<?xml version="1.0"?>
<doc>
    <assembly>
        <name>GodotSharp</name>
    </assembly>
    <members>
        <member name="T:Godot.AABB">
            <summary>
            Axis-Aligned Bounding Box. AABB consists of a position, a size, and
            several utility functions. It is typically used for fast overlap tests.
            </summary>
        </member>
        <member name="P:Godot.AABB.Position">
            <summary>
            Beginning corner. Typically has values lower than <see cref="P:Godot.AABB.End"/>.
            </summary>
            <value>Directly uses a private field.</value>
        </member>
        <member name="P:Godot.AABB.Size">
            <summary>
            Size from <see cref="P:Godot.AABB.Position"/> to <see cref="P:Godot.AABB.End"/>. Typically all components are positive.
            If the size is negative, you can use <see cref="M:Godot.AABB.Abs"/> to fix it.
            </summary>
            <value>Directly uses a private field.</value>
        </member>
        <member name="P:Godot.AABB.End">
            <summary>
            Ending corner. This is calculated as <see cref="P:Godot.AABB.Position"/> plus
            <see cref="P:Godot.AABB.Size"/>. Setting this value will change the size.
            </summary>
            <value>
            Getting is equivalent to <paramref name="value"/> = <see cref="P:Godot.AABB.Position"/> + <see cref="P:Godot.AABB.Size"/>,
            setting is equivalent to <see cref="P:Godot.AABB.Size"/> = <paramref name="value"/> - <see cref="P:Godot.AABB.Position"/>
            </value>
        </member>
        <member name="M:Godot.AABB.Abs">
            <summary>
            Returns an <see cref="T:Godot.AABB"/> with equivalent position and size, modified so that
            the most-negative corner is the origin and the size is positive.
            </summary>
            <returns>The modified <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.GetCenter">
            <summary>
            Returns the center of the <see cref="T:Godot.AABB"/>, which is equal
            to <see cref="P:Godot.AABB.Position"/> + (<see cref="P:Godot.AABB.Size"/> / 2).
            </summary>
            <returns>The center.</returns>
        </member>
        <member name="M:Godot.AABB.Encloses(Godot.AABB)">
            <summary>
            Returns <see langword="true"/> if this <see cref="T:Godot.AABB"/> completely encloses another one.
            </summary>
            <param name="with">The other <see cref="T:Godot.AABB"/> that may be enclosed.</param>
            <returns>
            A <see langword="bool"/> for whether or not this <see cref="T:Godot.AABB"/> encloses <paramref name="with"/>.
            </returns>
        </member>
        <member name="M:Godot.AABB.Expand(Godot.Vector3)">
            <summary>
            Returns this <see cref="T:Godot.AABB"/> expanded to include a given point.
            </summary>
            <param name="point">The point to include.</param>
            <returns>The expanded <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.GetArea">
            <summary>
            Returns the area of the <see cref="T:Godot.AABB"/>.
            </summary>
            <returns>The area.</returns>
        </member>
        <member name="M:Godot.AABB.GetEndpoint(System.Int32)">
            <summary>
            Gets the position of one of the 8 endpoints of the <see cref="T:Godot.AABB"/>.
            </summary>
            <param name="idx">Which endpoint to get.</param>
            <returns>An endpoint of the <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.GetLongestAxis">
            <summary>
            Returns the normalized longest axis of the <see cref="T:Godot.AABB"/>.
            </summary>
            <returns>A vector representing the normalized longest axis of the <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.GetLongestAxisIndex">
            <summary>
            Returns the <see cref="T:Godot.Vector3.Axis"/> index of the longest axis of the <see cref="T:Godot.AABB"/>.
            </summary>
            <returns>A <see cref="T:Godot.Vector3.Axis"/> index for which axis is longest.</returns>
        </member>
        <member name="M:Godot.AABB.GetLongestAxisSize">
            <summary>
            Returns the scalar length of the longest axis of the <see cref="T:Godot.AABB"/>.
            </summary>
            <returns>The scalar length of the longest axis of the <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.GetShortestAxis">
            <summary>
            Returns the normalized shortest axis of the <see cref="T:Godot.AABB"/>.
            </summary>
            <returns>A vector representing the normalized shortest axis of the <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.GetShortestAxisIndex">
            <summary>
            Returns the <see cref="T:Godot.Vector3.Axis"/> index of the shortest axis of the <see cref="T:Godot.AABB"/>.
            </summary>
            <returns>A <see cref="T:Godot.Vector3.Axis"/> index for which axis is shortest.</returns>
        </member>
        <member name="M:Godot.AABB.GetShortestAxisSize">
            <summary>
            Returns the scalar length of the shortest axis of the <see cref="T:Godot.AABB"/>.
            </summary>
            <returns>The scalar length of the shortest axis of the <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.GetSupport(Godot.Vector3)">
            <summary>
            Returns the support point in a given direction.
            This is useful for collision detection algorithms.
            </summary>
            <param name="dir">The direction to find support for.</param>
            <returns>A vector representing the support.</returns>
        </member>
        <member name="M:Godot.AABB.Grow(System.Single)">
            <summary>
            Returns a copy of the <see cref="T:Godot.AABB"/> grown a given amount of units towards all the sides.
            </summary>
            <param name="by">The amount to grow by.</param>
            <returns>The grown <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.HasNoArea">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.AABB"/> is flat or empty,
            or <see langword="false"/> otherwise.
            </summary>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.AABB"/> has area.
            </returns>
        </member>
        <member name="M:Godot.AABB.HasNoSurface">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.AABB"/> has no surface (no size),
            or <see langword="false"/> otherwise.
            </summary>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.AABB"/> has area.
            </returns>
        </member>
        <member name="M:Godot.AABB.HasPoint(Godot.Vector3)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.AABB"/> contains a point,
            or <see langword="false"/> otherwise.
            </summary>
            <param name="point">The point to check.</param>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.AABB"/> contains <paramref name="point"/>.
            </returns>
        </member>
        <member name="M:Godot.AABB.Intersection(Godot.AABB)">
            <summary>
            Returns the intersection of this <see cref="T:Godot.AABB"/> and <paramref name="with"/>.
            </summary>
            <param name="with">The other <see cref="T:Godot.AABB"/>.</param>
            <returns>The clipped <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.Intersects(Godot.AABB,System.Boolean)">
             <summary>
             Returns <see langword="true"/> if the <see cref="T:Godot.AABB"/> overlaps with <paramref name="with"/>
             (i.e. they have at least one point in common).
            
             If <paramref name="includeBorders"/> is <see langword="true"/>,
             they will also be considered overlapping if their borders touch,
             even without intersection.
             </summary>
             <param name="with">The other <see cref="T:Godot.AABB"/> to check for intersections with.</param>
             <param name="includeBorders">Whether or not to consider borders.</param>
             <returns>
             A <see langword="bool"/> for whether or not they are intersecting.
             </returns>
        </member>
        <member name="M:Godot.AABB.IntersectsPlane(Godot.Plane)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.AABB"/> is on both sides of <paramref name="plane"/>.
            </summary>
            <param name="plane">The <see cref="T:Godot.Plane"/> to check for intersection.</param>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.AABB"/> intersects the <see cref="T:Godot.Plane"/>.
            </returns>
        </member>
        <member name="M:Godot.AABB.IntersectsSegment(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.AABB"/> intersects
            the line segment between <paramref name="from"/> and <paramref name="to"/>.
            </summary>
            <param name="from">The start of the line segment.</param>
            <param name="to">The end of the line segment.</param>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.AABB"/> intersects the line segment.
            </returns>
        </member>
        <member name="M:Godot.AABB.Merge(Godot.AABB)">
            <summary>
            Returns a larger <see cref="T:Godot.AABB"/> that contains this <see cref="T:Godot.AABB"/> and <paramref name="with"/>.
            </summary>
            <param name="with">The other <see cref="T:Godot.AABB"/>.</param>
            <returns>The merged <see cref="T:Godot.AABB"/>.</returns>
        </member>
        <member name="M:Godot.AABB.#ctor(Godot.Vector3,Godot.Vector3)">
            <summary>
            Constructs an <see cref="T:Godot.AABB"/> from a position and size.
            </summary>
            <param name="position">The position.</param>
            <param name="size">The size, typically positive.</param>
        </member>
        <member name="M:Godot.AABB.#ctor(Godot.Vector3,System.Single,System.Single,System.Single)">
            <summary>
            Constructs an <see cref="T:Godot.AABB"/> from a <paramref name="position"/>,
            <paramref name="width"/>, <paramref name="height"/>, and <paramref name="depth"/>.
            </summary>
            <param name="position">The position.</param>
            <param name="width">The width, typically positive.</param>
            <param name="height">The height, typically positive.</param>
            <param name="depth">The depth, typically positive.</param>
        </member>
        <member name="M:Godot.AABB.#ctor(System.Single,System.Single,System.Single,Godot.Vector3)">
            <summary>
            Constructs an <see cref="T:Godot.AABB"/> from <paramref name="x"/>,
            <paramref name="y"/>, <paramref name="z"/>, and <paramref name="size"/>.
            </summary>
            <param name="x">The position's X coordinate.</param>
            <param name="y">The position's Y coordinate.</param>
            <param name="z">The position's Z coordinate.</param>
            <param name="size">The size, typically positive.</param>
        </member>
        <member name="M:Godot.AABB.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs an <see cref="T:Godot.AABB"/> from <paramref name="x"/>,
            <paramref name="y"/>, <paramref name="z"/>, <paramref name="width"/>,
            <paramref name="height"/>, and <paramref name="depth"/>.
            </summary>
            <param name="x">The position's X coordinate.</param>
            <param name="y">The position's Y coordinate.</param>
            <param name="z">The position's Z coordinate.</param>
            <param name="width">The width, typically positive.</param>
            <param name="height">The height, typically positive.</param>
            <param name="depth">The depth, typically positive.</param>
        </member>
        <member name="M:Godot.AABB.op_Equality(Godot.AABB,Godot.AABB)">
            <summary>
            Returns <see langword="true"/> if the AABBs are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.AABB.IsEqualApprox(Godot.AABB)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left AABB.</param>
            <param name="right">The right AABB.</param>
            <returns>Whether or not the AABBs are exactly equal.</returns>
        </member>
        <member name="M:Godot.AABB.op_Inequality(Godot.AABB,Godot.AABB)">
            <summary>
            Returns <see langword="true"/> if the AABBs are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.AABB.IsEqualApprox(Godot.AABB)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left AABB.</param>
            <param name="right">The right AABB.</param>
            <returns>Whether or not the AABBs are not equal.</returns>
        </member>
        <member name="M:Godot.AABB.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the AABB is exactly equal
            to the given object (<see paramref="obj"/>).
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.AABB.IsEqualApprox(Godot.AABB)"/> instead, which is more reliable.
            </summary>
            <param name="obj">The object to compare with.</param>
            <returns>Whether or not the AABB and the object are equal.</returns>
        </member>
        <member name="M:Godot.AABB.Equals(Godot.AABB)">
            <summary>
            Returns <see langword="true"/> if the AABBs are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.AABB.IsEqualApprox(Godot.AABB)"/> instead, which is more reliable.
            </summary>
            <param name="other">The other AABB.</param>
            <returns>Whether or not the AABBs are exactly equal.</returns>
        </member>
        <member name="M:Godot.AABB.IsEqualApprox(Godot.AABB)">
            <summary>
            Returns <see langword="true"/> if this AABB and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)"/> on each component.
            </summary>
            <param name="other">The other AABB to compare.</param>
            <returns>Whether or not the AABBs structures are approximately equal.</returns>
        </member>
        <member name="M:Godot.AABB.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.AABB"/>.
            </summary>
            <returns>A hash code for this AABB.</returns>
        </member>
        <member name="M:Godot.AABB.ToString">
            <summary>
            Converts this <see cref="T:Godot.AABB"/> to a string.
            </summary>
            <returns>A string representation of this AABB.</returns>
        </member>
        <member name="M:Godot.AABB.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.AABB"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this AABB.</returns>
        </member>
        <member name="T:Godot.Collections.Array">
            <summary>
            Wrapper around Godot's Array class, an array of Variant
            typed elements allocated in the engine in C++. Useful when
            interfacing with the engine. Otherwise prefer .NET collections
            such as <see cref="T:System.Array"/> or <see cref="T:System.Collections.Generic.List`1"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array.#ctor">
            <summary>
            Constructs a new empty <see cref="T:Godot.Collections.Array"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array.#ctor(System.Collections.IEnumerable)">
            <summary>
            Constructs a new <see cref="T:Godot.Collections.Array"/> from the given collection's elements.
            </summary>
            <param name="collection">The collection of elements to construct from.</param>
            <returns>A new Godot Array.</returns>
        </member>
        <member name="M:Godot.Collections.Array.#ctor(System.Object[])">
            <summary>
            Constructs a new <see cref="T:Godot.Collections.Array"/> from the given objects.
            </summary>
            <param name="array">The objects to put in the new array.</param>
            <returns>A new Godot Array.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Duplicate(System.Boolean)">
            <summary>
            Duplicates this <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
            <returns>A new Godot Array.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Resize(System.Int32)">
            <summary>
            Resizes this <see cref="T:Godot.Collections.Array"/> to the given size.
            </summary>
            <param name="newSize">The new size of the array.</param>
            <returns><see cref="F:Godot.Error.Ok"/> if successful, or an error code.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Shuffle">
            <summary>
            Shuffles the contents of this <see cref="T:Godot.Collections.Array"/> into a random order.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array.op_Addition(Godot.Collections.Array,Godot.Collections.Array)">
            <summary>
            Concatenates these two <see cref="T:Godot.Collections.Array"/>s.
            </summary>
            <param name="left">The first array.</param>
            <param name="right">The second array.</param>
            <returns>A new Godot Array with the contents of both arrays.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.Collections.Array"/>.
            </summary>
        </member>
        <member name="P:Godot.Collections.Array.Item(System.Int32)">
            <summary>
            Returns the object at the given <paramref name="index"/>.
            </summary>
            <value>The object at the given <paramref name="index"/>.</value>
        </member>
        <member name="M:Godot.Collections.Array.Add(System.Object)">
            <summary>
            Adds an object to the end of this <see cref="T:Godot.Collections.Array"/>.
            This is the same as <c>append</c> or <c>push_back</c> in GDScript.
            </summary>
            <param name="value">The object to add.</param>
            <returns>The new size after adding the object.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Contains(System.Object)">
            <summary>
            Checks if this <see cref="T:Godot.Collections.Array"/> contains the given object.
            </summary>
            <param name="value">The item to look for.</param>
            <returns>Whether or not this array contains the given object.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Clear">
            <summary>
            Erases all items from this <see cref="T:Godot.Collections.Array"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array.IndexOf(System.Object)">
            <summary>
            Searches this <see cref="T:Godot.Collections.Array"/> for an object
            and returns its index or -1 if not found.
