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i18n: Sync classref translations with current 3.x codebase
(cherry picked from commit defb801120
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@ -135,7 +135,7 @@
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This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
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Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
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When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
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The general behaviour and available properties change according to the [member motion_mode].
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The general behavior and available properties change according to the [member motion_mode].
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Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
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</description>
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</method>
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@ -172,13 +172,13 @@
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Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
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</member>
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<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0">
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Sets the motion mode which defines the behaviour of [method move_and_slide]. See [enum MotionMode] constants for available modes.
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Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
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</member>
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<member name="motion_velocity" type="Vector2" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector2(0, 0)">
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Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
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</member>
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<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
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Sets the behaviour to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behaviour.
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Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
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</member>
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<member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
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Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
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@ -154,13 +154,13 @@
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Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
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</member>
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<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0">
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Sets the motion mode which defines the behaviour of [method move_and_slide]. See [enum MotionMode] constants for available modes.
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Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
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</member>
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<member name="motion_velocity" type="Vector3" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector3(0, 0, 0)">
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Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
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</member>
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<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0">
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Sets the behaviour to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behaviour.
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Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
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</member>
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<member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295">
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Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity.
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<argument index="1" name="object" type="Object" />
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<argument index="2" name="peer_id" type="int" default="0" />
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<description>
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Request a despawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behaviour, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_despawn] for the default behavior.
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Request a despawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behavior, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_despawn] for the default behavior.
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</description>
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</method>
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<method name="encode_state">
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@ -74,7 +74,7 @@
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<argument index="1" name="object" type="Object" />
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<argument index="2" name="peer_id" type="int" default="0" />
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<description>
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Request a spawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behaviour, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_spawn] for the default behavior.
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Request a spawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behavior, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_spawn] for the default behavior.
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</description>
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</method>
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<method name="spawn_config">
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<argument index="3" name="custom_send" type="Callable" />
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<argument index="4" name="custom_receive" type="Callable" />
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<description>
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Configures the MultiplayerReplicator to track instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication. When [code]mode[/code] is [constant REPLICATION_MODE_SERVER], the specified [code]properties[/code] will also be replicated to clients during the initial spawn. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the spawn/despawn proecess.
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Configures the MultiplayerReplicator to track instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication. When [code]mode[/code] is [constant REPLICATION_MODE_SERVER], the specified [code]properties[/code] will also be replicated to clients during the initial spawn. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behavior and customize the spawn/despawn proecess.
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Tip: You can use a custom property in the scene main script to return a customly optimized state representation.
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</description>
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</method>
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@ -94,7 +94,7 @@
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<argument index="0" name="scene_id" type="int" />
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<argument index="1" name="peer_id" type="int" default="0" />
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<description>
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Manually request a sync for all the instances of the scene identified by [code]scene_id[/code]. This function will trigger the default sync behaviour, or call your send custom send callable if specified in [method sync_config].
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Manually request a sync for all the instances of the scene identified by [code]scene_id[/code]. This function will trigger the default sync behavior, or call your send custom send callable if specified in [method sync_config].
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[b]Note:[/b] The default implementation only allow syncing from server to clients.
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</description>
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</method>
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@ -106,7 +106,7 @@
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<argument index="3" name="custom_send" type="Callable" />
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<argument index="4" name="custom_receive" type="Callable" />
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<description>
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Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the synchronization proecess.
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Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behavior and customize the synchronization proecess.
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Tip: You can use a custom property in the scene main script to return a customly optimized state representation (having a single property that returns a PackedByteArray is highly recommended when dealing with many instances).
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</description>
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</method>
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<argument index="0" name="tab" type="int" />
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<description>
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Emitted when a tab's close button is pressed.
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[b]Note:[/b] Tabs are not removed automatically once the close button is pressed, this behaviour needs to be programmed manually. For example:
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[b]Note:[/b] Tabs are not removed automatically once the close button is pressed, this behavior needs to be programmed manually. For example:
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[codeblocks]
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[gdscript]
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$TabBar.tab_close_pressed.connect($TabBar.remove_tab)
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<return type="Vector2" />
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<argument index="0" name="n" type="Vector2" />
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<description>
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Returns the vector reflected (ie mirrored, or symmetric) over a line defined by the given direction vector [code]n[/code].
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Returns the vector reflected (i.e. mirrored, or symmetric) over a line defined by the given direction vector [code]n[/code].
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</description>
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</method>
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<method name="rotated" qualifiers="const">
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