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classref: Sync with current master branch (15ff450)
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classes/class_@globalscope.rst

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Used internally. Allows to not dump core virtual methods (such as :ref:`Object._notification()<class_Object_private_method__notification>`) to the JSON API.
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.. _class_@GlobalScope_constant_METHOD_FLAG_VIRTUAL_REQUIRED:
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.. rst-class:: classref-enumeration-constant
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:ref:`MethodFlags<enum_@GlobalScope_MethodFlags>` **METHOD_FLAG_VIRTUAL_REQUIRED** = ``128``
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Flag for a virtual method that is required.
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.. _class_@GlobalScope_constant_METHOD_FLAGS_DEFAULT:
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.. rst-class:: classref-enumeration-constant

classes/class_cubemap.rst

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This resource is typically used as a uniform in custom shaders. Few core Godot methods make use of **Cubemap** resources.
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a Cubemap from code, use :ref:`ImageTextureLayered.create_from_images()<class_ImageTextureLayered_method_create_from_images>` on an instance of the Cubemap class.
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The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
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- `2×3 cubemap template (default layout option) <https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_2x3.webp>`__\
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classes/class_cubemaparray.rst

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The primary benefit of **CubemapArray**\ s is that they can be accessed in shader code using a single texture reference. In other words, you can pass multiple :ref:`Cubemap<class_Cubemap>`\ s into a shader using a single **CubemapArray**. :ref:`Cubemap<class_Cubemap>`\ s are allocated in adjacent cache regions on the GPU, which makes **CubemapArray**\ s the most efficient way to store multiple :ref:`Cubemap<class_Cubemap>`\ s.
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\ **Note:** Godot uses **CubemapArray**\ s internally for many effects, including the :ref:`Sky<class_Sky>` if you set :ref:`ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections<class_ProjectSettings_property_rendering/reflections/sky_reflections/texture_array_reflections>` to ``true``. To create such a texture file yourself, reimport your image files using the import presets of the File System dock.
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Godot uses **CubemapArray**\ s internally for many effects, including the :ref:`Sky<class_Sky>` if you set :ref:`ProjectSettings.rendering/reflections/sky_reflections/texture_array_reflections<class_ProjectSettings_property_rendering/reflections/sky_reflections/texture_array_reflections>` to ``true``.
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\ **Note:** **CubemapArray** is not supported in the Compatibility renderer.
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To create such a texture file yourself, reimport your image files using the Godot Editor import presets. To create a CubemapArray from code, use :ref:`ImageTextureLayered.create_from_images()<class_ImageTextureLayered_method_create_from_images>` on an instance of the CubemapArray class.
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The expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is "up" and Z- is "forward"). You can use one of the following templates as a base:
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- `2×3 cubemap template (default layout option) <https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_2x3.webp>`__\
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- `3×2 cubemap template <https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_3x2.webp>`__\
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- `1×6 cubemap template <https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_1x6.webp>`__\
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- `6×1 cubemap template <https://raw.githubusercontent.com/godotengine/godot-docs/master/tutorials/assets_pipeline/img/cubemap_template_6x1.webp>`__\
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Multiple layers are stacked on top of each other when using the default vertical import option (with the first layer at the top). Alternatively, you can choose an horizontal layout in the import options (with the first layer at the left).
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\ **Note:** **CubemapArray** is not supported in the Compatibility renderer due to graphics API limitations.
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.. rst-class:: classref-reftable-group
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classes/class_editorsettings.rst

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+---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`network/tls/editor_tls_certificates<class_EditorSettings_property_network/tls/editor_tls_certificates>` |
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+---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`network/tls/enable_tls_v1.3<class_EditorSettings_property_network/tls/enable_tls_v1.3>` |
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+---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`project_manager/default_renderer<class_EditorSettings_property_project_manager/default_renderer>` |
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+---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`project_manager/directory_naming_convention<class_EditorSettings_property_project_manager/directory_naming_convention>` |
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----
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.. _class_EditorSettings_property_network/tls/enable_tls_v1.3:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **network/tls/enable_tls_v1.3** :ref:`🔗<class_EditorSettings_property_network/tls/enable_tls_v1.3>`
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If ``true``, enable TLSv1.3 negotiation.
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\ **Note:** Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.
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.. rst-class:: classref-item-separator
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----
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.. _class_EditorSettings_property_project_manager/default_renderer:
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.. rst-class:: classref-property