            </summary>
            <param name="value">The object to search for.</param>
            <returns>The index of the object, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.Collections.Array.Insert(System.Int32,System.Object)">
            <summary>
            Inserts a new object at a given position in the array.
            The position must be a valid position of an existing item,
            or the position at the end of the array.
            Existing items will be moved to the right.
            </summary>
            <param name="index">The index to insert at.</param>
            <param name="value">The object to insert.</param>
        </member>
        <member name="M:Godot.Collections.Array.Remove(System.Object)">
            <summary>
            Removes the first occurrence of the specified <paramref name="value"/>
            from this <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <param name="value">The value to remove.</param>
        </member>
        <member name="M:Godot.Collections.Array.RemoveAt(System.Int32)">
            <summary>
            Removes an element from this <see cref="T:Godot.Collections.Array"/> by index.
            </summary>
            <param name="index">The index of the element to remove.</param>
        </member>
        <member name="P:Godot.Collections.Array.Count">
            <summary>
            Returns the number of elements in this <see cref="T:Godot.Collections.Array"/>.
            This is also known as the size or length of the array.
            </summary>
            <returns>The number of elements.</returns>
        </member>
        <member name="M:Godot.Collections.Array.CopyTo(System.Array,System.Int32)">
            <summary>
            Copies the elements of this <see cref="T:Godot.Collections.Array"/> to the given
            untyped C# array, starting at the given index.
            </summary>
            <param name="array">The array to copy to.</param>
            <param name="index">The index to start at.</param>
        </member>
        <member name="M:Godot.Collections.Array.GetEnumerator">
            <summary>
            Gets an enumerator for this <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <returns>An enumerator.</returns>
        </member>
        <member name="M:Godot.Collections.Array.ToString">
            <summary>
            Converts this <see cref="T:Godot.Collections.Array"/> to a string.
            </summary>
            <returns>A string representation of this array.</returns>
        </member>
        <member name="T:Godot.Collections.Array`1">
            <summary>
            Typed wrapper around Godot's Array class, an array of Variant
            typed elements allocated in the engine in C++. Useful when
            interfacing with the engine. Otherwise prefer .NET collections
            such as arrays or <see cref="T:System.Collections.Generic.List`1"/>.
            </summary>
            <typeparam name="T">The type of the array.</typeparam>
        </member>
        <member name="M:Godot.Collections.Array`1.#ctor">
            <summary>
            Constructs a new empty <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array`1.#ctor(System.Collections.Generic.IEnumerable{`0})">
            <summary>
            Constructs a new <see cref="T:Godot.Collections.Array`1"/> from the given collection's elements.
            </summary>
            <param name="collection">The collection of elements to construct from.</param>
            <returns>A new Godot Array.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.#ctor(`0[])">
            <summary>
            Constructs a new <see cref="T:Godot.Collections.Array`1"/> from the given items.
            </summary>
            <param name="array">The items to put in the new array.</param>
            <returns>A new Godot Array.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.#ctor(Godot.Collections.Array)">
            <summary>
            Constructs a typed <see cref="T:Godot.Collections.Array`1"/> from an untyped <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <param name="array">The untyped array to construct from.</param>
        </member>
        <member name="M:Godot.Collections.Array`1.op_Explicit(Godot.Collections.Array{`0})~Godot.Collections.Array">
            <summary>
            Converts this typed <see cref="T:Godot.Collections.Array`1"/> to an untyped <see cref="T:Godot.Collections.Array"/>.
            </summary>
            <param name="from">The typed array to convert.</param>
        </member>
        <member name="M:Godot.Collections.Array`1.Duplicate(System.Boolean)">
            <summary>
            Duplicates this <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
            <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
            <returns>A new Godot Array.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Resize(System.Int32)">
            <summary>
            Resizes this <see cref="T:Godot.Collections.Array`1"/> to the given size.
            </summary>
            <param name="newSize">The new size of the array.</param>
            <returns><see cref="F:Godot.Error.Ok"/> if successful, or an error code.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Shuffle">
            <summary>
            Shuffles the contents of this <see cref="T:Godot.Collections.Array`1"/> into a random order.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array`1.op_Addition(Godot.Collections.Array{`0},Godot.Collections.Array{`0})">
            <summary>
            Concatenates these two <see cref="T:Godot.Collections.Array`1"/>s.
            </summary>
            <param name="left">The first array.</param>
            <param name="right">The second array.</param>
            <returns>A new Godot Array with the contents of both arrays.</returns>
        </member>
        <member name="P:Godot.Collections.Array`1.Item(System.Int32)">
            <summary>
            Returns the value at the given <paramref name="index"/>.
            </summary>
            <value>The value at the given <paramref name="index"/>.</value>
        </member>
        <member name="M:Godot.Collections.Array`1.IndexOf(`0)">
            <summary>
            Searches this <see cref="T:Godot.Collections.Array`1"/> for an item
            and returns its index or -1 if not found.
            </summary>
            <param name="item">The item to search for.</param>
            <returns>The index of the item, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Insert(System.Int32,`0)">
            <summary>
            Inserts a new item at a given position in the <see cref="T:Godot.Collections.Array`1"/>.
            The position must be a valid position of an existing item,
            or the position at the end of the array.
            Existing items will be moved to the right.
            </summary>
            <param name="index">The index to insert at.</param>
            <param name="item">The item to insert.</param>
        </member>
        <member name="M:Godot.Collections.Array`1.RemoveAt(System.Int32)">
            <summary>
            Removes an element from this <see cref="T:Godot.Collections.Array`1"/> by index.
            </summary>
            <param name="index">The index of the element to remove.</param>
        </member>
        <member name="P:Godot.Collections.Array`1.Count">
            <summary>
            Returns the number of elements in this <see cref="T:Godot.Collections.Array`1"/>.
            This is also known as the size or length of the array.
            </summary>
            <returns>The number of elements.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Add(`0)">
            <summary>
            Adds an item to the end of this <see cref="T:Godot.Collections.Array`1"/>.
            This is the same as <c>append</c> or <c>push_back</c> in GDScript.
            </summary>
            <param name="item">The item to add.</param>
            <returns>The new size after adding the item.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.Clear">
            <summary>
            Erases all items from this <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Array`1.Contains(`0)">
            <summary>
            Checks if this <see cref="T:Godot.Collections.Array`1"/> contains the given item.
            </summary>
            <param name="item">The item to look for.</param>
            <returns>Whether or not this array contains the given item.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.CopyTo(`0[],System.Int32)">
            <summary>
            Copies the elements of this <see cref="T:Godot.Collections.Array`1"/> to the given
            C# array, starting at the given index.
            </summary>
            <param name="array">The C# array to copy to.</param>
            <param name="arrayIndex">The index to start at.</param>
        </member>
        <member name="M:Godot.Collections.Array`1.Remove(`0)">
            <summary>
            Removes the first occurrence of the specified value
            from this <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
            <param name="item">The value to remove.</param>
            <returns>A <see langword="bool"/> indicating success or failure.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.GetEnumerator">
            <summary>
            Gets an enumerator for this <see cref="T:Godot.Collections.Array`1"/>.
            </summary>
            <returns>An enumerator.</returns>
        </member>
        <member name="M:Godot.Collections.Array`1.ToString">
            <summary>
            Converts this <see cref="T:Godot.Collections.Array`1"/> to a string.
            </summary>
            <returns>A string representation of this array.</returns>
        </member>
        <member name="T:Godot.Collections.Dictionary">
            <summary>
            Wrapper around Godot's Dictionary class, a dictionary of Variant
            typed elements allocated in the engine in C++. Useful when
            interfacing with the engine.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary.#ctor">
            <summary>
            Constructs a new empty <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary.#ctor(System.Collections.IDictionary)">
            <summary>
            Constructs a new <see cref="T:Godot.Collections.Dictionary"/> from the given dictionary's elements.
            </summary>
            <param name="dictionary">The dictionary to construct from.</param>
            <returns>A new Godot Dictionary.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary.Duplicate(System.Boolean)">
            <summary>
            Duplicates this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
            <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
            <returns>A new Godot Dictionary.</returns>
        </member>
        <member name="P:Godot.Collections.Dictionary.Keys">
            <summary>
            Gets the collection of keys in this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
        </member>
        <member name="P:Godot.Collections.Dictionary.Values">
            <summary>
            Gets the collection of elements in this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
        </member>
        <member name="P:Godot.Collections.Dictionary.Item(System.Object)">
            <summary>
            Returns the object at the given <paramref name="key"/>.
            </summary>
            <value>The object at the given <paramref name="key"/>.</value>
        </member>
        <member name="M:Godot.Collections.Dictionary.Add(System.Object,System.Object)">
            <summary>
            Adds an object <paramref name="value"/> at key <paramref name="key"/>
            to this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
            <param name="key">The key at which to add the object.</param>
            <param name="value">The object to add.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary.Clear">
            <summary>
            Erases all items from this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary.Contains(System.Object)">
            <summary>
            Checks if this <see cref="T:Godot.Collections.Dictionary"/> contains the given key.
            </summary>
            <param name="key">The key to look for.</param>
            <returns>Whether or not this dictionary contains the given key.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary.GetEnumerator">
            <summary>
            Gets an enumerator for this <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
            <returns>An enumerator.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary.Remove(System.Object)">
            <summary>
            Removes an element from this <see cref="T:Godot.Collections.Dictionary"/> by key.
            </summary>
            <param name="key">The key of the element to remove.</param>
        </member>
        <member name="P:Godot.Collections.Dictionary.Count">
            <summary>
            Returns the number of elements in this <see cref="T:Godot.Collections.Dictionary"/>.
            This is also known as the size or length of the dictionary.
            </summary>
            <returns>The number of elements.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary.CopyTo(System.Array,System.Int32)">
            <summary>
            Copies the elements of this <see cref="T:Godot.Collections.Dictionary"/> to the given
            untyped C# array, starting at the given index.
            </summary>
            <param name="array">The array to copy to.</param>
            <param name="index">The index to start at.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary.ToString">
            <summary>
            Converts this <see cref="T:Godot.Collections.Dictionary"/> to a string.
            </summary>
            <returns>A string representation of this dictionary.</returns>
        </member>
        <member name="T:Godot.Collections.Dictionary`2">
            <summary>
            Typed wrapper around Godot's Dictionary class, a dictionary of Variant
            typed elements allocated in the engine in C++. Useful when
            interfacing with the engine. Otherwise prefer .NET collections
            such as <see cref="T:System.Collections.Generic.Dictionary`2"/>.
            </summary>
            <typeparam name="TKey">The type of the dictionary's keys.</typeparam>
            <typeparam name="TValue">The type of the dictionary's values.</typeparam>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.#ctor">
            <summary>
            Constructs a new empty <see cref="T:Godot.Collections.Dictionary`2"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.#ctor(System.Collections.Generic.IDictionary{`0,`1})">
            <summary>
            Constructs a new <see cref="T:Godot.Collections.Dictionary`2"/> from the given dictionary's elements.
            </summary>
            <param name="dictionary">The dictionary to construct from.</param>
            <returns>A new Godot Dictionary.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.#ctor(Godot.Collections.Dictionary)">
            <summary>
            Constructs a new <see cref="T:Godot.Collections.Dictionary`2"/> from the given dictionary's elements.
            </summary>
            <param name="dictionary">The dictionary to construct from.</param>
            <returns>A new Godot Dictionary.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.op_Explicit(Godot.Collections.Dictionary{`0,`1})~Godot.Collections.Dictionary">
            <summary>
            Converts this typed <see cref="T:Godot.Collections.Dictionary`2"/> to an untyped <see cref="T:Godot.Collections.Dictionary"/>.
            </summary>
            <param name="from">The typed dictionary to convert.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.Duplicate(System.Boolean)">
            <summary>
            Duplicates this <see cref="T:Godot.Collections.Dictionary`2"/>.
            </summary>
            <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
            <returns>A new Godot Dictionary.</returns>
        </member>
        <member name="P:Godot.Collections.Dictionary`2.Item(`0)">
            <summary>
            Returns the value at the given <paramref name="key"/>.
            </summary>
            <value>The value at the given <paramref name="key"/>.</value>
        </member>
        <member name="P:Godot.Collections.Dictionary`2.Keys">
            <summary>
            Gets the collection of keys in this <see cref="T:Godot.Collections.Dictionary`2"/>.
            </summary>
        </member>
        <member name="P:Godot.Collections.Dictionary`2.Values">
            <summary>
            Gets the collection of elements in this <see cref="T:Godot.Collections.Dictionary`2"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.Add(`0,`1)">
            <summary>
            Adds an object <paramref name="value"/> at key <paramref name="key"/>
            to this <see cref="T:Godot.Collections.Dictionary`2"/>.
            </summary>
            <param name="key">The key at which to add the object.</param>
            <param name="value">The object to add.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.ContainsKey(`0)">
            <summary>
            Checks if this <see cref="T:Godot.Collections.Dictionary`2"/> contains the given key.
            </summary>
            <param name="key">The key to look for.</param>
            <returns>Whether or not this dictionary contains the given key.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.Remove(`0)">
            <summary>
            Removes an element from this <see cref="T:Godot.Collections.Dictionary`2"/> by key.
            </summary>
            <param name="key">The key of the element to remove.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.TryGetValue(`0,`1@)">
            <summary>
            Gets the object at the given <paramref name="key"/>.
            </summary>
            <param name="key">The key of the element to get.</param>
            <param name="value">The value at the given <paramref name="key"/>.</param>
            <returns>If an object was found for the given <paramref name="key"/>.</returns>
        </member>
        <member name="P:Godot.Collections.Dictionary`2.Count">
            <summary>
            Returns the number of elements in this <see cref="T:Godot.Collections.Dictionary`2"/>.
            This is also known as the size or length of the dictionary.
            </summary>
            <returns>The number of elements.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.Clear">
            <summary>
            Erases all the items from this <see cref="T:Godot.Collections.Dictionary`2"/>.
            </summary>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.CopyTo(System.Collections.Generic.KeyValuePair{`0,`1}[],System.Int32)">
            <summary>
            Copies the elements of this <see cref="T:Godot.Collections.Dictionary`2"/> to the given
            untyped C# array, starting at the given index.
            </summary>
            <param name="array">The array to copy to.</param>
            <param name="arrayIndex">The index to start at.</param>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.GetEnumerator">
            <summary>
            Gets an enumerator for this <see cref="T:Godot.Collections.Dictionary`2"/>.
            </summary>
            <returns>An enumerator.</returns>
        </member>
        <member name="M:Godot.Collections.Dictionary`2.ToString">
            <summary>
            Converts this <see cref="T:Godot.Collections.Dictionary`2"/> to a string.
            </summary>
            <returns>A string representation of this dictionary.</returns>
        </member>
        <member name="T:Godot.RemoteAttribute">
            <summary>
            RPC calls to methods annotated with this attribute go via the network and execute remotely.
