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Merge pull request #8295 from godotengine/classref/sync-6543495
classref: Sync with current master branch (6543495)
2 parents 7f2d1f3 + 33048e0 commit ba34ab0

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classes/[email protected]

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:ref:`Variant<class_Variant>` **ceil** **(** :ref:`Variant<class_Variant>` x **)**
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Rounds ``x`` upward (towards positive infinity), returning the smallest whole number that is not less than ``x``. Supported types: :ref:`int<class_int>`, :ref:`float<class_float>`, :ref:`Vector2<class_Vector2>`, :ref:`Vector3<class_Vector3>`, :ref:`Vector4<class_Vector4>`.
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Rounds ``x`` upward (towards positive infinity), returning the smallest whole number that is not less than ``x``. Supported types: :ref:`int<class_int>`, :ref:`float<class_float>`, :ref:`Vector2<class_Vector2>`, :ref:`Vector2i<class_Vector2i>`, :ref:`Vector3<class_Vector3>`, :ref:`Vector3i<class_Vector3i>`, :ref:`Vector4<class_Vector4>`, :ref:`Vector4i<class_Vector4i>`.
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::
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:ref:`Variant<class_Variant>` **floor** **(** :ref:`Variant<class_Variant>` x **)**
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Rounds ``x`` downward (towards negative infinity), returning the largest whole number that is not more than ``x``. Supported types: :ref:`int<class_int>`, :ref:`float<class_float>`, :ref:`Vector2<class_Vector2>`, :ref:`Vector3<class_Vector3>`, :ref:`Vector4<class_Vector4>`.
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Rounds ``x`` downward (towards negative infinity), returning the largest whole number that is not more than ``x``. Supported types: :ref:`int<class_int>`, :ref:`float<class_float>`, :ref:`Vector2<class_Vector2>`, :ref:`Vector2i<class_Vector2i>`, :ref:`Vector3<class_Vector3>`, :ref:`Vector3i<class_Vector3i>`, :ref:`Vector4<class_Vector4>`, :ref:`Vector4i<class_Vector4i>`.
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:ref:`Variant<class_Variant>` **round** **(** :ref:`Variant<class_Variant>` x **)**
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Rounds ``x`` to the nearest whole number, with halfway cases rounded away from 0. Supported types: :ref:`int<class_int>`, :ref:`float<class_float>`, :ref:`Vector2<class_Vector2>`, :ref:`Vector3<class_Vector3>`, :ref:`Vector4<class_Vector4>`.
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Rounds ``x`` to the nearest whole number, with halfway cases rounded away from 0. Supported types: :ref:`int<class_int>`, :ref:`float<class_float>`, :ref:`Vector2<class_Vector2>`, :ref:`Vector2i<class_Vector2i>`, :ref:`Vector3<class_Vector3>`, :ref:`Vector3i<class_Vector3i>`, :ref:`Vector4<class_Vector4>`, :ref:`Vector4i<class_Vector4i>`.
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classes/class_aabb.rst

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:ref:`AABB<class_AABB>` **operator *** **(** :ref:`Transform3D<class_Transform3D>` right **)**
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Inversely transforms (multiplies) the **AABB** by the given :ref:`Transform3D<class_Transform3D>` transformation matrix.
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Inversely transforms (multiplies) the **AABB** by the given :ref:`Transform3D<class_Transform3D>` transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
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\ ``aabb * transform`` is equivalent to ``transform.inverse() * aabb``. See :ref:`Transform3D.inverse<class_Transform3D_method_inverse>`.
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For transforming by inverse of an affine transformation (e.g. with scaling) ``transform.affine_inverse() * aabb`` can be used instead. See :ref:`Transform3D.affine_inverse<class_Transform3D_method_affine_inverse>`.
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.. rst-class:: classref-item-separator
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classes/class_button.rst

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:ref:`Texture2D<class_Texture2D>` **icon**
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.. container:: contribute
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There is currently no description for this theme property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
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Default icon for the **Button**. Appears only if :ref:`icon<class_Button_property_icon>` is not assigned.
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classes/class_graphedit.rst

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void **set_connection_activity** **(** :ref:`StringName<class_StringName>` from_node, :ref:`int<class_int>` from_port, :ref:`StringName<class_StringName>` to_node, :ref:`int<class_int>` to_port, :ref:`float<class_float>` amount **)**
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Sets the coloration of the connection between ``from_node``'s ``from_port`` and ``to_node``'s ``to_port`` with the color provided in the :ref:`activity<class_GraphEdit_theme_color_activity>` theme property.
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Sets the coloration of the connection between ``from_node``'s ``from_port`` and ``to_node``'s ``to_port`` with the color provided in the :ref:`activity<class_GraphEdit_theme_color_activity>` theme property. The color is linearly interpolated between the connection color and the activity color using ``amount`` as weight.
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:ref:`Color<class_Color>` **activity** = ``Color(1, 1, 1, 1)``
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.. container:: contribute
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There is currently no description for this theme property. Please help us by :ref:`contributing one <doc_updating_the_class_reference>`!
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Color of the connection's activity (see :ref:`set_connection_activity<class_GraphEdit_method_set_connection_activity>`).
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classes/class_lineedit.rst

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- void **set_secret_character** **(** :ref:`String<class_String>` value **)**
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- :ref:`String<class_String>` **get_secret_character** **(** **)**
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The character to use to mask secret input (defaults to "•"). Only a single character can be used as the secret character.
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The character to use to mask secret input. Only a single character can be used as the secret character. If it is longer than one character, only the first one will be used. If it is empty, a space will be used instead.
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classes/class_object.rst