classes/class_editortranslationparserplugin.rst

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var text = file.get_as_text()
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var split_strs = text.split(",", false)
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for s in split_strs:
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msgids.append(PackedStringArray([s]))
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ret.append(PackedStringArray([s]))
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#print("Extracted string: " + s)
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return ret

classes/class_imagetexturelayered.rst

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Each :ref:`Image<class_Image>` represents one ``layer``.
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::
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# Fill in an array of Images with different colors.
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var images = []
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const LAYERS = 6
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for i in LAYERS:
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var image = Image.create_empty(128, 128, false, Image.FORMAT_RGB8)
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if i % 3 == 0:
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image.fill(Color.RED)
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elif i % 3 == 1:
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image.fill(Color.GREEN)
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else:
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image.fill(Color.BLUE)
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images.push_back(image)
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# Create and save a 2D texture array. The array of images must have at least 1 Image.
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var texture_2d_array = Texture2DArray.new()
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texture_2d_array.create_from_images(images)
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ResourceSaver.save(texture_2d_array, "res://texture_2d_array.res", ResourceSaver.FLAG_COMPRESS)
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# Create and save a cubemap. The array of images must have exactly 6 Images.
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# The cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
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# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
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var cubemap = Cubemap.new()
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cubemap.create_from_images(images)
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ResourceSaver.save(cubemap, "res://cubemap.res", ResourceSaver.FLAG_COMPRESS)
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# Create and save a cubemap array. The array of images must have a multiple of 6 Images.
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# Each cubemap's images are specified in this order: X+, X-, Y+, Y-, Z+, Z-
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# (in Godot's coordinate system, so Y+ is "up" and Z- is "forward").
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var cubemap_array = CubemapArray.new()
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cubemap_array.create_from_images(images)
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ResourceSaver.save(cubemap_array, "res://cubemap_array.res", ResourceSaver.FLAG_COMPRESS)
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.. rst-class:: classref-item-separator
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----

classes/class_input.rst

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\ **Note:** This method only works on Android and iOS. On other platforms, it always returns :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`.
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_accelerometer<class_ProjectSettings_property_input_devices/sensors/enable_accelerometer>` must be enabled.
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\ **Note:** This method only works on Android and iOS. On other platforms, it always returns :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`.
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_gravity<class_ProjectSettings_property_input_devices/sensors/enable_gravity>` must be enabled.
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\ **Note:** This method only works on Android and iOS. On other platforms, it always returns :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`.
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_gyroscope<class_ProjectSettings_property_input_devices/sensors/enable_gyroscope>` must be enabled.
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\ **Note:** This method only works on Android and iOS. On other platforms, it always returns :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`.
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_magnetometer<class_ProjectSettings_property_input_devices/sensors/enable_magnetometer>` must be enabled.
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classes/class_mobilevrinterface.rst

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get_viewport().use_xr = true
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\ **Note:** For Android, :ref:`ProjectSettings.input_devices/sensors/enable_accelerometer<class_ProjectSettings_property_input_devices/sensors/enable_accelerometer>`, :ref:`ProjectSettings.input_devices/sensors/enable_gravity<class_ProjectSettings_property_input_devices/sensors/enable_gravity>`, :ref:`ProjectSettings.input_devices/sensors/enable_gyroscope<class_ProjectSettings_property_input_devices/sensors/enable_gyroscope>` and :ref:`ProjectSettings.input_devices/sensors/enable_magnetometer<class_ProjectSettings_property_input_devices/sensors/enable_magnetometer>` must be enabled.
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.. rst-class:: classref-reftable-group
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Properties

classes/class_parallax2d.rst

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Parallax2D
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==========
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**Experimental:** This node is meant to replace :ref:`ParallaxBackground<class_ParallaxBackground>` and :ref:`ParallaxLayer<class_ParallaxLayer>`. The implementation may change in the future.
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A node used to create a parallax scrolling background.

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