            </summary>
        </member>
        <member name="T:Godot.RemoteSyncAttribute">
            <summary>
            RPC calls to methods annotated with this attribute go via the network and execute remotely,
            but will also execute locally (do a normal method call).
            </summary>
        </member>
        <member name="T:Godot.SyncAttribute">
            <summary>
            Same as <see cref="T:Godot.RemoteSyncAttribute"/>.
            </summary>
        </member>
        <member name="T:Godot.SlaveAttribute">
            <summary>
            Same as <see cref="T:Godot.PuppetAttribute"/>.
            </summary>
        </member>
        <member name="T:Godot.PuppetAttribute">
            <summary>
            RPC calls to methods annotated with this attribute go via the network and execute only
            on the peers that are not set as master of the node.
            </summary>
        </member>
        <member name="T:Godot.PuppetSyncAttribute">
            <summary>
            RPC calls to methods annotated with this attribute go via the network and execute only
            on the peers that are not set as master of the node but will also execute locally (do a normal method call).
            </summary>
        </member>
        <member name="T:Godot.MasterAttribute">
            <summary>
            RPC calls to methods annotated with this attribute go via the network and execute only
            on the peer that is set as master of the node.
            </summary>
        </member>
        <member name="T:Godot.MasterSyncAttribute">
            <summary>
            RPC calls to methods annotated with this attribute go via the network and execute only
            on the peer that is set as master of the node but will also execute locally (do a normal method call).
            </summary>
        </member>
        <member name="T:Godot.EulerOrder">
            <summary>
            Specifies which order Euler angle rotations should be in.
            When composing, the order is the same as the letters. When decomposing,
            the order is reversed (ex: YXZ decomposes Z first, then X, and Y last).
            </summary>
        </member>
        <member name="T:Godot.Basis">
             <summary>
             3×3 matrix used for 3D rotation and scale.
             Almost always used as an orthogonal basis for a Transform.
            
             Contains 3 vector fields X, Y and Z as its columns, which are typically
             interpreted as the local basis vectors of a 3D transformation. For such use,
             it is composed of a scaling and a rotation matrix, in that order (M = R.S).
            
             Can also be accessed as array of 3D vectors. These vectors are normally
             orthogonal to each other, but are not necessarily normalized (due to scaling).
            
             For more information, read this documentation article:
             https://docs.godotengine.org/en/3.5/tutorials/math/matrices_and_transforms.html
             </summary>
        </member>
        <member name="P:Godot.Basis.x">
            <summary>
            The basis matrix's X vector (column 0).
            </summary>
            <value>Equivalent to <see cref="P:Godot.Basis.Column0"/> and array index <c>[0]</c>.</value>
        </member>
        <member name="P:Godot.Basis.y">
            <summary>
            The basis matrix's Y vector (column 1).
            </summary>
            <value>Equivalent to <see cref="P:Godot.Basis.Column1"/> and array index <c>[1]</c>.</value>
        </member>
        <member name="P:Godot.Basis.z">
            <summary>
            The basis matrix's Z vector (column 2).
            </summary>
            <value>Equivalent to <see cref="P:Godot.Basis.Column2"/> and array index <c>[2]</c>.</value>
        </member>
        <member name="F:Godot.Basis.Row0">
            <summary>
            Row 0 of the basis matrix. Shows which vectors contribute
            to the X direction. Rows are not very useful for user code,
            but are more efficient for some internal calculations.
            </summary>
        </member>
        <member name="F:Godot.Basis.Row1">
            <summary>
            Row 1 of the basis matrix. Shows which vectors contribute
            to the Y direction. Rows are not very useful for user code,
            but are more efficient for some internal calculations.
            </summary>
        </member>
        <member name="F:Godot.Basis.Row2">
            <summary>
            Row 2 of the basis matrix. Shows which vectors contribute
            to the Z direction. Rows are not very useful for user code,
            but are more efficient for some internal calculations.
            </summary>
        </member>
        <member name="P:Godot.Basis.Column0">
            <summary>
            Column 0 of the basis matrix (the X vector).
            </summary>
            <value>Equivalent to <see cref="P:Godot.Basis.x"/> and array index <c>[0]</c>.</value>
        </member>
        <member name="P:Godot.Basis.Column1">
            <summary>
            Column 1 of the basis matrix (the Y vector).
            </summary>
            <value>Equivalent to <see cref="P:Godot.Basis.y"/> and array index <c>[1]</c>.</value>
        </member>
        <member name="P:Godot.Basis.Column2">
            <summary>
            Column 2 of the basis matrix (the Z vector).
            </summary>
            <value>Equivalent to <see cref="P:Godot.Basis.z"/> and array index <c>[2]</c>.</value>
        </member>
        <member name="P:Godot.Basis.Scale">
            <summary>
            The scale of this basis.
            </summary>
            <value>Equivalent to the lengths of each column vector, but negative if the determinant is negative.</value>
        </member>
        <member name="P:Godot.Basis.Item(System.Int32)">
            <summary>
            Access whole columns in the form of <see cref="T:Godot.Vector3"/>.
            </summary>
            <param name="column">Which column vector.</param>
            <value>The basis column.</value>
        </member>
        <member name="P:Godot.Basis.Item(System.Int32,System.Int32)">
            <summary>
            Access matrix elements in column-major order.
            </summary>
            <param name="column">Which column, the matrix horizontal position.</param>
            <param name="row">Which row, the matrix vertical position.</param>
            <value>The matrix element.</value>
        </member>
        <member name="M:Godot.Basis.RotationQuat">
            <summary>
            Returns the <see cref="T:Godot.Basis"/>'s rotation in the form of a
            <see cref="M:Godot.Basis.Quat"/>. See <see cref="M:Godot.Basis.GetEuler"/> if you
            need Euler angles, but keep in mind quaternions should generally
            be preferred to Euler angles.
            </summary>
            <returns>The basis rotation.</returns>
        </member>
        <member name="M:Godot.Basis.Determinant">
             <summary>
             Returns the determinant of the basis matrix. If the basis is
             uniformly scaled, its determinant is the square of the scale.
            
             A negative determinant means the basis has a negative scale.
             A zero determinant means the basis isn't invertible,
             and is usually considered invalid.
             </summary>
             <returns>The determinant of the basis matrix.</returns>
        </member>
        <member name="M:Godot.Basis.GetEuler">
             <summary>
             Returns the basis's rotation in the form of Euler angles
             (in the YXZ convention: when *decomposing*, first Z, then X, and Y last).
             The returned vector contains the rotation angles in
             the format (X angle, Y angle, Z angle).
            
             Consider using the <see cref="M:Godot.Basis.RotationQuat"/> method instead, which
             returns a <see cref="T:Godot.Quat"/> quaternion instead of Euler angles.
             </summary>
             <returns>A <see cref="T:Godot.Vector3"/> representing the basis rotation in Euler angles.</returns>
        </member>
        <member name="M:Godot.Basis.GetEuler(Godot.EulerOrder)">
             <summary>
             Returns the basis's rotation in the form of Euler angles.
             The Euler order depends on the [param order] parameter,
             for example using the YXZ convention: when decomposing,
             first Z, then X, and Y last. The returned vector contains
             the rotation angles in the format (X angle, Y angle, Z angle).
            
             Consider using the <see cref="M:Godot.Basis.RotationQuat"/> method instead, which
             returns a <see cref="T:Godot.Quat"/> quaternion instead of Euler angles.
             </summary>
             <param name="order">The Euler order to use.</param>
             <returns>A <see cref="T:Godot.Vector3"/> representing the basis rotation in Euler angles.</returns>
        </member>
        <member name="M:Godot.Basis.GetRow(System.Int32)">
            <summary>
            Get rows by index. Rows are not very useful for user code,
            but are more efficient for some internal calculations.
            </summary>
            <param name="index">Which row.</param>
            <exception cref="T:System.IndexOutOfRangeException">
            Thrown when the <paramref name="index"/> is not 0, 1 or 2.
            </exception>
            <returns>One of <c>Row0</c>, <c>Row1</c>, or <c>Row2</c>.</returns>
        </member>
        <member name="M:Godot.Basis.SetRow(System.Int32,Godot.Vector3)">
            <summary>
            Sets rows by index. Rows are not very useful for user code,
            but are more efficient for some internal calculations.
            </summary>
            <param name="index">Which row.</param>
            <param name="value">The vector to set the row to.</param>
            <exception cref="T:System.IndexOutOfRangeException">
            Thrown when the <paramref name="index"/> is not 0, 1 or 2.
            </exception>
        </member>
        <member name="M:Godot.Basis.GetColumn(System.Int32)">
            <summary>
            Deprecated, please use the array operator instead.
            </summary>
            <param name="index">Which column.</param>
            <returns>One of `Column0`, `Column1`, or `Column2`.</returns>
        </member>
        <member name="M:Godot.Basis.SetColumn(System.Int32,Godot.Vector3)">
            <summary>
            Deprecated, please use the array operator instead.
            </summary>
            <param name="index">Which column.</param>
            <param name="value">The vector to set the column to.</param>
        </member>
        <member name="M:Godot.Basis.GetAxis(System.Int32)">
            <summary>
            Deprecated, please use the array operator instead.
            </summary>
            <param name="axis">Which column.</param>
            <returns>One of `Column0`, `Column1`, or `Column2`.</returns>
        </member>
        <member name="M:Godot.Basis.GetOrthogonalIndex">
             <summary>
             This function considers a discretization of rotations into
             24 points on unit sphere, lying along the vectors (x, y, z) with
             each component being either -1, 0, or 1, and returns the index
             of the point best representing the orientation of the object.
             It is mainly used by the <see cref="T:Godot.GridMap"/> editor.
            
             For further details, refer to the Godot source code.
             </summary>
             <returns>The orthogonal index.</returns>
        </member>
        <member name="M:Godot.Basis.Inverse">
            <summary>
            Returns the inverse of the matrix.
            </summary>
            <returns>The inverse matrix.</returns>
        </member>
        <member name="M:Godot.Basis.Orthonormalized">
            <summary>
            Returns the orthonormalized version of the basis matrix (useful to
            call occasionally to avoid rounding errors for orthogonal matrices).
            This performs a Gram-Schmidt orthonormalization on the basis of the matrix.
            </summary>
            <returns>An orthonormalized basis matrix.</returns>
        </member>
        <member name="M:Godot.Basis.Rotated(Godot.Vector3,System.Single)">
            <summary>
            Introduce an additional rotation around the given <paramref name="axis"/>
            by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
            </summary>
            <param name="axis">The axis to rotate around. Must be normalized.</param>
            <param name="angle">The angle to rotate, in radians.</param>
            <returns>The rotated basis matrix.</returns>
        </member>
        <member name="M:Godot.Basis.Scaled(Godot.Vector3)">
            <summary>
            Introduce an additional scaling specified by the given 3D scaling factor.
            </summary>
            <param name="scale">The scale to introduce.</param>
            <returns>The scaled basis matrix.</returns>
        </member>
        <member name="M:Godot.Basis.Slerp(Godot.Basis,System.Single)">
            <summary>
            Assuming that the matrix is a proper rotation matrix, slerp performs
            a spherical-linear interpolation with another rotation matrix.
            </summary>
            <param name="target">The destination basis for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The resulting basis matrix of the interpolation.</returns>
        </member>
        <member name="M:Godot.Basis.Tdotx(Godot.Vector3)">
            <summary>
            Transposed dot product with the X axis of the matrix.
            </summary>
            <param name="with">A vector to calculate the dot product with.</param>
            <returns>The resulting dot product.</returns>
        </member>
        <member name="M:Godot.Basis.Tdoty(Godot.Vector3)">
            <summary>
            Transposed dot product with the Y axis of the matrix.
            </summary>
            <param name="with">A vector to calculate the dot product with.</param>
            <returns>The resulting dot product.</returns>
        </member>
        <member name="M:Godot.Basis.Tdotz(Godot.Vector3)">
            <summary>
            Transposed dot product with the Z axis of the matrix.
            </summary>
            <param name="with">A vector to calculate the dot product with.</param>
            <returns>The resulting dot product.</returns>
        </member>
        <member name="M:Godot.Basis.Transposed">
            <summary>
            Returns the transposed version of the basis matrix.
            </summary>
            <returns>The transposed basis matrix.</returns>
        </member>
        <member name="M:Godot.Basis.Xform(Godot.Vector3)">
            <summary>
            Returns a vector transformed (multiplied) by the basis matrix.
            </summary>
            <seealso cref="M:Godot.Basis.XformInv(Godot.Vector3)"/>
            <param name="v">A vector to transform.</param>
            <returns>The transformed vector.</returns>
        </member>
        <member name="M:Godot.Basis.XformInv(Godot.Vector3)">
             <summary>
             Returns a vector transformed (multiplied) by the transposed basis matrix.
            
             Note: This results in a multiplication by the inverse of the
             basis matrix only if it represents a rotation-reflection.
             </summary>
             <seealso cref="M:Godot.Basis.Xform(Godot.Vector3)"/>
             <param name="v">A vector to inversely transform.</param>
             <returns>The inversely transformed vector.</returns>
        </member>
        <member name="M:Godot.Basis.Quat">
            <summary>
            Returns the basis's rotation in the form of a quaternion.
            See <see cref="M:Godot.Basis.GetEuler"/> if you need Euler angles, but keep in
            mind that quaternions should generally be preferred to Euler angles.
            </summary>
            <returns>A <see cref="T:Godot.Quat"/> representing the basis's rotation.</returns>
        </member>
        <member name="P:Godot.Basis.Identity">
            <summary>
            The identity basis, with no rotation or scaling applied.
            This is used as a replacement for <c>Basis()</c> in GDScript.
            Do not use <c>new Basis()</c> with no arguments in C#, because it sets all values to zero.
            </summary>
            <value>Equivalent to <c>new Basis(Vector3.Right, Vector3.Up, Vector3.Back)</c>.</value>
        </member>
        <member name="P:Godot.Basis.FlipX">
            <summary>
            The basis that will flip something along the X axis when used in a transformation.
            </summary>
            <value>Equivalent to <c>new Basis(Vector3.Left, Vector3.Up, Vector3.Back)</c>.</value>
        </member>
        <member name="P:Godot.Basis.FlipY">
            <summary>
            The basis that will flip something along the Y axis when used in a transformation.
            </summary>
            <value>Equivalent to <c>new Basis(Vector3.Right, Vector3.Down, Vector3.Back)</c>.</value>
        </member>
        <member name="P:Godot.Basis.FlipZ">
            <summary>
            The basis that will flip something along the Z axis when used in a transformation.
            </summary>
            <value>Equivalent to <c>new Basis(Vector3.Right, Vector3.Up, Vector3.Forward)</c>.</value>
        </member>
        <member name="M:Godot.Basis.#ctor(Godot.Quat)">
            <summary>
            Constructs a pure rotation basis matrix from the given quaternion.
