists and Game Designers who have no experience in programming and want to create quick prototypes or simple games.

getting_started/workflow/assets/importing_audio_samples.rst

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options to import your audio data: WAV and OGG Vorbis.
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Each has different advantages.
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* Wav files use raw data or light compression, requre small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space.
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* Wav files use raw data or light compression, require small amount of CPU to play back (hundreds of simultaneous voices in this format are fine), but take up significant space.
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* Ogg Vorbis files use a stronger compression that results in much smaller file size, but uses significantly more processor to play back.
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getting_started/workflow/assets/importing_images.rst

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Compress Mode
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~~~~~~~~~~~~~
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* VRAM Compression: This is the most common copression mode for 3D assets. File on disk is reduced and
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* VRAM Compression: This is the most common compression mode for 3D assets. File on disk is reduced and
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video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though.
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* Lossless Compression: This is the most common compression for 2D assets. It shows assets without any
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kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though.

getting_started/workflow/export/changing_application_icon_for_windows.rst

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You can download it here:
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https://github.com/electron/rcedit/releases
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After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** exectuable.
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After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** executable.
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.. note:: For Linux users, you will also need to install wine in order to use rcedit. For more information, check https://www.winehq.org/
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.. image:: img/icon_rcedit.png
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Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows deskop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon.
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Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows desktop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon.
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.. note:: To export an ICO image, you can use GIMP. For more details, please refer to this tutorial: http://skyboygames.com/easily-create-a-windows-app-icon-with-gimp/
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getting_started/workflow/export/customizing_html5_shell.rst

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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By default, the first canvas element on the page is used for rendering.
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By calling this method, another canvas can be specifed.
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By calling this method, another canvas can be specified.
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``engine.setCanvasResizedOnStart(enabled)``
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This method is used to display download progress. The passed callback
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function is called with two number arguments, the first argument specifies
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bytes loaded so far, the second argument specifices the total number of bytes
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bytes loaded so far, the second argument specifies the total number of bytes
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.. code-block:: js

tutorials/2d/using_tilemaps.rst

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Create a new scene with a regular Node or Node2D as root. For each tile you want to define,
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add a sprite node as a child. Since tiles here are 50x50, you should turn on the grid
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(``View -> Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``S`` key).
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Moving tiles with the mouse might still be a innacurate
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Moving tiles with the mouse might still be a inaccurate
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so use your arrow keys as well.
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If more than one tile is present in the source image, make sure to use

tutorials/3d/environment_and_post_processing.rst

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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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While Godot supports three sources of reflection data (Sky, ReflectionProbe and GIProbe), they may not provide enough detail for all situations. Scenarios
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where Screen Space Refletions make the most sense are when objects are in contact with each other (object over floor, over a table, floating on water, etc).
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where Screen Space Reflections make the most sense are when objects are in contact with each other (object over floor, over a table, floating on water, etc).
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.. image:: img/environment_ssr.png
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Once glow is visible, it can be controlled with a few extra parameters:
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- **Intensity** is an overall scale for the effect, it can be made stronger or weaker (0.0 removes it).
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- **Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general changing this is not needed, as the size can be more efficienly adjusted with the **Levels**.
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- **Strength** is how strong the gaussian filter kernel is processed. Greater values make the filter saturate and expand outwards. In general changing this is not needed, as the size can be more efficiently adjusted with the **Levels**.
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The **Blend Mode** of the effect can also be changed:
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tutorials/3d/fps_tutorial/part_four.rst

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from how much ammo a weapon carries, to firing bullets. While this has the advantage of having all of your code in one place, it would be much
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nicer if we make a weapon interface so we can create/change weapons easily without having to scroll through ``Player.gd`` to look for the bit of code we want to add/change.
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Open up ``Player.tscn`` and navigate to the ``Gun_fire_points`` node. Lets make the pistol first. Select ``Pistol_point`` and attach a node node and call it
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Open up ``Player.tscn`` and navigate to the ``Gun_fire_points`` node. Lets make the pistol first. Select ``Pistol_point`` and attach a node and call it
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``Weapon_Pistol.gd``.
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Our weapon scripts are going to do four things: They're going to handle *firing*, *reloading*, *equipping*, and *unequipping*.
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Regardless of whehter or not there is a joypad connected, we rotate ``rotation_helper`` and ourselves using ``joypad_vec``. If we do not have a joypad connected,
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Regardless of whether or not there is a joypad connected, we rotate ``rotation_helper`` and ourselves using ``joypad_vec``. If we do not have a joypad connected,
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Lets go over what each of these new varibles will be doing:
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Lets go over what each of these new variables will be doing:
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* ``mouse_scroll_value``: The value of the mouse scroll wheel.
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* ``MOUSE_SENSITIVITY_SCROLL_WHEEL``: How much a single scroll action increases mouse_scroll_value

tutorials/3d/spatial_material.rst

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* Always: Depth draw is drawn for both opaque and transparent objects
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* Never: No depth draw takes place (note: do not confuse with depth test option above)
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* Depth Pre-Pass: For transparent objects, an opaque pass is made first with the opaque parts,
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then tranparency is drawn above. Use this option with transparent grass or tree foliage.
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then transparency is drawn above. Use this option with transparent grass or tree foliage.
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.. image:: img/material_depth_draw.png
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tutorials/3d/using_transforms.rst