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An advanced :ref:`Variant<class_Variant>` type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a :ref:`Sprite2D<class_Sprite2D>` instance is able to call :ref:`Node.add_child<class_Node_method_add_child>` because it inherits from :ref:`Node<class_Node>`.
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You can create new instances, using ``Object.new()`` in GDScript, or ``new Object`` in C#.
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You can create new instances, using ``Object.new()`` in GDScript, or ``new GodotObject`` in C#.
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To delete an Object instance, call :ref:`free<class_Object_method_free>`. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, :ref:`RefCounted<class_RefCounted>` (and by extension :ref:`Resource<class_Resource>`) deletes itself when no longer referenced, and :ref:`Node<class_Node>` deletes its children when freed.
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void **_init** **(** **)** |virtual|
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Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through ``Object.new()`` in GDScript, or ``new Object`` in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages.
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Called when the object's script is instantiated, oftentimes after the object is initialized in memory (through ``Object.new()`` in GDScript, or ``new GodotObject`` in C#). It can be also defined to take in parameters. This method is similar to a constructor in most programming languages.
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\ **Note:** If :ref:`_init<class_Object_method__init>` is defined with *required* parameters, the Object with script may only be created directly. If any other means (such as :ref:`PackedScene.instantiate<class_PackedScene_method_instantiate>` or :ref:`Node.duplicate<class_Node_method_duplicate>`) are used, the script's initialization will fail.
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# Storing the value in the fake property.
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func _get_property_list():
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private Godot.Collections.Dictionary _internalData = new Godot.Collections.Dictionary();
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public override void _Set(StringName property, Variant value)
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public override bool _Set(StringName property, Variant value)
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{
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if (property == "FakeProperty")
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{

classes/class_packedvector2array.rst

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:ref:`PackedVector2Array<class_PackedVector2Array>` **operator *** **(** :ref:`Transform2D<class_Transform2D>` right **)**
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Transforms (multiplies) all vectors in the array by the :ref:`Transform2D<class_Transform2D>` matrix.
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Returns a new **PackedVector2Array** with all vectors in this array inversely transformed (multiplied) by the given :ref:`Transform2D<class_Transform2D>` transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
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\ ``array * transform`` is equivalent to ``transform.inverse() * array``. See :ref:`Transform2D.inverse<class_Transform2D_method_inverse>`.
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For transforming by inverse of an affine transformation (e.g. with scaling) ``transform.affine_inverse() * array`` can be used instead. See :ref:`Transform2D.affine_inverse<class_Transform2D_method_affine_inverse>`.
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classes/class_packedvector3array.rst

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:ref:`PackedVector3Array<class_PackedVector3Array>` **operator *** **(** :ref:`Transform3D<class_Transform3D>` right **)**
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Transforms (multiplies) all vectors in the array by the :ref:`Transform3D<class_Transform3D>` matrix.
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Returns a new **PackedVector3Array** with all vectors in this array inversely transformed (multiplied) by the given :ref:`Transform3D<class_Transform3D>` transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
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\ ``array * transform`` is equivalent to ``transform.inverse() * array``. See :ref:`Transform3D.inverse<class_Transform3D_method_inverse>`.
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For transforming by inverse of an affine transformation (e.g. with scaling) ``transform.affine_inverse() * array`` can be used instead. See :ref:`Transform3D.affine_inverse<class_Transform3D_method_affine_inverse>`.
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classes/class_plane.rst

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Inversely transforms (multiplies) the **Plane** by the given :ref:`Transform3D<class_Transform3D>` transformation matrix.
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\ ``plane * transform`` is equivalent to ``transform.affine_inverse() * plane``. See :ref:`Transform3D.affine_inverse<class_Transform3D_method_affine_inverse>`.
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classes/class_projectsettings.rst

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+---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`audio/general/3d_panning_strength<class_ProjectSettings_property_audio/general/3d_panning_strength>` | ``0.5`` |
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+---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`audio/general/ios/mix_with_others<class_ProjectSettings_property_audio/general/ios/mix_with_others>` | ``false`` |
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+---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`audio/general/ios/session_category<class_ProjectSettings_property_audio/general/ios/session_category>` | ``0`` |
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+---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`audio/general/text_to_speech<class_ProjectSettings_property_audio/general/text_to_speech>` | ``false`` |
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+---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`audio/video/video_delay_compensation_ms<class_ProjectSettings_property_audio/video/video_delay_compensation_ms>` | ``0`` |
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.. _class_ProjectSettings_property_audio/general/ios/mix_with_others:
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:ref:`bool<class_bool>` **audio/general/ios/mix_with_others** = ``false``
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Sets the `mixWithOthers <https://developer.apple.com/documentation/avfaudio/avaudiosession/categoryoptions/1616611-mixwithothers>`__ option for the AVAudioSession on iOS. This will override the mix behavior, if the category is set to ``Play and Record``, ``Playback``, or ``Multi Route``.
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\ ``Ambient`` always has this set per default.
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----
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.. _class_ProjectSettings_property_audio/general/ios/session_category:
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:ref:`int<class_int>` **audio/general/ios/session_category** = ``0``
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Sets the `AVAudioSessionCategory <https://developer.apple.com/documentation/avfaudio/avaudiosessioncategory>`__ on iOS. Use the ``Playback`` category to get sound output, even if the phone is in silent mode.
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----
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.. _class_ProjectSettings_property_audio/general/text_to_speech:
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