            </summary>
            <param name="quaternion">The quaternion to create the basis from.</param>
        </member>
        <member name="M:Godot.Basis.#ctor(Godot.Vector3)">
             <summary>
             Constructs a pure rotation basis matrix from the given Euler angles
             (in the YXZ convention: when *composing*, first Y, then X, and Z last),
             given in the vector format as (X angle, Y angle, Z angle).
            
             Consider using the <see cref="M:Godot.Basis.#ctor(Godot.Quat)"/> constructor instead, which
             uses a <see cref="T:Godot.Quat"/> quaternion instead of Euler angles.
             </summary>
             <param name="eulerYXZ">The Euler angles to create the basis from.</param>
        </member>
        <member name="M:Godot.Basis.#ctor(Godot.Vector3,System.Single)">
            <summary>
            Constructs a pure rotation basis matrix, rotated around the given <paramref name="axis"/>
            by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
            </summary>
            <param name="axis">The axis to rotate around. Must be normalized.</param>
            <param name="angle">The angle to rotate, in radians.</param>
        </member>
        <member name="M:Godot.Basis.#ctor(Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            Constructs a basis matrix from 3 axis vectors (matrix columns).
            </summary>
            <param name="column0">The X vector, or Column0.</param>
            <param name="column1">The Y vector, or Column1.</param>
            <param name="column2">The Z vector, or Column2.</param>
        </member>
        <member name="M:Godot.Basis.FromEuler(Godot.Vector3,Godot.EulerOrder)">
            <summary>
            Constructs a Basis matrix from Euler angles in the specified rotation order. By default, use YXZ order (most common).
            </summary>
            <param name="euler">The Euler angles to use.</param>
            <param name="order">The order to compose the Euler angles.</param>
        </member>
        <member name="M:Godot.Basis.FromScale(Godot.Vector3)">
            <summary>
            Constructs a pure scale basis matrix with no rotation or shearing.
            The scale values are set as the main diagonal of the matrix,
            and all of the other parts of the matrix are zero.
            </summary>
            <param name="scale">The scale Vector3.</param>
            <returns>A pure scale Basis matrix.</returns>
        </member>
        <member name="M:Godot.Basis.op_Multiply(Godot.Basis,Godot.Basis)">
            <summary>
            Composes these two basis matrices by multiplying them
            together. This has the effect of transforming the second basis
            (the child) by the first basis (the parent).
            </summary>
            <param name="left">The parent basis.</param>
            <param name="right">The child basis.</param>
            <returns>The composed basis.</returns>
        </member>
        <member name="M:Godot.Basis.op_Multiply(Godot.Basis,Godot.Vector3)">
            <summary>
            Returns a Vector3 transformed (multiplied) by the basis matrix.
            </summary>
            <param name="basis">The basis matrix transformation to apply.</param>
            <param name="vector">A Vector3 to transform.</param>
            <returns>The transformed Vector3.</returns>
        </member>
        <member name="M:Godot.Basis.op_Multiply(Godot.Vector3,Godot.Basis)">
             <summary>
             Returns a Vector3 transformed (multiplied) by the transposed basis matrix.
            
             Note: This results in a multiplication by the inverse of the
             basis matrix only if it represents a rotation-reflection.
             </summary>
             <param name="vector">A Vector3 to inversely transform.</param>
             <param name="basis">The basis matrix transformation to apply.</param>
             <returns>The inversely transformed vector.</returns>
        </member>
        <member name="M:Godot.Basis.op_Equality(Godot.Basis,Godot.Basis)">
            <summary>
            Returns <see langword="true"/> if the basis matrices are exactly
            equal. Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Basis.IsEqualApprox(Godot.Basis)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left basis.</param>
            <param name="right">The right basis.</param>
            <returns>Whether or not the basis matrices are exactly equal.</returns>
        </member>
        <member name="M:Godot.Basis.op_Inequality(Godot.Basis,Godot.Basis)">
            <summary>
            Returns <see langword="true"/> if the basis matrices are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Basis.IsEqualApprox(Godot.Basis)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left basis.</param>
            <param name="right">The right basis.</param>
            <returns>Whether or not the basis matrices are not equal.</returns>
        </member>
        <member name="M:Godot.Basis.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Basis"/> is
            exactly equal to the given object (<see paramref="obj"/>).
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Basis.IsEqualApprox(Godot.Basis)"/> instead, which is more reliable.
            </summary>
            <param name="obj">The object to compare with.</param>
            <returns>Whether or not the basis matrix and the object are exactly equal.</returns>
        </member>
        <member name="M:Godot.Basis.Equals(Godot.Basis)">
            <summary>
            Returns <see langword="true"/> if the basis matrices are exactly
            equal. Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Basis.IsEqualApprox(Godot.Basis)"/> instead, which is more reliable.
            </summary>
            <param name="other">The other basis.</param>
            <returns>Whether or not the basis matrices are exactly equal.</returns>
        </member>
        <member name="M:Godot.Basis.IsEqualApprox(Godot.Basis)">
            <summary>
            Returns <see langword="true"/> if this basis and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)"/> on each component.
            </summary>
            <param name="other">The other basis to compare.</param>
            <returns>Whether or not the bases are approximately equal.</returns>
        </member>
        <member name="M:Godot.Basis.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Basis"/>.
            </summary>
            <returns>A hash code for this basis.</returns>
        </member>
        <member name="M:Godot.Basis.ToString">
            <summary>
            Converts this <see cref="T:Godot.Basis"/> to a string.
            </summary>
            <returns>A string representation of this basis.</returns>
        </member>
        <member name="M:Godot.Basis.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Basis"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this basis.</returns>
        </member>
        <member name="T:Godot.Color">
             <summary>
             A color represented by red, green, blue, and alpha (RGBA) components.
             The alpha component is often used for transparency.
             Values are in floating-point and usually range from 0 to 1.
             Some properties (such as <see cref="P:Godot.CanvasItem.Modulate"/>) may accept values
             greater than 1 (overbright or HDR colors).
            
             If you want to supply values in a range of 0 to 255, you should use
             <see cref="M:Godot.Color.Color8(System.Byte,System.Byte,System.Byte,System.Byte)"/> and the <c>r8</c>/<c>g8</c>/<c>b8</c>/<c>a8</c> properties.
             </summary>
        </member>
        <member name="F:Godot.Color.r">
            <summary>
            The color's red component, typically on the range of 0 to 1.
            </summary>
        </member>
        <member name="F:Godot.Color.g">
            <summary>
            The color's green component, typically on the range of 0 to 1.
            </summary>
        </member>
        <member name="F:Godot.Color.b">
            <summary>
            The color's blue component, typically on the range of 0 to 1.
            </summary>
        </member>
        <member name="F:Godot.Color.a">
            <summary>
            The color's alpha (transparency) component, typically on the range of 0 to 1.
            </summary>
        </member>
        <member name="P:Godot.Color.r8">
            <summary>
            Wrapper for <see cref="F:Godot.Color.r"/> that uses the range 0 to 255 instead of 0 to 1.
            </summary>
            <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
        </member>
        <member name="P:Godot.Color.g8">
            <summary>
            Wrapper for <see cref="F:Godot.Color.g"/> that uses the range 0 to 255 instead of 0 to 1.
            </summary>
            <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
        </member>
        <member name="P:Godot.Color.b8">
            <summary>
            Wrapper for <see cref="F:Godot.Color.b"/> that uses the range 0 to 255 instead of 0 to 1.
            </summary>
            <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
        </member>
        <member name="P:Godot.Color.a8">
            <summary>
            Wrapper for <see cref="F:Godot.Color.a"/> that uses the range 0 to 255 instead of 0 to 1.
            </summary>
            <value>Getting is equivalent to multiplying by 255 and rounding. Setting is equivalent to dividing by 255.</value>
        </member>
        <member name="P:Godot.Color.h">
            <summary>
            The HSV hue of this color, on the range 0 to 1.
            </summary>
            <value>Getting is a long process, refer to the source code for details. Setting uses <see cref="M:Godot.Color.FromHsv(System.Single,System.Single,System.Single,System.Single)"/>.</value>
        </member>
        <member name="P:Godot.Color.s">
            <summary>
            The HSV saturation of this color, on the range 0 to 1.
            </summary>
            <value>Getting is equivalent to the ratio between the min and max RGB value. Setting uses <see cref="M:Godot.Color.FromHsv(System.Single,System.Single,System.Single,System.Single)"/>.</value>
        </member>
        <member name="P:Godot.Color.v">
            <summary>
            The HSV value (brightness) of this color, on the range 0 to 1.
            </summary>
            <value>Getting is equivalent to using <see cref="M:System.Math.Max(System.Single,System.Single)"/> on the RGB components. Setting uses <see cref="M:Godot.Color.FromHsv(System.Single,System.Single,System.Single,System.Single)"/>.</value>
        </member>
        <member name="M:Godot.Color.ColorN(System.String,System.Single)">
            <summary>
            Returns a color according to the standardized name, with the
            specified alpha value. Supported color names are the same as
            the constants defined in <see cref="T:Godot.Colors"/>.
            </summary>
            <param name="name">The name of the color.</param>
            <param name="alpha">The alpha (transparency) component represented on the range of 0 to 1. Default: 1.</param>
            <returns>The constructed color.</returns>
        </member>
        <member name="P:Godot.Color.Item(System.Int32)">
            <summary>
            Access color components using their index.
            </summary>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Color.r"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Color.g"/>,
            <c>[2]</c> is equivalent to <see cref="F:Godot.Color.b"/>,
            <c>[3]</c> is equivalent to <see cref="F:Godot.Color.a"/>.
            </value>
        </member>
        <member name="M:Godot.Color.ToHsv(System.Single@,System.Single@,System.Single@)">
            <summary>
            Converts a color to HSV values. This is equivalent to using each of
            the <c>h</c>/<c>s</c>/<c>v</c> properties, but much more efficient.
            </summary>
            <param name="hue">Output parameter for the HSV hue.</param>
            <param name="saturation">Output parameter for the HSV saturation.</param>
            <param name="value">Output parameter for the HSV value.</param>
        </member>
        <member name="M:Godot.Color.FromHsv(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a color from an HSV profile, with values on the
            range of 0 to 1. This is equivalent to using each of
            the <c>h</c>/<c>s</c>/<c>v</c> properties, but much more efficient.
            </summary>
            <param name="hue">The HSV hue, typically on the range of 0 to 1.</param>
            <param name="saturation">The HSV saturation, typically on the range of 0 to 1.</param>
            <param name="value">The HSV value (brightness), typically on the range of 0 to 1.</param>
            <param name="alpha">The alpha (transparency) value, typically on the range of 0 to 1.</param>
            <returns>The constructed color.</returns>
        </member>
        <member name="M:Godot.Color.Blend(Godot.Color)">
            <summary>
            Returns a new color resulting from blending this color over another.
            If the color is opaque, the result is also opaque.
            The second color may have a range of alpha values.
            </summary>
            <param name="over">The color to blend over.</param>
            <returns>This color blended over <paramref name="over"/>.</returns>
        </member>
        <member name="M:Godot.Color.Contrasted">
            <summary>
            Returns the most contrasting color.
            </summary>
            <returns>The most contrasting color</returns>
        </member>
        <member name="M:Godot.Color.Darkened(System.Single)">
            <summary>
            Returns a new color resulting from making this color darker
            by the specified ratio (on the range of 0 to 1).
            </summary>
            <param name="amount">The ratio to darken by.</param>
            <returns>The darkened color.</returns>
        </member>
        <member name="M:Godot.Color.Inverted">
            <summary>
            Returns the inverted color: <c>(1 - r, 1 - g, 1 - b, a)</c>.
            </summary>
            <returns>The inverted color.</returns>
        </member>
        <member name="M:Godot.Color.Lightened(System.Single)">
            <summary>
            Returns a new color resulting from making this color lighter
            by the specified ratio (on the range of 0 to 1).
            </summary>
            <param name="amount">The ratio to lighten by.</param>
            <returns>The darkened color.</returns>
        </member>
        <member name="M:Godot.Color.LinearInterpolate(Godot.Color,System.Single)">
            <summary>
            Returns the result of the linear interpolation between
            this color and <paramref name="to"/> by amount <paramref name="weight"/>.
            </summary>
            <param name="to">The destination color for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The resulting color of the interpolation.</returns>
        </member>
        <member name="M:Godot.Color.LinearInterpolate(Godot.Color,Godot.Color)">
            <summary>
            Returns the result of the linear interpolation between
            this color and <paramref name="to"/> by color amount <paramref name="weight"/>.
            </summary>
            <param name="to">The destination color for interpolation.</param>
            <param name="weight">A color with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The resulting color of the interpolation.</returns>
        </member>
        <member name="M:Godot.Color.ToAbgr32">
            <summary>
            Returns the color converted to a 32-bit integer in ABGR
            format (each byte represents a color channel).
            ABGR is the reversed version of the default format.
            </summary>
            <returns>A <see langword="int"/> representing this color in ABGR32 format.</returns>
        </member>
        <member name="M:Godot.Color.ToAbgr64">
            <summary>
            Returns the color converted to a 64-bit integer in ABGR
            format (each word represents a color channel).
            ABGR is the reversed version of the default format.
            </summary>
            <returns>A <see langword="long"/> representing this color in ABGR64 format.</returns>
        </member>
        <member name="M:Godot.Color.ToArgb32">
            <summary>
            Returns the color converted to a 32-bit integer in ARGB
            format (each byte represents a color channel).
            ARGB is more compatible with DirectX, but not used much in Godot.
            </summary>
            <returns>A <see langword="int"/> representing this color in ARGB32 format.</returns>
        </member>
        <member name="M:Godot.Color.ToArgb64">
            <summary>
            Returns the color converted to a 64-bit integer in ARGB
            format (each word represents a color channel).
            ARGB is more compatible with DirectX, but not used much in Godot.
            </summary>
            <returns>A <see langword="long"/> representing this color in ARGB64 format.</returns>
        </member>
        <member name="M:Godot.Color.ToRgba32">
            <summary>
            Returns the color converted to a 32-bit integer in RGBA
            format (each byte represents a color channel).
            RGBA is Godot's default and recommended format.
            </summary>
            <returns>A <see langword="int"/> representing this color in RGBA32 format.</returns>
        </member>
        <member name="M:Godot.Color.ToRgba64">
            <summary>
            Returns the color converted to a 64-bit integer in RGBA
            format (each word represents a color channel).
            RGBA is Godot's default and recommended format.
            </summary>
            <returns>A <see langword="long"/> representing this color in RGBA64 format.</returns>
        </member>
        <member name="M:Godot.Color.ToHtml(System.Boolean)">
            <summary>
            Returns the color's HTML hexadecimal color string in RGBA format.
            </summary>
            <param name="includeAlpha">
            Whether or not to include alpha. If <see langword="false"/>, the color is RGB instead of RGBA.
            </param>
            <returns>A string for the HTML hexadecimal representation of this color.</returns>
        </member>
        <member name="M:Godot.Color.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> from RGBA values, typically on the range of 0 to 1.
