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Sets relative option in the setting at ``index`` to ``enabled``.
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If sets ``enabled`` to ``true``, the rotation is applied relative to the pose.
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If sets ``enabled`` to ``false``, the rotation is applied relative to the rest. It means to replace the current pose with the **AimModifier3D**'s result.
Copy file name to clipboardExpand all lines: classes/class_atlastexture.rst
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@@ -118,6 +118,8 @@ The margin around the :ref:`region<class_AtlasTexture_property_region>`. Useful
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The region used to draw the :ref:`atlas<class_AtlasTexture_property_atlas>`. If either dimension of the region's size is ``0``, the value from :ref:`atlas<class_AtlasTexture_property_atlas>` size will be used for that axis instead.
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\ **Note:** The image size is always an integer, so the actual region size is rounded down.
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.. |virtual| replace:::abbr:`virtual(This method should typically be overridden by the user to have any effect.)`
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.. |required| replace:::abbr:`required(This method is required to be overridden when extending its base class.)`
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.. |const| replace:::abbr:`const(This method has no side effects. It doesn't modify any of the instance's member variables.)`
Copy file name to clipboardExpand all lines: classes/class_canvasgroup.rst
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@@ -19,9 +19,9 @@ Merges several 2D nodes into a single draw operation.
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Description
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-----------
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Child :ref:`CanvasItem<class_CanvasItem>` nodes of a **CanvasGroup** are drawn as a single object. It allows to e.g. draw overlapping translucent 2D nodes without blending (set :ref:`CanvasItem.self_modulate<class_CanvasItem_property_self_modulate>` property of **CanvasGroup** to achieve this effect).
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Child :ref:`CanvasItem<class_CanvasItem>` nodes of a **CanvasGroup** are drawn as a single object. It allows to e.g. draw overlapping translucent 2D nodes without causing the overlapping sections to be more opaque than intended (set the :ref:`CanvasItem.self_modulate<class_CanvasItem_property_self_modulate>` property on the **CanvasGroup** to achieve this effect).
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\ **Note:** The **CanvasGroup** uses a custom shader to read from the backbuffer to draw its children. Assigning a :ref:`Material<class_Material>` to the **CanvasGroup** overrides the builtin shader. To duplicate the behavior of the builtin shader in a custom :ref:`Shader<class_Shader>` use the following:
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\ **Note:** The **CanvasGroup** uses a custom shader to read from the backbuffer to draw its children. Assigning a :ref:`Material<class_Material>` to the **CanvasGroup** overrides the built-in shader. To duplicate the behavior of the built-in shader in a custom :ref:`Shader<class_Shader>`, use the following:
Allows placing the dock in the editor's bottom panel. Implement :ref:`_update_layout()<class_EditorDock_private_method__update_layout>` to handle changing layouts.
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Allows placing the dock in the editor's bottom panel.
If ``true``, the dock appears in the **Editor > Editor Docks** menu and can be closed. Non-global docks can still be closed using :ref:`close()<class_EditorDock_method_close>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_EditorDock_property_icon_name:
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.. rst-class:: classref-property
@@ -261,6 +300,40 @@ The key representing this dock in the editor's layout file. If empty, the dock's
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The title of the dock's tab. If empty, the dock's :ref:`Node.name<class_Node_property_name>` will be used. If the name is auto-generated (contains ``@``), the first child's name will be used instead.
If ``true``, the dock is not automatically opened or closed when loading an editor layout, only moved. It also can't be opened using a shortcut. This is meant for docks that are opened and closed in specific cases, such as when selecting a :ref:`TileMap<class_TileMap>` or :ref:`AnimationTree<class_AnimationTree>` node.
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.. rst-class:: classref-section-separator
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----
@@ -307,6 +380,30 @@ Implement this method to handle the layout switching for this dock. ``layout`` i
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