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Merge pull request #9599 from godotengine/classref/sync-97b8ad1
classref: Sync with current master branch (97b8ad1)
2 parents 4e60b38 + cf9df24 commit 3aedb25

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classes/class_animation.rst

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|void| **track_set_path**\ (\ track_idx\: :ref:`int<class_int>`, path\: :ref:`NodePath<class_NodePath>`\ ) :ref:`🔗<class_Animation_method_track_set_path>`
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Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ``":"``.
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Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the :ref:`AnimationMixer.root_node<class_AnimationMixer_property_root_node>` that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ``":"``.
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For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``.
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classes/class_animationmixer.rst

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- |void| **set_root_motion_track**\ (\ value\: :ref:`NodePath<class_NodePath>`\ )
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- :ref:`NodePath<class_NodePath>` **get_root_motion_track**\ (\ )
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The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by ``":"``. For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``.
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The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. The :ref:`root_motion_track<class_AnimationMixer_property_root_motion_track>` uses the same format as :ref:`Animation.track_set_path<class_Animation_method_track_set_path>`, but note that a bone must be specified.
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If the track has type :ref:`Animation.TYPE_POSITION_3D<class_Animation_constant_TYPE_POSITION_3D>`, :ref:`Animation.TYPE_ROTATION_3D<class_Animation_constant_TYPE_ROTATION_3D>` or :ref:`Animation.TYPE_SCALE_3D<class_Animation_constant_TYPE_SCALE_3D>` the transformation will be canceled visually, and the animation will appear to stay in place. See also :ref:`get_root_motion_position<class_AnimationMixer_method_get_root_motion_position>`, :ref:`get_root_motion_rotation<class_AnimationMixer_method_get_root_motion_rotation>`, :ref:`get_root_motion_scale<class_AnimationMixer_method_get_root_motion_scale>` and :ref:`RootMotionView<class_RootMotionView>`.
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If the track has type :ref:`Animation.TYPE_POSITION_3D<class_Animation_constant_TYPE_POSITION_3D>`, :ref:`Animation.TYPE_ROTATION_3D<class_Animation_constant_TYPE_ROTATION_3D>`, or :ref:`Animation.TYPE_SCALE_3D<class_Animation_constant_TYPE_SCALE_3D>` the transformation will be canceled visually, and the animation will appear to stay in place. See also :ref:`get_root_motion_position<class_AnimationMixer_method_get_root_motion_position>`, :ref:`get_root_motion_rotation<class_AnimationMixer_method_get_root_motion_rotation>`, :ref:`get_root_motion_scale<class_AnimationMixer_method_get_root_motion_scale>`, and :ref:`RootMotionView<class_RootMotionView>`.
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.. rst-class:: classref-item-separator
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classes/class_array.rst

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classes/class_editorexportplatformwindows.rst

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:ref:`int<class_int>` **application/export_d3d12** :ref:`🔗<class_EditorExportPlatformWindows_property_application/export_d3d12>`
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If set to ``1``, Direct3D 12 runtime (DXIL, Agility SDK, PIX) libraries are exported with the exported application. If set to ``0``, Direct3D 12 libraries are exported only if :ref:`ProjectSettings.rendering/rendering_device/driver<class_ProjectSettings_property_rendering/rendering_device/driver>` is set to ``"d3d12"``.
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If set to ``1``, the Direct3D 12 runtime libraries (Agility SDK, PIX) are exported with the exported application. If set to ``0``, Direct3D 12 libraries are exported only if :ref:`ProjectSettings.rendering/rendering_device/driver<class_ProjectSettings_property_rendering/rendering_device/driver>` is set to ``"d3d12"``.
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classes/class_os.rst

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Returns the file path to the current engine executable.
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\ **Note:** On macOS, always use :ref:`create_instance<class_OS_method_create_instance>` instead of relying on executable path.
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\ **Note:** On macOS, if you want to launch another instance of Godot, always use :ref:`create_instance<class_OS_method_create_instance>` instead of relying on the executable path.
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classes/class_physicspointqueryparameters2d.rst

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The list of object :ref:`RID<class_RID>`\ s that will be excluded from collisions. Use :ref:`CollisionObject2D.get_rid<class_CollisionObject2D_method_get_rid>` to get the :ref:`RID<class_RID>` associated with a :ref:`CollisionObject2D<class_CollisionObject2D>`-derived node.
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\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.
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classes/class_physicspointqueryparameters3d.rst

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The list of object :ref:`RID<class_RID>`\ s that will be excluded from collisions. Use :ref:`CollisionObject3D.get_rid<class_CollisionObject3D_method_get_rid>` to get the :ref:`RID<class_RID>` associated with a :ref:`CollisionObject3D<class_CollisionObject3D>`-derived node.
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\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.
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classes/class_physicsrayqueryparameters2d.rst

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The list of object :ref:`RID<class_RID>`\ s that will be excluded from collisions. Use :ref:`CollisionObject2D.get_rid<class_CollisionObject2D_method_get_rid>` to get the :ref:`RID<class_RID>` associated with a :ref:`CollisionObject2D<class_CollisionObject2D>`-derived node.
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\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.
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classes/class_physicsrayqueryparameters3d.rst

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The list of object :ref:`RID<class_RID>`\ s that will be excluded from collisions. Use :ref:`CollisionObject3D.get_rid<class_CollisionObject3D_method_get_rid>` to get the :ref:`RID<class_RID>` associated with a :ref:`CollisionObject3D<class_CollisionObject3D>`-derived node.
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\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.
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classes/class_physicsshapequeryparameters2d.rst

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The list of object :ref:`RID<class_RID>`\ s that will be excluded from collisions. Use :ref:`CollisionObject2D.get_rid<class_CollisionObject2D_method_get_rid>` to get the :ref:`RID<class_RID>` associated with a :ref:`CollisionObject2D<class_CollisionObject2D>`-derived node.
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\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.
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