            </summary>
            <param name="r">The color's red component, typically on the range of 0 to 1.</param>
            <param name="g">The color's green component, typically on the range of 0 to 1.</param>
            <param name="b">The color's blue component, typically on the range of 0 to 1.</param>
            <param name="a">The color's alpha (transparency) value, typically on the range of 0 to 1. Default: 1.</param>
        </member>
        <member name="M:Godot.Color.#ctor(Godot.Color,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> from an existing color and an alpha value.
            </summary>
            <param name="c">The color to construct from. Only its RGB values are used.</param>
            <param name="a">The color's alpha (transparency) value, typically on the range of 0 to 1. Default: 1.</param>
        </member>
        <member name="M:Godot.Color.#ctor(System.Int32)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> from a 32-bit integer in RGBA format
            (each byte represents a color channel).
            </summary>
            <param name="rgba">The <see langword="int"/> representing the color.</param>
        </member>
        <member name="M:Godot.Color.#ctor(System.Int64)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> from a 64-bit integer in RGBA format
            (each word represents a color channel).
            </summary>
            <param name="rgba">The <see langword="long"/> representing the color.</param>
        </member>
        <member name="M:Godot.Color.Color8(System.Byte,System.Byte,System.Byte,System.Byte)">
            <summary>
            Returns a color constructed from integer red, green, blue, and alpha channels.
            Each channel should have 8 bits of information ranging from 0 to 255.
            </summary>
            <param name="r8">The red component represented on the range of 0 to 255.</param>
            <param name="g8">The green component represented on the range of 0 to 255.</param>
            <param name="b8">The blue component represented on the range of 0 to 255.</param>
            <param name="a8">The alpha (transparency) component represented on the range of 0 to 255.</param>
            <returns>The constructed color.</returns>
        </member>
        <member name="M:Godot.Color.#ctor(System.String)">
            <summary>
            Constructs a <see cref="T:Godot.Color"/> from the HTML hexadecimal color string in RGBA format.
            </summary>
            <param name="rgba">A string for the HTML hexadecimal representation of this color.</param>
            <exception name="ArgumentOutOfRangeException">
            Thrown when the given <paramref name="rgba"/> color code is invalid.
            </exception>
        </member>
        <member name="M:Godot.Color.op_Addition(Godot.Color,Godot.Color)">
            <summary>
            Adds each component of the <see cref="T:Godot.Color"/>
            with the components of the given <see cref="T:Godot.Color"/>.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>The added color.</returns>
        </member>
        <member name="M:Godot.Color.op_Subtraction(Godot.Color,Godot.Color)">
            <summary>
            Subtracts each component of the <see cref="T:Godot.Color"/>
            by the components of the given <see cref="T:Godot.Color"/>.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>The subtracted color.</returns>
        </member>
        <member name="M:Godot.Color.op_UnaryNegation(Godot.Color)">
            <summary>
            Inverts the given color. This is equivalent to
            <c>Colors.White - c</c> or
            <c>new Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)</c>.
            </summary>
            <param name="color">The color to invert.</param>
            <returns>The inverted color</returns>
        </member>
        <member name="M:Godot.Color.op_Multiply(Godot.Color,System.Single)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Color"/>
            by the given <see langword="float"/>.
            </summary>
            <param name="color">The color to multiply.</param>
            <param name="scale">The value to multiply by.</param>
            <returns>The multiplied color.</returns>
        </member>
        <member name="M:Godot.Color.op_Multiply(System.Single,Godot.Color)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Color"/>
            by the given <see langword="float"/>.
            </summary>
            <param name="scale">The value to multiply by.</param>
            <param name="color">The color to multiply.</param>
            <returns>The multiplied color.</returns>
        </member>
        <member name="M:Godot.Color.op_Multiply(Godot.Color,Godot.Color)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Color"/>
            by the components of the given <see cref="T:Godot.Color"/>.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>The multiplied color.</returns>
        </member>
        <member name="M:Godot.Color.op_Division(Godot.Color,System.Single)">
            <summary>
            Divides each component of the <see cref="T:Godot.Color"/>
            by the given <see langword="float"/>.
            </summary>
            <param name="color">The dividend vector.</param>
            <param name="scale">The divisor value.</param>
            <returns>The divided color.</returns>
        </member>
        <member name="M:Godot.Color.op_Division(Godot.Color,Godot.Color)">
            <summary>
            Divides each component of the <see cref="T:Godot.Color"/>
            by the components of the given <see cref="T:Godot.Color"/>.
            </summary>
            <param name="left">The dividend color.</param>
            <param name="right">The divisor color.</param>
            <returns>The divided color.</returns>
        </member>
        <member name="M:Godot.Color.op_Equality(Godot.Color,Godot.Color)">
            <summary>
            Returns <see langword="true"/> if the colors are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Color.IsEqualApprox(Godot.Color)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>Whether or not the colors are equal.</returns>
        </member>
        <member name="M:Godot.Color.op_Inequality(Godot.Color,Godot.Color)">
            <summary>
            Returns <see langword="true"/> if the colors are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Color.IsEqualApprox(Godot.Color)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>Whether or not the colors are equal.</returns>
        </member>
        <member name="M:Godot.Color.op_LessThan(Godot.Color,Godot.Color)">
            <summary>
            Compares two <see cref="T:Godot.Color"/>s by first checking if
            the red value of the <paramref name="left"/> color is less than
            the red value of the <paramref name="right"/> color.
            If the red values are exactly equal, then it repeats this check
            with the green values of the two colors, then with the blue values,
            and then with the alpha value.
            This operator is useful for sorting colors.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>Whether or not the left is less than the right.</returns>
        </member>
        <member name="M:Godot.Color.op_GreaterThan(Godot.Color,Godot.Color)">
            <summary>
            Compares two <see cref="T:Godot.Color"/>s by first checking if
            the red value of the <paramref name="left"/> color is greater than
            the red value of the <paramref name="right"/> color.
            If the red values are exactly equal, then it repeats this check
            with the green values of the two colors, then with the blue values,
            and then with the alpha value.
            This operator is useful for sorting colors.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>Whether or not the left is greater than the right.</returns>
        </member>
        <member name="M:Godot.Color.op_LessThanOrEqual(Godot.Color,Godot.Color)">
            <summary>
            Compares two <see cref="T:Godot.Color"/>s by first checking if
            the red value of the <paramref name="left"/> color is less than
            or equal to the red value of the <paramref name="right"/> color.
            If the red values are exactly equal, then it repeats this check
            with the green values of the two colors, then with the blue values,
            and then with the alpha value.
            This operator is useful for sorting colors.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>Whether or not the left is less than or equal to the right.</returns>
        </member>
        <member name="M:Godot.Color.op_GreaterThanOrEqual(Godot.Color,Godot.Color)">
            <summary>
            Compares two <see cref="T:Godot.Color"/>s by first checking if
            the red value of the <paramref name="left"/> color is greater than
            or equal to the red value of the <paramref name="right"/> color.
            If the red values are exactly equal, then it repeats this check
            with the green values of the two colors, then with the blue values,
            and then with the alpha value.
            This operator is useful for sorting colors.
            </summary>
            <param name="left">The left color.</param>
            <param name="right">The right color.</param>
            <returns>Whether or not the left is greater than or equal to the right.</returns>
        </member>
        <member name="M:Godot.Color.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if this color and <paramref name="obj"/> are equal.
            </summary>
            <param name="obj">The other object to compare.</param>
            <returns>Whether or not the color and the other object are equal.</returns>
        </member>
        <member name="M:Godot.Color.Equals(Godot.Color)">
            <summary>
            Returns <see langword="true"/> if the colors are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Color.IsEqualApprox(Godot.Color)"/> instead, which is more reliable.
            </summary>
            <param name="other">The other color.</param>
            <returns>Whether or not the colors are equal.</returns>
        </member>
        <member name="M:Godot.Color.IsEqualApprox(Godot.Color)">
            <summary>
            Returns <see langword="true"/> if this color and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single)"/> on each component.
            </summary>
            <param name="other">The other color to compare.</param>
            <returns>Whether or not the colors are approximately equal.</returns>
        </member>
        <member name="M:Godot.Color.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Color"/>.
            </summary>
            <returns>A hash code for this color.</returns>
        </member>
        <member name="M:Godot.Color.ToString">
            <summary>
            Converts this <see cref="T:Godot.Color"/> to a string.
            </summary>
            <returns>A string representation of this color.</returns>
        </member>
        <member name="M:Godot.Color.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Color"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this color.</returns>
        </member>
        <member name="T:Godot.Colors">
            <summary>
            This class contains color constants created from standardized color names.
            The standardized color set is based on the X11 and .NET color names.
            </summary>
        </member>
        <member name="T:Godot.DynamicGodotObject">
             <summary>
             Represents an <see cref="T:Godot.Object"/> whose members can be dynamically accessed at runtime through the Variant API.
             </summary>
             <remarks>
             <para>
             The <see cref="T:Godot.DynamicGodotObject"/> class enables access to the Variant
             members of a <see cref="T:Godot.Object"/> instance at runtime.
             </para>
             <para>
             This allows accessing the class members using their original names in the engine as well as the members from the
             script attached to the <see cref="T:Godot.Object"/>, regardless of the scripting language it was written in.
             </para>
             </remarks>
             <example>
             This sample shows how to use <see cref="T:Godot.DynamicGodotObject"/> to dynamically access the engine members of a <see cref="T:Godot.Object"/>.
             <code>
             dynamic sprite = GetNode("Sprite").DynamicGodotObject;
             sprite.add_child(this);
            
             if ((sprite.hframes * sprite.vframes) &gt; 0)
                 sprite.frame = 0;
             </code>
             </example>
             <example>
             This sample shows how to use <see cref="T:Godot.DynamicGodotObject"/> to dynamically access the members of the script attached to a <see cref="T:Godot.Object"/>.
             <code>
             dynamic childNode = GetNode("ChildNode").DynamicGodotObject;
            
             if (childNode.print_allowed)
             {
                 childNode.message = "Hello from C#";
                 childNode.print_message(3);
             }
             </code>
             The <c>ChildNode</c> node has the following GDScript script attached:
             <code>
             // # ChildNode.gd
             // var print_allowed = true
             // var message = ""
             //
             // func print_message(times):
             //     for i in times:
             //         print(message)
             </code>
             </example>
        </member>
        <member name="P:Godot.DynamicGodotObject.Value">
            <summary>
            Gets the <see cref="T:Godot.Object"/> associated with this <see cref="T:Godot.DynamicGodotObject"/>.
            </summary>
        </member>
        <member name="M:Godot.DynamicGodotObject.#ctor(Godot.Object)">
            <summary>
            Initializes a new instance of the <see cref="T:Godot.DynamicGodotObject"/> class.
            </summary>
            <param name="godotObject">
            The <see cref="T:Godot.Object"/> that will be associated with this <see cref="T:Godot.DynamicGodotObject"/>.
            </param>
            <exception cref="T:System.ArgumentNullException">
            Thrown when the <paramref name="godotObject"/> parameter is <see langword="null"/>.
            </exception>
        </member>
        <member name="M:Godot.DynamicGodotObject.GetDynamicMemberNames">
            <inheritdoc/>
        </member>
        <member name="M:Godot.DynamicGodotObject.TryBinaryOperation(System.Dynamic.BinaryOperationBinder,System.Object,System.Object@)">
            <inheritdoc/>
        </member>
        <member name="M:Godot.DynamicGodotObject.TryConvert(System.Dynamic.ConvertBinder,System.Object@)">
            <inheritdoc/>
        </member>
        <member name="M:Godot.DynamicGodotObject.TryGetIndex(System.Dynamic.GetIndexBinder,System.Object[],System.Object@)">
            <inheritdoc/>
        </member>
        <member name="M:Godot.DynamicGodotObject.TryGetMember(System.Dynamic.GetMemberBinder,System.Object@)">
            <inheritdoc/>
        </member>
        <member name="M:Godot.DynamicGodotObject.TryInvokeMember(System.Dynamic.InvokeMemberBinder,System.Object[],System.Object@)">
            <inheritdoc/>
        </member>
        <member name="M:Godot.DynamicGodotObject.TrySetIndex(System.Dynamic.SetIndexBinder,System.Object[],System.Object)">
            <inheritdoc/>
        </member>
        <member name="M:Godot.DynamicGodotObject.TrySetMember(System.Dynamic.SetMemberBinder,System.Object)">
            <inheritdoc/>
        </member>
        <member name="T:Godot.Node">
            <summary>
            <para>Nodes are Godot's building blocks. They can be assigned as the child of another node, resulting in a tree arrangement. A given node can contain any number of nodes as children with the requirement that all siblings (direct children of a node) should have unique names.</para>
            <para>A tree of nodes is called a scene. Scenes can be saved to the disk and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of Godot projects.</para>
            <para>Scene tree: The <see cref="T:Godot.SceneTree"/> contains the active tree of nodes. When a node is added to the scene tree, it receives the <see cref="F:Godot.Node.NotificationEnterTree"/> notification and its <see cref="M:Godot.Node._EnterTree"/> callback is triggered. Child nodes are always added after their parent node, i.e. the <see cref="M:Godot.Node._EnterTree"/> callback of a parent node will be triggered before its child's.</para>
            <para>Once all nodes have been added in the scene tree, they receive the <see cref="F:Godot.Node.NotificationReady"/> notification and their respective <see cref="M:Godot.Node._Ready"/> callbacks are triggered. For groups of nodes, the <see cref="M:Godot.Node._Ready"/> callback is called in reverse order, starting with the children and moving up to the parent nodes.</para>
            <para>This means that when adding a node to the scene tree, the following order will be used for the callbacks: <see cref="M:Godot.Node._EnterTree"/> of the parent, <see cref="M:Godot.Node._EnterTree"/> of the children, <see cref="M:Godot.Node._Ready"/> of the children and finally <see cref="M:Godot.Node._Ready"/> of the parent (recursively for the entire scene tree).</para>
            <para>Processing: Nodes can override the "process" state, so that they receive a callback on each frame requesting them to process (do something). Normal processing (callback <see cref="M:Godot.Node._Process(System.Single)"/>, toggled with <see cref="M:Godot.Node.SetProcess(System.Boolean)"/>) happens as fast as possible and is dependent on the frame rate, so the processing time delta (in seconds) is passed as an argument. Physics processing (callback <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>, toggled with <see cref="M:Godot.Node.SetPhysicsProcess(System.Boolean)"/>) happens a fixed number of times per second (60 by default) and is useful for code related to the physics engine.</para>
            <para>Nodes can also process input events. When present, the <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI <see cref="T:Godot.Control"/> nodes), ensuring that the node only receives the events that were meant for it.</para>
            <para>To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the <see cref="P:Godot.Node.Owner"/> property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.</para>
            <para>Finally, when a node is freed with <see cref="M:Godot.Object.Free"/> or <see cref="M:Godot.Node.QueueFree"/>, it will also free all its children.</para>
            <para>Groups: Nodes can be added to as many groups as you want to be easy to manage, you could create groups like "enemies" or "collectables" for example, depending on your game. See <see cref="M:Godot.Node.AddToGroup(System.String,System.Boolean)"/>, <see cref="M:Godot.Node.IsInGroup(System.String)"/> and <see cref="M:Godot.Node.RemoveFromGroup(System.String)"/>. You can then retrieve all nodes in these groups, iterate them and even call methods on groups via the methods on <see cref="T:Godot.SceneTree"/>.</para>
            <para>Networking with nodes: After connecting to a server (or making one, see <see cref="T:Godot.NetworkedMultiplayerENet"/>), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling <see cref="M:Godot.Node.Rpc(System.String,System.Object[])"/> with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its <see cref="T:Godot.NodePath"/> (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetNode``1(Godot.NodePath)">
            <summary>
            Fetches a node. The <see cref="T:Godot.NodePath"/> can be either a relative path (from
            the current node) or an absolute path (in the scene tree) to a node. If the path
            does not exist, a <see langword="null"/> instance is returned and an error
            is logged. Attempts to access methods on the return value will result in an
            "Attempt to call &lt;method&gt; on a null instance." error.
