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Merge pull request #11352 from Calinou/remove-old-version-references
Remove old Godot version references to simplify documentation
2 parents c7cfd7f + b3cbe5f commit f6b40a0

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engine_details/development/compiling/introduction_to_the_buildsystem.rst

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@@ -485,7 +485,7 @@ create its own template.
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The ``version.txt`` file should contain the corresponding Godot version
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identifier. This file is used to install export templates in a version-specific
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directory to avoid conflicts. For instance, if you are building export templates
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for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first
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for Godot 4.4.1, ``version.txt`` should contain ``4.4.1.stable`` on the first
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line (and nothing else). This version identifier is based on the ``major``,
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``minor``, ``patch`` (if present) and ``status`` lines of the
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`version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__.

engine_details/development/compiling/optimizing_for_size.rst

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@@ -78,7 +78,7 @@ Optimizing for size instead of speed
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- **Difficulty:** Easy
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- **Performed in official builds:** Yes, but only for web builds
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Godot 3.1 onwards allows compiling using size optimizations (instead of speed).
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It is possible to compile Godot using size optimizations (instead of speed).
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To enable this, set the ``optimize`` flag to ``size``:
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::

tutorials/2d/2d_lights_and_shadows.rst

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@@ -114,10 +114,9 @@ transparent white, and move its starting location to be in the center.
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Directional light
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-----------------
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New in Godot 4.0 is the ability to have directional lighting in 2D. Directional
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lighting is used to represent sunlight or moonlight. Light rays are casted
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parallel to each other, as if the sun or moon was infinitely far away from the
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surface that is receiving the light.
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Directional lighting is used to represent sunlight or moonlight. Light rays are
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casted parallel to each other, as if the sun or moon was infinitely far away
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from the surface that is receiving the light.
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DirectionalLight2D offers the following properties:
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improve visuals by making some of the light reflect back to the viewer.
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Both PointLight2D and DirectionalLight2D support normal mapping and specular
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mapping. Since Godot 4.0, normal and specular maps can be assigned to any 2D
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element, including nodes that inherit from Node2D or Control.
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mapping. Normal and specular maps can be assigned to any 2D element,
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including nodes that inherit from Node2D or Control.
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A normal map represents the direction in which each pixel is "pointing" towards.
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This information is then used by the engine to correctly apply lighting to 2D

tutorials/2d/using_tilesets.rst

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Using a collection of scenes
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Since Godot 4.0, you can place actual *scenes* as tiles. This allows you to use
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You can also place actual *scenes* as tiles. This allows you to use
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any collection of nodes as a tile. For example, you could use scene tiles to
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place gameplay elements, such as shops the player may be able to interact with.
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You could also use scene tiles to place AudioStreamPlayer2Ds (for ambient

tutorials/3d/global_illumination/using_lightmap_gi.rst

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@@ -20,9 +20,9 @@ light bleeding, and indirect light will often look better. The downside is that
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baking lightmaps takes longer compared to baking VoxelGI. While baking VoxelGI
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can be done in a matter of seconds, baking lightmaps can take several minutes if
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not more. This can slow down iteration speed significantly, so it is recommended
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to bake lightmaps only when you actually need to see changes in lighting. Since
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Godot 4.0, lightmaps are baked on the GPU, making light baking faster if you
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have a mid-range or high-end dedicated GPU.
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to bake lightmaps only when you actually need to see changes in lighting.
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Lightmaps are baked on the GPU, making light baking faster if you have a
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mid-range or high-end dedicated GPU.
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Baking lightmaps will also reserve baked materials' UV2 slot, which means you can
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no longer use it for other purposes in materials (either in the built-in

tutorials/3d/global_illumination/using_sdfgi.rst

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=================================================
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Signed distance field global illumination (SDFGI) is a novel technique available
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in Godot 4.0. It provides semi-real-time global illumination that scales to any
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in Godot. It provides semi-real-time global illumination that scales to any
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world size and works with procedurally generated levels.
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SDFGI supports dynamic lights, but *not* dynamic occluders or dynamic emissive surfaces.

