feat: updated engine version to 4.4-rc1
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Node2D" inherits="CanvasItem" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
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A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and skew.
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</brief_description>
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<description>
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A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order.
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[b]Note:[/b] Since both [Node2D] and [Control] inherit from [CanvasItem], they share several concepts from the class such as the [member CanvasItem.z_index] and [member CanvasItem.visible] properties.
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</description>
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<tutorials>
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<link title="Custom drawing in 2D">$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html</link>
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</methods>
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<members>
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<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position">
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Global position.
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Global position. See also [member position].
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</member>
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<member name="global_rotation" type="float" setter="set_global_rotation" getter="get_global_rotation">
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Global rotation in radians.
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Global rotation in radians. See also [member rotation].
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</member>
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<member name="global_rotation_degrees" type="float" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees">
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Helper property to access [member global_rotation] in degrees instead of radians.
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Helper property to access [member global_rotation] in degrees instead of radians. See also [member rotation_degrees].
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</member>
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<member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale">
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Global scale.
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Global scale. See also [member scale].
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</member>
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<member name="global_skew" type="float" setter="set_global_skew" getter="get_global_skew">
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Global skew in radians.
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Global skew in radians. See also [member skew].
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</member>
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<member name="global_transform" type="Transform2D" setter="set_global_transform" getter="get_global_transform">
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Global [Transform2D].
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Global [Transform2D]. See also [member transform].
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</member>
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<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
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Position, relative to the node's parent.
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Position, relative to the node's parent. See also [member global_position].
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</member>
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<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
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Rotation in radians, relative to the node's parent.
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Rotation in radians, relative to the node's parent. See also [member global_rotation].
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[b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
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</member>
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<member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
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Helper property to access [member rotation] in degrees instead of radians.
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Helper property to access [member rotation] in degrees instead of radians. See also [member global_rotation_degrees].
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</member>
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<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
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The node's scale. Unscaled value: [code](1, 1)[/code].
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The node's scale, relative to the node's parent. Unscaled value: [code](1, 1)[/code]. See also [member global_scale].
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[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
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</member>
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<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
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Slants the node.
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[b]Note:[/b] Skew is X axis only.
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If set to a non-zero value, slants the node in one direction or another. This can be used for pseudo-3D effects. See also [member global_skew].
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[b]Note:[/b] Skew is performed on the X axis only, and [i]between[/i] rotation and scaling.
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[b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [code]skew = deg_to_rad(value_in_degrees)[/code].
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</member>
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<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
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Local [Transform2D].
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The node's [Transform2D], relative to the node's parent. See also [member global_transform].
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</member>
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</members>
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</class>
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