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4-4-beta-1 blog: Add full stop
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@@ -113,7 +113,7 @@ You can find a list of such issues by filtering the merged PRs in the 4.4 milest
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- Automatically resolve initial and final action for draw lists. `RenderingDevice.draw_list_begin()` has been vastly simplified and so it will be much easier to use. The old method signature will continue to work, but we recommend using the new method since it is much simpler. ([GH-98670](https://github.com/godotengine/godot/pull/98670))
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- Editor camera override has moved from the editor viewport to the "Game" tab. ([GH-97257](https://github.com/godotengine/godot/pull/97257))
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UIDs in particular are a pretty massive shake-up to existing project structures, and have understandably been among the more contentious changes of the 4.4 development cycle. Read this blog post to better understand the rationale behind that change, as well as the benefits it brings to the table: [UID changes coming to Godot 4.4](https://godotengine.org/article/uid-changes-coming-to-godot-4-4/)
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UIDs in particular are a pretty massive shake-up to existing project structures, and have understandably been among the more contentious changes of the 4.4 development cycle. Read this blog post to better understand the rationale behind that change, as well as the benefits it brings to the table: [UID changes coming to Godot 4.4](https://godotengine.org/article/uid-changes-coming-to-godot-4-4/).
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### Animation
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One of our newest additions to the animator's toolkit is markers ([GH-91765](https://github.com/godotengine/godot/pull/91765)) by ChocolaMint. Markers allow you to create sub regions of an animation that can be jumped to, or looped without playing the entire animation. This functionality is even supported inside AnimationTree, where you can easily create an AnimationNode's custom timeline based on the markers.
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