tutorials/3d/particles/attractors.rst

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affected by an attractor if at least one of the system's visibility layers is enabled in the
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attractor's cull mask.
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.. warning::
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There is a `known issue <https://github.com/godotengine/godot/issues/61014>`_ with
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GPU particle attractors that prevent the cull mask from working properly in Godot 4.0. We will
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update the documentation as soon as it is fixed.
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Box attractors
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~~~~~~~~~~~~~~
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tutorials/3d/particles/collision.rst

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@@ -28,12 +28,6 @@ on each system's :ref:`visibility layers <class_VisualInstance3D>`. A particle s
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collision node only if at least one of the system's visibility layers is enabled in the
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collider's cull mask.
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.. warning::
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There is a `known issue <https://github.com/godotengine/godot/issues/61014>`_ with
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GPU particle collision that prevent the cull mask from working properly in Godot 4.0. We will
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update the documentation as soon as it is fixed.
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Box collision
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~~~~~~~~~~~~~
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tutorials/animation/animation_tree.rst

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However, the support for blending those animations via ``AnimationPlayer`` is limited, as you can only set a fixed cross-fade transition time.
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:ref:`AnimationTree <class_AnimationTree>` is a new node introduced in Godot 3.1 to deal with advanced transitions.
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It replaces the ancient ``AnimationTreePlayer``, while adding a huge amount of features and flexibility.
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:ref:`AnimationTree <class_AnimationTree>` is a node designed to deal with advanced transitions.
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AnimationTree and AnimationPlayer
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---------------------------------
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Before starting, know that an ``AnimationTree`` node does not contain its own animations.
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Instead, it uses animations contained in an ``AnimationPlayer`` node. You create, edit, or import your animations in an ``AnimationPlayer``
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Instead, it uses animations contained in an ``AnimationPlayer`` node. You create, edit, or import your animations in an ``AnimationPlayer``
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and then use an ``AnimationTree`` to control the playback.
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``AnimationPlayer`` and ``AnimationTree`` can be used in both 2D and 3D scenes. When importing 3D scenes and their animations, you can use
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Creating a tree
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---------------
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To use an ``AnimationTree``, you have to set a root node. An animation root node is a class that contains and evaluates sub-nodes and outputs an animation.
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There are 3 types of sub-nodes:
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To use an ``AnimationTree``, you have to set a root node. An animation root node is a class that contains and evaluates sub-nodes and outputs an animation.
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There are 3 types of sub-nodes:
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1. Animation nodes, which reference an animation from the linked ``AnimationPlayer``.
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2. Animation Root nodes, which are used to blend sub-nodes and can be nested.
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----------
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When you make an ``AnimationNodeBlendTree``, you get an empty 2d graph in the bottom panel, under the AnimationTree tab. It contains only an ``Output``
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node by default.
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node by default.
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.. image:: img/animtree_emptyblendtree.webp
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~~~~~~~~~~~~
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When you make an ``AnimationNodeStateMachine``, you get an empty 2d graph in the bottom panel, under the AnimationTree tab. It contains a ``Start`` and ``End``
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state by default.
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state by default.
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.. image:: img/animtree_emptystatemachine.webp
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To add states, right click or use the **create new nodes** button, whose icon is a plus in a box. You can add animations, blendspaces, blendtrees, or even
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To add states, right click or use the **create new nodes** button, whose icon is a plus in a box. You can add animations, blendspaces, blendtrees, or even
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another StateMachine. To edit one of these more complex sub-nodes, click on the pencil icon on the right of the state. To return to the original StateMachine,
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.. image:: img/animtree_transitiontypes.png
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* *Immediate*: Will switch to the next state immediately.
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* *Immediate*: Will switch to the next state immediately.
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* *Sync*: Will switch to the next state immediately, but will seek the new state to the playback position of the old state.
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* *At End*: Will wait for the current state playback to end, then switch to the beginning of the next state animation.
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The last 2 properties in a StateMachine transition are ``Advance Condition`` and ``Advance Expression.`` When the Advance Mode is set to *Auto*, these
