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classref: Sync with current master branch (e37c626)
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@@ -65,6 +65,8 @@ Properties
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+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`skin<class_GLTFNode_property_skin>` | ``-1`` |
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+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`visible<class_GLTFNode_property_visible>` | ``true`` |
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+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Transform3D<class_Transform3D>` | :ref:`xform<class_GLTFNode_property_xform>` | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
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+-------------------------------------------------+-------------------------------------------------------------+-----------------------------------------------------+
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@@ -301,6 +303,23 @@ If this glTF node has a skin, the index of the :ref:`GLTFSkin<class_GLTFSkin>` i
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----
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.. _class_GLTFNode_property_visible:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **visible** = ``true`` :ref:`🔗<class_GLTFNode_property_visible>`
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.. rst-class:: classref-property-setget
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- |void| **set_visible**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **get_visible**\ (\ )
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If ``true``, the GLTF node is visible. If ``false``, the GLTF node is not visible. This is translated to the :ref:`Node3D.visible<class_Node3D_property_visible>` property in the Godot scene, and is exported to ``KHR_node_visibility`` when ``false``.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFNode_property_xform:
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.. rst-class:: classref-property
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