            Note: Fetching absolute paths only works when the node is inside the scene tree
            (see <see cref="M:Godot.Node.IsInsideTree"/>).
            </summary>
            <example>
            Example: Assume your current node is Character and the following tree:
            <code>
            /root
            /root/Character
            /root/Character/Sword
            /root/Character/Backpack/Dagger
            /root/MyGame
            /root/Swamp/Alligator
            /root/Swamp/Mosquito
            /root/Swamp/Goblin
            </code>
            Possible paths are:
            <code>
            GetNode("Sword");
            GetNode("Backpack/Dagger");
            GetNode("../Swamp/Alligator");
            GetNode("/root/MyGame");
            </code>
            </example>
            <seealso cref="M:Godot.Node.GetNodeOrNull``1(Godot.NodePath)"/>
            <param name="path">The path to the node to fetch.</param>
            <exception cref="T:System.InvalidCastException">
            Thrown when the given the fetched node can't be casted to the given type <typeparamref name="T"/>.
            </exception>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>
            The <see cref="T:Godot.Node"/> at the given <paramref name="path"/>.
            </returns>
        </member>
        <member name="M:Godot.Node.GetNodeOrNull``1(Godot.NodePath)">
            <summary>
            Fetches a node. The <see cref="T:Godot.NodePath"/> can be either a relative path (from
            the current node) or an absolute path (in the scene tree) to a node. If the path
            does not exist, a <see langword="null"/> instance is returned and an error
            is logged. Attempts to access methods on the return value will result in an
            "Attempt to call &lt;method&gt; on a null instance." error.
            Note: Fetching absolute paths only works when the node is inside the scene tree
            (see <see cref="M:Godot.Node.IsInsideTree"/>).
            </summary>
            <example>
            Example: Assume your current node is Character and the following tree:
            <code>
            /root
            /root/Character
            /root/Character/Sword
            /root/Character/Backpack/Dagger
            /root/MyGame
            /root/Swamp/Alligator
            /root/Swamp/Mosquito
            /root/Swamp/Goblin
            </code>
            Possible paths are:
            <code>
            GetNode("Sword");
            GetNode("Backpack/Dagger");
            GetNode("../Swamp/Alligator");
            GetNode("/root/MyGame");
            </code>
            </example>
            <seealso cref="M:Godot.Node.GetNode``1(Godot.NodePath)"/>
            <param name="path">The path to the node to fetch.</param>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>
            The <see cref="T:Godot.Node"/> at the given <paramref name="path"/>, or <see langword="null"/> if not found.
            </returns>
        </member>
        <member name="M:Godot.Node.GetChild``1(System.Int32)">
            <summary>
            Returns a child node by its index (see <see cref="M:Godot.Node.GetChildCount"/>).
            This method is often used for iterating all children of a node.
            Negative indices access the children from the last one.
            To access a child node via its name, use <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/>.
            </summary>
            <seealso cref="M:Godot.Node.GetChildOrNull``1(System.Int32)"/>
            <param name="idx">Child index.</param>
            <exception cref="T:System.InvalidCastException">
            Thrown when the given the fetched node can't be casted to the given type <typeparamref name="T"/>.
            </exception>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>
            The child <see cref="T:Godot.Node"/> at the given index <paramref name="idx"/>.
            </returns>
        </member>
        <member name="M:Godot.Node.GetChildOrNull``1(System.Int32)">
            <summary>
            Returns a child node by its index (see <see cref="M:Godot.Node.GetChildCount"/>).
            This method is often used for iterating all children of a node.
            Negative indices access the children from the last one.
            To access a child node via its name, use <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/>.
            </summary>
            <seealso cref="M:Godot.Node.GetChild``1(System.Int32)"/>
            <param name="idx">Child index.</param>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>
            The child <see cref="T:Godot.Node"/> at the given index <paramref name="idx"/>, or <see langword="null"/> if not found.
            </returns>
        </member>
        <member name="M:Godot.Node.GetOwner``1">
            <summary>
            The node owner. A node can have any other node as owner (as long as it is
            a valid parent, grandparent, etc. ascending in the tree). When saving a
            node (using <see cref="T:Godot.PackedScene"/>), all the nodes it owns will be saved
            with it. This allows for the creation of complex <see cref="T:Godot.SceneTree"/>s,
            with instancing and subinstancing.
            </summary>
            <seealso cref="M:Godot.Node.GetOwnerOrNull``1"/>
            <exception cref="T:System.InvalidCastException">
            Thrown when the given the fetched node can't be casted to the given type <typeparamref name="T"/>.
            </exception>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>
            The owner <see cref="T:Godot.Node"/>.
            </returns>
        </member>
        <member name="M:Godot.Node.GetOwnerOrNull``1">
            <summary>
            The node owner. A node can have any other node as owner (as long as it is
            a valid parent, grandparent, etc. ascending in the tree). When saving a
            node (using <see cref="T:Godot.PackedScene"/>), all the nodes it owns will be saved
            with it. This allows for the creation of complex <see cref="T:Godot.SceneTree"/>s,
            with instancing and subinstancing.
            </summary>
            <seealso cref="M:Godot.Node.GetOwner``1"/>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>
            The owner <see cref="T:Godot.Node"/>, or <see langword="null"/> if there is no owner.
            </returns>
        </member>
        <member name="M:Godot.Node.GetParent``1">
            <summary>
            Returns the parent node of the current node, or a <see langword="null"/> instance
            if the node lacks a parent.
            </summary>
            <seealso cref="M:Godot.Node.GetParentOrNull``1"/>
            <exception cref="T:System.InvalidCastException">
            Thrown when the given the fetched node can't be casted to the given type <typeparamref name="T"/>.
            </exception>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>
            The parent <see cref="T:Godot.Node"/>.
            </returns>
        </member>
        <member name="M:Godot.Node.GetParentOrNull``1">
            <summary>
            Returns the parent node of the current node, or a <see langword="null"/> instance
            if the node lacks a parent.
            </summary>
            <seealso cref="M:Godot.Node.GetParent``1"/>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>
            The parent <see cref="T:Godot.Node"/>, or <see langword="null"/> if the node has no parent.
            </returns>
        </member>
        <member name="F:Godot.Node.NotificationEnterTree">
            <summary>
            <para>Notification received when the node enters a <see cref="T:Godot.SceneTree"/>.</para>
            <para>This notification is emitted before the related <c>tree_entered</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationExitTree">
            <summary>
            <para>Notification received when the node is about to exit a <see cref="T:Godot.SceneTree"/>.</para>
            <para>This notification is emitted after the related <c>tree_exiting</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationMovedInParent">
            <summary>
            <para>Notification received when the node is moved in the parent.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationReady">
            <summary>
            <para>Notification received when the node is ready. See <see cref="M:Godot.Node._Ready"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationPaused">
            <summary>
            <para>Notification received when the node is paused.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationUnpaused">
            <summary>
            <para>Notification received when the node is unpaused.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationPhysicsProcess">
            <summary>
            <para>Notification received every frame when the physics process flag is set (see <see cref="M:Godot.Node.SetPhysicsProcess(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationProcess">
            <summary>
            <para>Notification received every frame when the process flag is set (see <see cref="M:Godot.Node.SetProcess(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationParented">
            <summary>
            <para>Notification received when a node is set as a child of another node.</para>
            <para>Note: This doesn't mean that a node entered the <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationUnparented">
            <summary>
            <para>Notification received when a node is unparented (parent removed it from the list of children).</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationInstanced">
            <summary>
            <para>Notification received when the node is instanced.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationDragBegin">
            <summary>
            <para>Notification received when a drag operation begins. All nodes receive this notification, not only the dragged one.</para>
            <para>Can be triggered either by dragging a <see cref="T:Godot.Control"/> that provides drag data (see <see cref="M:Godot.Control.GetDragData(Godot.Vector2)"/>) or using <see cref="M:Godot.Control.ForceDrag(System.Object,Godot.Control)"/>.</para>
            <para>Use <see cref="M:Godot.Viewport.GuiGetDragData"/> to get the dragged data.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationDragEnd">
            <summary>
            <para>Notification received when a drag operation ends.</para>
            <para>Use <see cref="M:Godot.Viewport.GuiIsDragSuccessful"/> to check if the drag succeeded.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationPathChanged">
            <summary>
            <para>Notification received when the node's <see cref="T:Godot.NodePath"/> changed.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationInternalProcess">
            <summary>
            <para>Notification received every frame when the internal process flag is set (see <see cref="M:Godot.Node.SetProcessInternal(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationInternalPhysicsProcess">
            <summary>
            <para>Notification received every frame when the internal physics process flag is set (see <see cref="M:Godot.Node.SetPhysicsProcessInternal(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationPostEnterTree">
            <summary>
            <para>Notification received when the node is ready, just before <see cref="F:Godot.Node.NotificationReady"/> is received. Unlike the latter, it's sent every time the node enters tree, instead of only once.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationResetPhysicsInterpolation">
            <summary>
            <para>Notification received when <see cref="M:Godot.Node.ResetPhysicsInterpolation"/> is called on the node or parent nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWmMouseEnter">
            <summary>
            <para>Notification received from the OS when the mouse enters the game window.</para>
            <para>Implemented on desktop and web platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWmMouseExit">
            <summary>
            <para>Notification received from the OS when the mouse leaves the game window.</para>
            <para>Implemented on desktop and web platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWmFocusIn">
            <summary>
            <para>Notification received from the OS when the game window is focused.</para>
            <para>Implemented on all platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWmFocusOut">
            <summary>
            <para>Notification received from the OS when the game window is unfocused.</para>
            <para>Implemented on all platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWmQuitRequest">
            <summary>
            <para>Notification received from the OS when a quit request is sent (e.g. closing the window with a "Close" button or Alt + F4).</para>
            <para>Implemented on desktop platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWmGoBackRequest">
            <summary>
            <para>Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android).</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWmUnfocusRequest">
            <summary>
            <para>Notification received from the OS when an unfocus request is sent (e.g. another OS window wants to take the focus).</para>
            <para>No supported platforms currently send this notification.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationOsMemoryWarning">
            <summary>
            <para>Notification received from the OS when the application is exceeding its allocated memory.</para>
            <para>Specific to the iOS platform.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationTranslationChanged">
            <summary>
            <para>Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like <see cref="M:Godot.Object.Tr(System.String)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationWmAbout">
            <summary>
            <para>Notification received from the OS when a request for "About" information is sent.</para>
            <para>Specific to the macOS platform.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationCrash">
            <summary>
            <para>Notification received from Godot's crash handler when the engine is about to crash.</para>
            <para>Implemented on desktop platforms if the crash handler is enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationOsImeUpdate">
            <summary>
            <para>Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).</para>
            <para>Specific to the macOS platform.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationAppResumed">
            <summary>
            <para>Notification received from the OS when the app is resumed.</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.NotificationAppPaused">
            <summary>
            <para>Notification received from the OS when the app is paused.</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.PauseModeEnum.Inherit">
            <summary>
            <para>Inherits pause mode from the node's parent. For the root node, it is equivalent to <see cref="F:Godot.Node.PauseModeEnum.Stop"/>. Default.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.PauseModeEnum.Stop">
            <summary>
            <para>Stops processing when the <see cref="T:Godot.SceneTree"/> is paused.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.PauseModeEnum.Process">
            <summary>
            <para>Continue to process regardless of the <see cref="T:Godot.SceneTree"/> pause state.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.DuplicateFlags.Signals">
            <summary>
            <para>Duplicate the node's signals.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.DuplicateFlags.Groups">
            <summary>
            <para>Duplicate the node's groups.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.DuplicateFlags.Scripts">
            <summary>
            <para>Duplicate the node's scripts.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.DuplicateFlags.UseInstancing">
            <summary>
            <para>Duplicate using instancing.</para>
            <para>An instance stays linked to the original so when the original changes, the instance changes too.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.PhysicsInterpolationModeEnum.Inherit">
            <summary>
            <para>Inherits physics interpolation mode from the node's parent. For the root node, it is equivalent to <see cref="F:Godot.Node.PhysicsInterpolationModeEnum.On"/>. Default.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.PhysicsInterpolationModeEnum.Off">
            <summary>
            <para>Turn off physics interpolation in this node and children set to <see cref="F:Godot.Node.PhysicsInterpolationModeEnum.Inherit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Node.PhysicsInterpolationModeEnum.On">
            <summary>
            <para>Turn on physics interpolation in this node and children set to <see cref="F:Godot.Node.PhysicsInterpolationModeEnum.Inherit"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.PauseMode">
            <summary>
            <para>Pause mode. How the node will behave if the <see cref="T:Godot.SceneTree"/> is paused.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.PhysicsInterpolationMode">
            <summary>
            <para>Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally.</para>
            <para>Note: This can be especially useful for <see cref="T:Godot.Camera"/>s, where custom interpolation can sometimes give superior results.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.Name">
            <summary>
            <para>The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.</para>
            <para>Note: Auto-generated names might include the <c>@</c> character, which is reserved for unique names when using <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean)"/>. When setting the name manually, any <c>@</c> will be removed.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.UniqueNameInOwner">
            <summary>
            <para>Sets this node's name as a unique name in its <see cref="P:Godot.Node.Owner"/>. This allows the node to be accessed as <c>%Name</c> instead of the full path, from any node within that scene.</para>
            <para>If another node with the same owner already had that name declared as unique, that other node's name will no longer be set as having a unique name.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.Filename">
            <summary>
            <para>If a scene is instantiated from a file, its topmost node contains the absolute file path from which it was loaded in <see cref="P:Godot.Node.Filename"/> (e.g. <c>res://levels/1.tscn</c>). Otherwise, <see cref="P:Godot.Node.Filename"/> is set to an empty string.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.Owner">
            <summary>
            <para>The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using <see cref="T:Godot.PackedScene"/>), all the nodes it owns will be saved with it. This allows for the creation of complex <see cref="T:Godot.SceneTree"/>s, with instancing and subinstancing.</para>
            <para>Note: If you want a child to be persisted to a <see cref="T:Godot.PackedScene"/>, you must set <see cref="P:Godot.Node.Owner"/> in addition to calling <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean)"/>. This is typically relevant for <a href="$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html">tool scripts</a> and <a href="$DOCS_URL/tutorials/plugins/editor/index.html">editor plugins</a>. If <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean)"/> is called without setting <see cref="P:Godot.Node.Owner"/>, the newly added <see cref="T:Godot.Node"/> will not be visible in the scene tree, though it will be visible in the 2D/3D view.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.Multiplayer">
