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Update docs and api.json for Godot 3.5.1-stable
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gdnative-bindings/docs/AABB.xml

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[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
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</description>
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<tutorials>
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<link title="Math tutorial index">https://docs.godotengine.org/en/3.5/tutorials/math/index.html</link>
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<link title="Vector math">https://docs.godotengine.org/en/3.5/tutorials/math/vector_math.html</link>
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<link title="Advanced vector math">https://docs.godotengine.org/en/3.5/tutorials/math/vectors_advanced.html</link>
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<link title="Math tutorial index">https://docs.godotengine.org/en/3.5.1/tutorials/math/index.html</link>
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<link title="Vector math">https://docs.godotengine.org/en/3.5.1/tutorials/math/vector_math.html</link>
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<link title="Advanced vector math">https://docs.godotengine.org/en/3.5.1/tutorials/math/vectors_advanced.html</link>
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</tutorials>
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<methods>
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<method name="AABB">

gdnative-bindings/docs/ARVRCamera.xml

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The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.5/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.5.1/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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</methods>

gdnative-bindings/docs/ARVRController.xml

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The position of the controller node is automatically updated by the [ARVRServer]. This makes this node ideal to add child nodes to visualize the controller.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.5/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.5.1/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_controller_name" qualifiers="const">

gdnative-bindings/docs/ARVRInterface.xml

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Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [ARVRServer].
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.5/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.5.1/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_camera_feed_id">

gdnative-bindings/docs/ARVROrigin.xml

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For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.5/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.5.1/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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</methods>

gdnative-bindings/docs/ARVRPositionalTracker.xml

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The [ARVRController] and [ARVRAnchor] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.5/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.5.1/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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<method name="get_hand" qualifiers="const">

gdnative-bindings/docs/ARVRServer.xml

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The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.5/tutorials/vr/index.html</link>
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<link>https://docs.godotengine.org/en/3.5.1/tutorials/vr/index.html</link>
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</tutorials>
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<methods>
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<method name="add_interface">

gdnative-bindings/docs/AnimatedSprite.xml

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[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
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</description>
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<tutorials>
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<link title="2D Sprite animation">https://docs.godotengine.org/en/3.5/tutorials/2d/2d_sprite_animation.html</link>
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<link title="2D Sprite animation">https://docs.godotengine.org/en/3.5.1/tutorials/2d/2d_sprite_animation.html</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
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<methods>

gdnative-bindings/docs/AnimatedSprite3D.xml

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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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</description>
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<tutorials>
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<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/3.5/tutorials/2d/2d_sprite_animation.html</link>
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<link title="2D Sprite animation (also applies to 3D)">https://docs.godotengine.org/en/3.5.1/tutorials/2d/2d_sprite_animation.html</link>
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</tutorials>
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<methods>
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<method name="is_playing" qualifiers="const">

gdnative-bindings/docs/Animation.xml

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Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.5/tutorials/animation/index.html</link>
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<link>https://docs.godotengine.org/en/3.5.1/tutorials/animation/index.html</link>
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</tutorials>
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<methods>
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<method name="add_track">

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