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Interpolation
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=============
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Another problem with using Euler angles is interpolation. Imagine you want to transition between two different camera or enemy positions (including rotations). One logical way to approach this is to interpolate the angles from one position to to the next. One would expect it to look like this:
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Another problem with using Euler angles is interpolation. Imagine you want to transition between two different camera or enemy positions (including rotations). One logical way to approach this is to interpolate the angles from one position to the next. One would expect it to look like this:
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.. image:: img/transforms_interpolate1.gif
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tutorials/animation/cutout_animation.rst

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Keyframing IK
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When editing IK chains, is is not necessary to select the whole chain to
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When editing IK chains, it is not necessary to select the whole chain to
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tutorials/gui/custom_gui_controls.rst

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or pressing a button. This is controlled with the
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:ref:`Control.focus_mode <class_Control_focus_mode>`
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member variable. When drawing, and if the control supports input focus, it is
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always desired to show some sort of indicator (highight, box, etc) to
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always desired to show some sort of indicator (highlight, box, etc) to
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indicate that this is the currently focused control. To check for this
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status, the :ref:`Control.has_focus() <class_Control_has_focus>` method
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exists. Example

tutorials/gui/gui_skinning.rst

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Each kind of option in a theme can be:
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- **An integer constant**: A single numerical constant. Generally used
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to define spacing between compoments or alignment.
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to define spacing between components or alignment.
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- **A Color**: A single color, with or without transparency. Colors are
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- **A Texture**: A single image. Textures are not often used, but when
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.. image:: img/themeci.png
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A menu will appear promting the type of control to create. Select
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A menu will appear prompting the type of control to create. Select
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tutorials/math/rotations.rst

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R(\lambda) = e^{\lambda \varphi \boldsymbol n \cdot \boldsymbol J } R_1 = (e^{\varphi \varphi \boldsymbol n \cdot \boldsymbol J })^\lambda R_1.
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From this expression, it becomes evident evident that the solution is :math:`e^{\varphi \boldsymbol n \cdot \boldsymbol J } = R_2 R_1^T`.
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From this expression, it becomes evident that the solution is :math:`e^{\varphi \boldsymbol n \cdot \boldsymbol J } = R_2 R_1^T`.
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We can also do the same thing in SU(2) and obtain:
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tutorials/misc/binary_serialization_api.rst

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24: :ref:`PoolVector2Array<class_poolvector2array>`
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

tutorials/physics/kinematic_character_2d.rst

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using the dynamics engines but it wasn't as easy as it seems. Godot
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you can find (as it can be seen in the 2d/platformer demo), but using
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it requires a considerable level of skill and understanding of
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physics engines (or a lot of patience with trial and error).
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tutorials/physics/using_kinematic_body_2d.rst

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Godot offers a number of collision objects to provide both collision detection
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:ref:`KinematicBody2D <class_KinematicBody2D>` node and show some examples
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tutorials/platform/android_in_app_purchases.rst

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IAP.connnect("consume_success",self,"on_consume_success")
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tutorials/viewports/viewports.rst

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little more, as this API is asynchronous.
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Sub-viewport
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tutorials/vr/vr_primer.rst

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:ref:`ARVRCamera <class_ARVRCamera>` is the second node that must always be a part of your scene and it must always be a child node of your origin node. It is a subclass of Godots normal camera however its position is automatically updated each frame based on the physical orientation and position of the HMD. Also due to the precision required for rendering to an HMD or rendering an AR overlay over a real world camera most of the standard camera properties are ignored. The only properties of the camera that are used are the near and far plane settings. The FOV, aspect ratio and projection mode are all ignored.
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Note that for our native mobile VR implementation there is no positional tracking, only the orientation of the phone and by extension the HMD is tracked. This implementation articifically places the camera at a height (Y) of 1.85.
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Note that for our native mobile VR implementation there is no positional tracking, only the orientation of the phone and by extension the HMD is tracked. This implementation artificially places the camera at a height (Y) of 1.85.
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Conclusion, your minimum setup in your scene to make AR or VR work should look like this:
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