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determine if the transition will advance or not.
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Advance Condition is a true/false check. You may put a custom variable name in the text field, and when the StateMachine reaches this transition,
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it will check if your variable is *true*. If so, the transition continues. Note that the advance condition **only** checks if a variable is *true*,
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Advance Condition is a true/false check. You may put a custom variable name in the text field, and when the StateMachine reaches this transition,
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it will check if your variable is *true*. If so, the transition continues. Note that the advance condition **only** checks if a variable is *true*,
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and it cannot check for falseness.
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This gives the Advance Condition a very limited capability. If you wanted to make a transition back and forth based on one property, you would need to make
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2 variables that have opposite values, and check if either of them are true. This is why, in Godot 4, the Advance Expression was added.
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This gives the Advance Condition a very limited capability. If you wanted to make a transition back and forth based on one property, you would need to make
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2 variables that have opposite values, and check if either of them are true. This is why, in Godot 4, the Advance Expression was added.
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The Advance Expression works similar to the Advance Condition, but instead of checking if one variable is true, it evaluates any expression. An expression
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is anything you could put in an ``if`` statement. These are all examples of expressions that would work in the Advance Expression:
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.. image:: img/animtree_blendspace2d.gif
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You may place these points anywhere on the graph by right clicking or using the **add point** button, whose icon is a pen and point.
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You may place these points anywhere on the graph by right clicking or using the **add point** button, whose icon is a pen and point.
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Wherever you place the points, the triangle between them will be generated automatically using Delaunay.
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You may also control and label the ranges in X and Y.
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You may also control and label the ranges in X and Y.
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.. image:: img/animtree_blendspacepoints.gif
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Finally, you may also change the blend mode. By default, blending happens by interpolating points inside the closest triangle. When dealing with 2D
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animations (frame by frame), you may want to switch to *Discrete* mode. Alternatively, if you want to keep the current play position when switching
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Finally, you may also change the blend mode. By default, blending happens by interpolating points inside the closest triangle. When dealing with 2D
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animations (frame by frame), you may want to switch to *Discrete* mode. Alternatively, if you want to keep the current play position when switching
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between discrete animations, there is a *Carry* mode. This mode can be changed in the *Blend* menu:
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.. image:: img/animtree_blendmode.png
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For better blending
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In Godot 4.0+, in order for the blending results to be deterministic (reproducible and always consistent),
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For the blending results to be deterministic (reproducible and always consistent),
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the blended property values must have a specific initial value.
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For example, in the case of two animations to be blended, if one animation has a property track and the other does not,
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the blended animation is calculated as if the latter animation had a property track with the initial value.
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It is assumed to have only one frame and is not expected to be played back using the timeline.
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Also keep in mind that the Rotation 3D tracks and the Property tracks for 2D rotation
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with Interpolation Type set to Linear Angle or Cubic Angle will prevent rotations greater than 180 degrees
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with Interpolation Type set to Linear Angle or Cubic Angle will prevent rotations greater than 180 degrees
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from the initial value as blended animation.
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This can be useful for Skeleton3Ds to prevent the bones penetrating the body when blending animations.
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animationTree.Set("parameters/eye_blend/blend_amount", 1.0);
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.. note:: Advance Expressions from a StateMachine will not be found under the parameters. This is because they are held in another script rather than the
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.. note:: Advance Expressions from a StateMachine will not be found under the parameters. This is because they are held in another script rather than the
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AnimationTree itself. Advance `Conditions` will be found under parameters.

tutorials/animation/playing_videos.rst

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Handling resizing and different aspect ratios
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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By default in Godot 4.0, the VideoStreamPlayer will automatically be resized to match
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By default, the VideoStreamPlayer will automatically be resized to match
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the video's resolution. You can make it follow usual :ref:`class_Control` sizing
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by enabling **Expand** on the VideoStreamPlayer node.
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