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Merge branch 'master' into 3.2
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@@ -61,7 +61,7 @@ Dock in the lower left corner:
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Player scene
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------------
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The first scene we will make defines the ``Player`` object. One of the benefits
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The first scene will define the ``Player`` object. One of the benefits
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of creating a separate Player scene is that we can test it separately, even
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before we've created other parts of the game.
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@@ -669,7 +669,8 @@ Main scene
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----------
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Now it's time to bring it all together. Create a new scene and add a
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:ref:`Node <class_Node>` named ``Main``. Click the "Instance" button and select your
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:ref:`Node <class_Node>` named ``Main``. Ensure you create a Node, **not** a
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Node2D. Click the "Instance" button and select your
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saved ``Player.tscn``.
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.. image:: img/instance_scene.png
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@@ -898,11 +899,11 @@ Note that a new instance must be added to the scene using ``add_child()``.
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mobInstance.Position = mobSpawnLocation.Position;
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// Add some randomness to the direction.
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direction += GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
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direction += RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
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mobInstance.Rotation = direction;
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// Choose the velocity.
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mobInstance.LinearVelocity = new Vector2(GD.RandRange(150f, 250f), 0).Rotated(direction);
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mobInstance.LinearVelocity = new Vector2(RandRange(150f, 250f), 0).Rotated(direction);
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}
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.. important:: Why ``PI``? In functions requiring angles, GDScript uses *radians*,
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@@ -360,6 +360,8 @@ In inherited scenes, the only limitations for modifications are:
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Other than that, everything is allowed!
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.. _doc_importing_scenes_import_hints:
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Import hints
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------------
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@@ -433,6 +435,11 @@ reliability.
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on collision empties and set some distinct color for them in Blender's
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**User Preferences > Themes > 3D View > Empty**.
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.. seealso::
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See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision
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shapes.
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Create navigation (-navmesh)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -329,7 +329,7 @@ accesses:
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child.set_visible(false)
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# Dynamic lookup, checks for method existence first.
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if child.has("set_visible"):
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if child.has_method("set_visible"):
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child.set_visible(false)
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# Cast check, followed by dynamic lookup
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@@ -344,7 +344,7 @@ accesses:
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# If one does not wish to fail these checks without notifying users, one
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# can use an assert instead. These will trigger runtime errors
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# immediately if not true.
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assert(child.has("set_visible"))
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assert(child.has_method("set_visible"))
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assert(child.is_in_group("offer"))
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assert(child is CanvasItem)
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@@ -101,6 +101,8 @@ option in the editor:
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.. image:: img/exptemp.png
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.. _doc_exporting_projects_export_mode:
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Export mode
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~~~~~~~~~~~
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@@ -90,6 +90,8 @@ using the ``load()`` and ``preload()`` methods.
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Ignoring a folder will also automatically hide it from the FileSystem dock,
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which can be useful to reduce clutter.
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.. _doc_project_organization_case_sensitivity:
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Case sensitivity
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----------------
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