            <summary>
            <para>The <see cref="T:Godot.MultiplayerAPI"/> instance associated with this node. Either the <see cref="P:Godot.Node.CustomMultiplayer"/>, or the default SceneTree one (if inside tree).</para>
            </summary>
        </member>
        <member name="P:Godot.Node.CustomMultiplayer">
            <summary>
            <para>The override to the default <see cref="T:Godot.MultiplayerAPI"/>. Set to <c>null</c> to use the default <see cref="T:Godot.SceneTree"/> one.</para>
            </summary>
        </member>
        <member name="P:Godot.Node.ProcessPriority">
            <summary>
            <para>The node's priority in the execution order of the enabled processing callbacks (i.e. <see cref="F:Godot.Node.NotificationProcess"/>, <see cref="F:Godot.Node.NotificationPhysicsProcess"/> and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.</para>
            </summary>
        </member>
        <member name="M:Godot.Node._EnterTree">
            <summary>
            <para>Called when the node enters the <see cref="T:Godot.SceneTree"/> (e.g. upon instancing, scene changing, or after calling <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean)"/> in a script). If the node has children, its <see cref="M:Godot.Node._EnterTree"/> callback will be called first, and then that of the children.</para>
            <para>Corresponds to the <see cref="F:Godot.Node.NotificationEnterTree"/> notification in <see cref="M:Godot.Object._Notification(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node._ExitTree">
            <summary>
            <para>Called when the node is about to leave the <see cref="T:Godot.SceneTree"/> (e.g. upon freeing, scene changing, or after calling <see cref="M:Godot.Node.RemoveChild(Godot.Node)"/> in a script). If the node has children, its <see cref="M:Godot.Node._ExitTree"/> callback will be called last, after all its children have left the tree.</para>
            <para>Corresponds to the <see cref="F:Godot.Node.NotificationExitTree"/> notification in <see cref="M:Godot.Object._Notification(System.Int32)"/> and signal <c>tree_exiting</c>. To get notified when the node has already left the active tree, connect to the <c>tree_exited</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node._GetConfigurationWarning">
            <summary>
            <para>The string returned from this method is displayed as a warning in the Scene Dock if the script that overrides it is a <c>tool</c> script.</para>
            <para>Returning an empty string produces no warning.</para>
            <para>Call <see cref="M:Godot.Node.UpdateConfigurationWarning"/> when the warning needs to be updated for this node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node._Input(Godot.InputEvent)">
            <summary>
            <para>Called when there is an input event. The input event propagates up through the node tree until a node consumes it.</para>
            <para>It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with <see cref="M:Godot.Node.SetProcessInput(System.Boolean)"/>.</para>
            <para>To consume the input event and stop it propagating further to other nodes, <see cref="M:Godot.SceneTree.SetInputAsHandled"/> can be called.</para>
            <para>For gameplay input, <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> and <see cref="M:Godot.Node._UnhandledKeyInput(Godot.InputEventKey)"/> are usually a better fit as they allow the GUI to intercept the events first.</para>
            <para>Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).</para>
            </summary>
        </member>
        <member name="M:Godot.Node._PhysicsProcess(System.Single)">
            <summary>
            <para>Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the <c>delta</c> variable should be constant. <c>delta</c> is in seconds.</para>
            <para>It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with <see cref="M:Godot.Node.SetPhysicsProcess(System.Boolean)"/>.</para>
            <para>Corresponds to the <see cref="F:Godot.Node.NotificationPhysicsProcess"/> notification in <see cref="M:Godot.Object._Notification(System.Int32)"/>.</para>
            <para>Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).</para>
            </summary>
        </member>
        <member name="M:Godot.Node._Process(System.Single)">
            <summary>
            <para>Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the <c>delta</c> time since the previous frame is not constant. <c>delta</c> is in seconds.</para>
            <para>It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with <see cref="M:Godot.Node.SetProcess(System.Boolean)"/>.</para>
            <para>Corresponds to the <see cref="F:Godot.Node.NotificationProcess"/> notification in <see cref="M:Godot.Object._Notification(System.Int32)"/>.</para>
            <para>Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).</para>
            </summary>
        </member>
        <member name="M:Godot.Node._Ready">
            <summary>
            <para>Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their <see cref="M:Godot.Node._Ready"/> callbacks get triggered first, and the parent node will receive the ready notification afterwards.</para>
            <para>Corresponds to the <see cref="F:Godot.Node.NotificationReady"/> notification in <see cref="M:Godot.Object._Notification(System.Int32)"/>. See also the <c>onready</c> keyword for variables.</para>
            <para>Usually used for initialization. For even earlier initialization, <see cref="M:Godot.Object.#ctor"/> may be used. See also <see cref="M:Godot.Node._EnterTree"/>.</para>
            <para>Note: <see cref="M:Godot.Node._Ready"/> may be called only once for each node. After removing a node from the scene tree and adding it again, <c>_ready</c> will not be called a second time. This can be bypassed by requesting another call with <see cref="M:Godot.Node.RequestReady"/>, which may be called anywhere before adding the node again.</para>
            </summary>
        </member>
        <member name="M:Godot.Node._UnhandledInput(Godot.InputEvent)">
            <summary>
            <para>Called when an <see cref="T:Godot.InputEvent"/> hasn't been consumed by <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> or any GUI <see cref="T:Godot.Control"/> item. The input event propagates up through the node tree until a node consumes it.</para>
            <para>It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with <see cref="M:Godot.Node.SetProcessUnhandledInput(System.Boolean)"/>.</para>
            <para>To consume the input event and stop it propagating further to other nodes, <see cref="M:Godot.SceneTree.SetInputAsHandled"/> can be called.</para>
            <para>For gameplay input, this and <see cref="M:Godot.Node._UnhandledKeyInput(Godot.InputEventKey)"/> are usually a better fit than <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> as they allow the GUI to intercept the events first.</para>
            <para>Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).</para>
            </summary>
        </member>
        <member name="M:Godot.Node._UnhandledKeyInput(Godot.InputEventKey)">
            <summary>
            <para>Called when an <see cref="T:Godot.InputEventKey"/> hasn't been consumed by <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> or any GUI <see cref="T:Godot.Control"/> item. The input event propagates up through the node tree until a node consumes it.</para>
            <para>It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with <see cref="M:Godot.Node.SetProcessUnhandledKeyInput(System.Boolean)"/>.</para>
            <para>To consume the input event and stop it propagating further to other nodes, <see cref="M:Godot.SceneTree.SetInputAsHandled"/> can be called.</para>
            <para>For gameplay input, this and <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> are usually a better fit than <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> as they allow the GUI to intercept the events first.</para>
            <para>Note: This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.AddChildBelowNode(Godot.Node,Godot.Node,System.Boolean)">
            <summary>
            <para>Adds <c>child_node</c> as a child. The child is placed below the given <c>node</c> in the list of children.</para>
            <para>If <c>force_readable_name</c> is <c>true</c>, improves the readability of the added node. If not named, the node is renamed to its type, and if it shares <see cref="P:Godot.Node.Name"/> with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to <c>false</c>, which assigns a dummy name featuring <c>@</c> in both situations.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.AddChild(Godot.Node,System.Boolean)">
            <summary>
            <para>Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.</para>
            <para>If <c>force_readable_name</c> is <c>true</c>, improves the readability of the added node. If not named, the node is renamed to its type, and if it shares <see cref="P:Godot.Node.Name"/> with a sibling, a number is suffixed more appropriately. This operation is very slow. As such, it is recommended leaving this to <c>false</c>, which assigns a dummy name featuring <c>@</c> in both situations.</para>
            <para>Note: If the child node already has a parent, the function will fail. Use <see cref="M:Godot.Node.RemoveChild(Godot.Node)"/> first to remove the node from its current parent. For example:</para>
            <para><code>
            if child_node.get_parent():
                child_node.get_parent().remove_child(child_node)
            add_child(child_node)
            </code></para>
            <para>Note: If you want a child to be persisted to a <see cref="T:Godot.PackedScene"/>, you must set <see cref="P:Godot.Node.Owner"/> in addition to calling <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean)"/>. This is typically relevant for <a href="$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html">tool scripts</a> and <a href="$DOCS_URL/tutorials/plugins/editor/index.html">editor plugins</a>. If <see cref="M:Godot.Node.AddChild(Godot.Node,System.Boolean)"/> is called without setting <see cref="P:Godot.Node.Owner"/>, the newly added <see cref="T:Godot.Node"/> will not be visible in the scene tree, though it will be visible in the 2D/3D view.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RemoveChild(Godot.Node)">
            <summary>
            <para>Removes a child node. The node is NOT deleted and must be deleted manually.</para>
            <para>Note: This function may set the <see cref="P:Godot.Node.Owner"/> of the removed Node (or its descendants) to be <c>null</c>, if that <see cref="P:Godot.Node.Owner"/> is no longer a parent or ancestor.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetChildCount">
            <summary>
            <para>Returns the number of child nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetChildren">
            <summary>
            <para>Returns an array of references to node's children.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetChild(System.Int32)">
            <summary>
            <para>Returns a child node by its index (see <see cref="M:Godot.Node.GetChildCount"/>). This method is often used for iterating all children of a node.</para>
            <para>To access a child node via its name, use <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.HasNode(Godot.NodePath)">
            <summary>
            <para>Returns <c>true</c> if the node that the <see cref="T:Godot.NodePath"/> points to exists.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetNode(Godot.NodePath)">
            <summary>
            <para>Fetches a node. The <see cref="T:Godot.NodePath"/> can be either a relative path (from the current node) or an absolute path (in the scene tree) to a node. If the path does not exist, <c>null</c> is returned and an error is logged. Attempts to access methods on the return value will result in an "Attempt to call &lt;method&gt; on a null instance." error.</para>
            <para>Note: Fetching absolute paths only works when the node is inside the scene tree (see <see cref="M:Godot.Node.IsInsideTree"/>).</para>
            <para>Example: Assume your current node is Character and the following tree:</para>
            <para><code>
            /root
            /root/Character
            /root/Character/Sword
            /root/Character/Backpack/Dagger
            /root/MyGame
            /root/Swamp/Alligator
            /root/Swamp/Mosquito
            /root/Swamp/Goblin
            </code></para>
            <para>Possible paths are:</para>
            <para><code>
            get_node("Sword")
            get_node("Backpack/Dagger")
            get_node("../Swamp/Alligator")
            get_node("/root/MyGame")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetNodeOrNull(Godot.NodePath)">
            <summary>
            <para>Similar to <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/>, but does not log an error if <c>path</c> does not point to a valid <see cref="T:Godot.Node"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetParent">
            <summary>
            <para>Returns the parent node of the current node, or <c>null</c> if the node lacks a parent.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.FindNode(System.String,System.Boolean,System.Boolean)">
            <summary>
            <para>Finds a descendant of this node whose name matches <c>mask</c> as in <c>String.match</c> (i.e. case-sensitive, but <c>"*"</c> matches zero or more characters and <c>"?"</c> matches any single character except <c>"."</c>). Returns <c>null</c> if no matching <see cref="T:Godot.Node"/> is found.</para>
            <para>Note: It does not match against the full path, just against individual node names.</para>
            <para>If <c>owned</c> is <c>true</c>, this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner.</para>
            <para>Note: As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/> instead. To avoid using <see cref="M:Godot.Node.FindNode(System.String,System.Boolean,System.Boolean)"/> too often, consider caching the node reference into a variable.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.FindParent(System.String)">
            <summary>
            <para>Finds the first parent of the current node whose name matches <c>mask</c> as in <c>String.match</c> (i.e. case-sensitive, but <c>"*"</c> matches zero or more characters and <c>"?"</c> matches any single character except <c>"."</c>).</para>
            <para>Note: It does not match against the full path, just against individual node names.</para>
            <para>Note: As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/> instead. To avoid using <see cref="M:Godot.Node.FindParent(System.String)"/> too often, consider caching the node reference into a variable.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.HasNodeAndResource(Godot.NodePath)">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.NodePath"/> points to a valid node and its subname points to a valid resource, e.g. <c>Area2D/CollisionShape2D:shape</c>. Properties with a non-<see cref="T:Godot.Resource"/> type (e.g. nodes or primitive math types) are not considered resources.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetNodeAndResource(Godot.NodePath)">
            <summary>
            <para>Fetches a node and one of its resources as specified by the <see cref="T:Godot.NodePath"/>'s subname (e.g. <c>Area2D/CollisionShape2D:shape</c>). If several nested resources are specified in the <see cref="T:Godot.NodePath"/>, the last one will be fetched.</para>
            <para>The return value is an array of size 3: the first index points to the <see cref="T:Godot.Node"/> (or <c>null</c> if not found), the second index points to the <see cref="T:Godot.Resource"/> (or <c>null</c> if not found), and the third index is the remaining <see cref="T:Godot.NodePath"/>, if any.</para>
            <para>For example, assuming that <c>Area2D/CollisionShape2D</c> is a valid node and that its <c>shape</c> property has been assigned a <see cref="T:Godot.RectangleShape2D"/> resource, one could have this kind of output:</para>
            <para><code>
            print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
            print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
            print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsInsideTree">
            <summary>
            <para>Returns <c>true</c> if this node is currently inside a <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsAParentOf(Godot.Node)">
            <summary>
            <para>Returns <c>true</c> if the given node is a direct or indirect child of the current node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsGreaterThan(Godot.Node)">
            <summary>
            <para>Returns <c>true</c> if the given node occurs later in the scene hierarchy than the current node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetPath">
            <summary>
            <para>Returns the absolute path of the current node. This only works if the current node is inside the scene tree (see <see cref="M:Godot.Node.IsInsideTree"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetPathTo(Godot.Node)">
            <summary>
            <para>Returns the relative <see cref="T:Godot.NodePath"/> from this node to the specified <c>node</c>. Both nodes must be in the same scene or the function will fail.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.AddToGroup(System.String,System.Boolean)">
            <summary>
            <para>Adds the node to a group. Groups are helpers to name and organize a subset of nodes, for example "enemies" or "collectables". A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added until they are inside the scene tree (see <see cref="M:Godot.Node.IsInsideTree"/>). See notes in the description, and the group methods in <see cref="T:Godot.SceneTree"/>.</para>
            <para>The <c>persistent</c> option is used when packing node to <see cref="T:Godot.PackedScene"/> and saving to file. Non-persistent groups aren't stored.</para>
            <para>Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RemoveFromGroup(System.String)">
            <summary>
            <para>Removes a node from a group. See notes in the description, and the group methods in <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsInGroup(System.String)">
            <summary>
            <para>Returns <c>true</c> if this node is in the specified group. See notes in the description, and the group methods in <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.MoveChild(Godot.Node,System.Int32)">
            <summary>
            <para>Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetGroups">
            <summary>
            <para>Returns an array listing the groups that the node is a member of.</para>
            <para>Note: For performance reasons, the order of node groups is not guaranteed. The order of node groups should not be relied upon as it can vary across project runs.</para>
            <para>Note: The engine uses some group names internally (all starting with an underscore). To avoid conflicts with internal groups, do not add custom groups whose name starts with an underscore. To exclude internal groups while looping over <see cref="M:Godot.Node.GetGroups"/>, use the following snippet:</para>
