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Fix typo
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collections/_release_4_4/entry-highlights-typed-dictionaries.md

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@@ -9,7 +9,7 @@ blockquote: Keys required
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Your requests have been heard!
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Typed dictionaries are coming to the Godot. This impacts the core engine, GDScript, and all other scripting languages when interfacing with Godot's <span class="code-highlight basetype">Dictionary</span> type.
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Typed dictionaries are coming to Godot. This impacts the core engine, GDScript, and all other scripting languages when interfacing with Godot's <span class="code-highlight basetype">Dictionary</span> type.
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The Inspector UX has been improved accordingly, to let you assign the right keys and values directly in the editor.
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contributors:

collections/_release_4_4/entry-systems-animation-animation-markers.md

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title: "Animation markers"
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blockquote: "Put a pin in it"
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Markers allow you to create sub regions of an animation that can be jumped to or looped without playing the entire animation.
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Markers allow you to create subregions of an animation that can be jumped to or looped without playing the entire animation.
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These markers are also supported inside the Animation Tree, where you can easily select animation markers for looping or to begin playback.
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collections/_release_4_4/entry-systems-navigation-navigator-system-refactor.md

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@@ -10,7 +10,7 @@ blockquote: Improving the legacy code
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The navigation code may very well be some of the oldest left in the engine's codebase. Therefore the navigation team has taken up the task to clean up thoroughly and add improvements to outdated areas.
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This release already contains plenty quality of life changes, from debug indicators to show the direction of navigation links, to supporting the obstactle node's transform, and more. In general, navigation features are going to be faster, in no small part due to the heap now being used to store navigation data.
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This release already contains plenty quality of life changes, from debug indicators to show the direction of navigation links, to supporting the obstactle node's transform, and more. In general, navigation features are going to be faster, in no small part due to the pathfinding queries now using a new internal heap structure.
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contributors:
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- name: smix8
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github: smix8

collections/_release_4_4/entry-systems-rendering-lightmaps-bicubic.md

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subsection: rendering
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rank: 0
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importance: 2
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anchor: "lightmaps-bicubic"
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title: "Lightmaps: bicubic sampling & transparency"
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anchor: lightmaps-bicubic
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title: Lightmaps: bicubic sampling & transparency
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blockquote: Blend into the <span class="highlight">shadows</span>
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Thanks to bicubic sampling (and new antialiasing for direct light samples) your low resolution static shadows will now look better than ever.
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Thanks to bicubic sampling (and new antialiasing for direct light samples), your low resolution static shadows will now look better than ever.
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This method for reading from lightmaps smoothes out sharp edges, but requires a small run-time performance cost. You can disable it in the project settings if needed.
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