feat: updated godot version

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Sara Gerretsen 2026-04-04 19:38:56 +02:00
parent 0c508b0831
commit 42b028dbb5
4694 changed files with 236470 additions and 401376 deletions

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A 4×4 matrix used for 3D projective transformations. It can represent transformations such as translation, rotation, scaling, shearing, and perspective division. It consists of four [Vector4] columns.
For purely linear transformations (translation, rotation, and scale), it is recommended to use [Transform3D], as it is more performant and requires less memory.
Used internally as [Camera3D]'s projection matrix.
[b]Note:[/b] In a boolean context, a projection will evaluate to [code]false[/code] if it's equal to [constant IDENTITY]. Otherwise, a projection will always evaluate to [code]true[/code].
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