            <para><code>
            # Stores the node's non-internal groups only (as an array of Strings).
            var non_internal_groups = []
            for group in get_groups():
                if not group.begins_with("_"):
                    non_internal_groups.push_back(group)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Node.Raise">
            <summary>
            <para>Moves this node to the bottom of parent node's children hierarchy. This is often useful in GUIs (<see cref="T:Godot.Control"/> nodes), because their order of drawing depends on their order in the tree. The top Node is drawn first, then any siblings below the top Node in the hierarchy are successively drawn on top of it. After using <c>raise</c>, a Control will be drawn on top of its siblings.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RemoveAndSkip">
            <summary>
            <para>Removes a node and sets all its children as children of the parent node (if it exists). All event subscriptions that pass by the removed node will be unsubscribed.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetIndex">
            <summary>
            <para>Returns the node's index, i.e. its position among the siblings of its parent.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.PrintTree">
            <summary>
            <para>Prints the tree to stdout. Used mainly for debugging purposes. This version displays the path relative to the current node, and is good for copy/pasting into the <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/> function.</para>
            <para>Example output:</para>
            <para><code>
            TheGame
            TheGame/Menu
            TheGame/Menu/Label
            TheGame/Menu/Camera2D
            TheGame/SplashScreen
            TheGame/SplashScreen/Camera2D
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Node.PrintTreePretty">
            <summary>
            <para>Similar to <see cref="M:Godot.Node.PrintTree"/>, this prints the tree to stdout. This version displays a more graphical representation similar to what is displayed in the scene inspector. It is useful for inspecting larger trees.</para>
            <para>Example output:</para>
            <para><code>
             ┖╴TheGame
                ┠╴Menu
                ┃  ┠╴Label
                ┃  ┖╴Camera2D
                ┖╴SplashScreen
                   ┖╴Camera2D
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Node.PropagateNotification(System.Int32)">
            <summary>
            <para>Notifies the current node and all its children recursively by calling <see cref="M:Godot.Object.Notification(System.Int32,System.Boolean)"/> on all of them.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.PropagateCall(System.String,Godot.Collections.Array,System.Boolean)">
            <summary>
            <para>Calls the given method (if present) with the arguments given in <c>args</c> on this node and recursively on all its children. If the <c>parent_first</c> argument is <c>true</c>, the method will be called on the current node first, then on all its children. If <c>parent_first</c> is <c>false</c>, the children will be called first.</para>
            </summary>
            <param name="args">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.Node.SetPhysicsProcess(System.Boolean)">
            <summary>
            <para>Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a <see cref="F:Godot.Node.NotificationPhysicsProcess"/> at a fixed (usually 60 FPS, see <see cref="P:Godot.Engine.IterationsPerSecond"/> to change) interval (and the <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> callback will be called if exists). Enabled automatically if <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> is overridden. Any calls to this before <see cref="M:Godot.Node._Ready"/> will be ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetPhysicsProcessDeltaTime">
            <summary>
            <para>Returns the time elapsed (in seconds) since the last physics-bound frame (see <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>). This is always a constant value in physics processing unless the frames per second is changed via <see cref="P:Godot.Engine.IterationsPerSecond"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsPhysicsProcessing">
            <summary>
            <para>Returns <c>true</c> if physics processing is enabled (see <see cref="M:Godot.Node.SetPhysicsProcess(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetProcessDeltaTime">
            <summary>
            <para>Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetProcess(System.Boolean)">
            <summary>
            <para>Enables or disables processing. When a node is being processed, it will receive a <see cref="F:Godot.Node.NotificationProcess"/> on every drawn frame (and the <see cref="M:Godot.Node._Process(System.Single)"/> callback will be called if exists). Enabled automatically if <see cref="M:Godot.Node._Process(System.Single)"/> is overridden. Any calls to this before <see cref="M:Godot.Node._Ready"/> will be ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsProcessing">
            <summary>
            <para>Returns <c>true</c> if processing is enabled (see <see cref="M:Godot.Node.SetProcess(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetProcessInput(System.Boolean)">
            <summary>
            <para>Enables or disables input processing. This is not required for GUI controls! Enabled automatically if <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> is overridden. Any calls to this before <see cref="M:Godot.Node._Ready"/> will be ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsProcessingInput">
            <summary>
            <para>Returns <c>true</c> if the node is processing input (see <see cref="M:Godot.Node.SetProcessInput(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetProcessUnhandledInput(System.Boolean)">
            <summary>
            <para>Enables unhandled input processing. This is not required for GUI controls! It enables the node to receive all input that was not previously handled (usually by a <see cref="T:Godot.Control"/>). Enabled automatically if <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> is overridden. Any calls to this before <see cref="M:Godot.Node._Ready"/> will be ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsProcessingUnhandledInput">
            <summary>
            <para>Returns <c>true</c> if the node is processing unhandled input (see <see cref="M:Godot.Node.SetProcessUnhandledInput(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetProcessUnhandledKeyInput(System.Boolean)">
            <summary>
            <para>Enables unhandled key input processing. Enabled automatically if <see cref="M:Godot.Node._UnhandledKeyInput(Godot.InputEventKey)"/> is overridden. Any calls to this before <see cref="M:Godot.Node._Ready"/> will be ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsProcessingUnhandledKeyInput">
            <summary>
            <para>Returns <c>true</c> if the node is processing unhandled key input (see <see cref="M:Godot.Node.SetProcessUnhandledKeyInput(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.CanProcess">
            <summary>
            <para>Returns <c>true</c> if the node can process while the scene tree is paused (see <see cref="P:Godot.Node.PauseMode"/>). Always returns <c>true</c> if the scene tree is not paused, and <c>false</c> if the node is not in the tree.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.PrintStrayNodes">
            <summary>
            <para>Prints all stray nodes (nodes outside the <see cref="T:Godot.SceneTree"/>). Used for debugging. Works only in debug builds.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetPositionInParent">
            <summary>
            <para>Returns the node's order in the scene tree branch. For example, if called on the first child node the position is <c>0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetDisplayFolded(System.Boolean)">
            <summary>
            <para>Sets the folded state of the node in the Scene dock. This method is only intended for use with editor tooling.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsDisplayedFolded">
            <summary>
            <para>Returns <c>true</c> if the node is folded (collapsed) in the Scene dock. This method is only intended for use with editor tooling.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetProcessInternal(System.Boolean)">
            <summary>
            <para>Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal <see cref="M:Godot.Node._Process(System.Single)"/> calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting (<see cref="M:Godot.Node.SetProcess(System.Boolean)"/>). Only useful for advanced uses to manipulate built-in nodes' behavior.</para>
            <para>Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsProcessingInternal">
            <summary>
            <para>Returns <c>true</c> if internal processing is enabled (see <see cref="M:Godot.Node.SetProcessInternal(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetPhysicsProcessInternal(System.Boolean)">
            <summary>
            <para>Enables or disables internal physics for this node. Internal physics processing happens in isolation from the normal <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or physics processing is disabled for scripting (<see cref="M:Godot.Node.SetPhysicsProcess(System.Boolean)"/>). Only useful for advanced uses to manipulate built-in nodes' behavior.</para>
            <para>Warning: Built-in Nodes rely on the internal processing for their own logic, so changing this value from your code may lead to unexpected behavior. Script access to this internal logic is provided for specific advanced uses, but is unsafe and not supported.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsPhysicsProcessingInternal">
            <summary>
            <para>Returns <c>true</c> if internal physics processing is enabled (see <see cref="M:Godot.Node.SetPhysicsProcessInternal(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsPhysicsInterpolated">
            <summary>
            <para>Returns <c>true</c> if the physics interpolated flag is set for this Node (see <see cref="P:Godot.Node.PhysicsInterpolationMode"/>).</para>
            <para>Note: Interpolation will only be active if both the flag is set and physics interpolation is enabled within the <see cref="T:Godot.SceneTree"/>. This can be tested using <see cref="M:Godot.Node.IsPhysicsInterpolatedAndEnabled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsPhysicsInterpolatedAndEnabled">
            <summary>
            <para>Returns <c>true</c> if physics interpolation is enabled (see <see cref="P:Godot.Node.PhysicsInterpolationMode"/>) and enabled in the <see cref="T:Godot.SceneTree"/>.</para>
            <para>This is a convenience version of <see cref="M:Godot.Node.IsPhysicsInterpolated"/> that also checks whether physics interpolation is enabled globally.</para>
            <para>See <see cref="P:Godot.SceneTree.PhysicsInterpolation"/> and <c>ProjectSettings.physics/common/physics_interpolation</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.ResetPhysicsInterpolation">
            <summary>
            <para>When physics interpolation is active, moving a node to a radically different transform (such as placement within a level) can result in a visible glitch as the object is rendered moving from the old to new position over the physics tick.</para>
            <para>This glitch can be prevented by calling <c>reset_physics_interpolation</c>, which temporarily turns off interpolation until the physics tick is complete.</para>
            <para><see cref="F:Godot.Node.NotificationResetPhysicsInterpolation"/> will be received by the node and all children recursively.</para>
            <para>Note: This function should be called after moving the node, rather than before.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetTree">
            <summary>
            <para>Returns the <see cref="T:Godot.SceneTree"/> that contains this node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.CreateTween">
            <summary>
            <para>Creates a new <see cref="T:Godot.SceneTreeTween"/> and binds it to this node. This is equivalent of doing:</para>
            <para><code>
            get_tree().create_tween().bind_node(self)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Node.Duplicate(System.Int32)">
            <summary>
            <para>Duplicates the node, returning a new node.</para>
            <para>You can fine-tune the behavior using the <c>flags</c> (see <see cref="T:Godot.Node.DuplicateFlags"/>).</para>
            <para>Note: It will not work properly if the node contains a script with constructor arguments (i.e. needs to supply arguments to <see cref="M:Godot.Object.#ctor"/> method). In that case, the node will be duplicated without a script.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.ReplaceBy(Godot.Node,System.Boolean)">
            <summary>
            <para>Replaces a node in a scene by the given one. Subscriptions that pass through this node will be lost.</para>
            <para>Note: The given node will become the new parent of any child nodes that the replaced node had.</para>
            <para>Note: The replaced node is not automatically freed, so you either need to keep it in a variable for later use or free it using <see cref="M:Godot.Object.Free"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetSceneInstanceLoadPlaceholder(System.Boolean)">
            <summary>
            <para>Sets whether this is an instance load placeholder. See <see cref="T:Godot.InstancePlaceholder"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetSceneInstanceLoadPlaceholder">
            <summary>
            <para>Returns <c>true</c> if this is an instance load placeholder. See <see cref="T:Godot.InstancePlaceholder"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetEditableInstance(Godot.Node,System.Boolean)">
            <summary>
            <para>Sets the editable children state of <c>node</c> relative to this node. This method is only intended for use with editor tooling.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsEditableInstance(Godot.Node)">
            <summary>
            <para>Returns <c>true</c> if <c>node</c> has editable children enabled relative to this node. This method is only intended for use with editor tooling.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetViewport">
            <summary>
            <para>Returns the node's <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.QueueFree">
            <summary>
            <para>Queues a node for deletion at the end of the current frame. When deleted, all of its child nodes will be deleted as well. This method ensures it's safe to delete the node, contrary to <see cref="M:Godot.Object.Free"/>. Use <see cref="M:Godot.Object.IsQueuedForDeletion"/> to check whether a node will be deleted at the end of the frame.</para>
            <para>Important: If you have a variable pointing to a node, it will not be assigned to <c>null</c> once the node is freed. Instead, it will point to a previously freed instance and you should validate it with <c>@GDScript.is_instance_valid</c> before attempting to call its methods or access its properties.</para>
            <para>Note: For efficiency reasons, the final order of deletion is not guaranteed.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RequestReady">
            <summary>
            <para>Requests that <c>_ready</c> be called again. Note that the method won't be called immediately, but is scheduled for when the node is added to the scene tree again (see <see cref="M:Godot.Node._Ready"/>). <c>_ready</c> is called only for the node which requested it, which means that you need to request ready for each child if you want them to call <c>_ready</c> too (in which case, <c>_ready</c> will be called in the same order as it would normally).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.SetNetworkMaster(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the <c>master</c> and <c>puppet</c> keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If <c>recursive</c>, the given peer is recursively set as the master for all children of this node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.GetNetworkMaster">
            <summary>
            <para>Returns the peer ID of the network master for this node. See <see cref="M:Godot.Node.SetNetworkMaster(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.IsNetworkMaster">
            <summary>
            <para>Returns <c>true</c> if the local system is the master of this node.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RpcConfig(System.String,Godot.MultiplayerAPI.RPCMode)">
            <summary>
            <para>Changes the RPC mode for the given <c>method</c> to the given <c>mode</c>. See <see cref="T:Godot.MultiplayerAPI.RPCMode"/>. An alternative is annotating methods and properties with the corresponding keywords (<c>remote</c>, <c>master</c>, <c>puppet</c>, <c>remotesync</c>, <c>mastersync</c>, <c>puppetsync</c>). By default, methods are not exposed to networking (and RPCs). See also <see cref="M:Godot.Node.Rset(System.String,System.Object)"/> and <see cref="M:Godot.Node.RsetConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> for properties.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RsetConfig(System.String,Godot.MultiplayerAPI.RPCMode)">
            <summary>
            <para>Changes the RPC mode for the given <c>property</c> to the given <c>mode</c>. See <see cref="T:Godot.MultiplayerAPI.RPCMode"/>. An alternative is annotating methods and properties with the corresponding keywords (<c>remote</c>, <c>master</c>, <c>puppet</c>, <c>remotesync</c>, <c>mastersync</c>, <c>puppetsync</c>). By default, properties are not exposed to networking (and RPCs). See also <see cref="M:Godot.Node.Rpc(System.String,System.Object[])"/> and <see cref="M:Godot.Node.RpcConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> for methods.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.Rpc(System.String,System.Object[])">
            <summary>
            <para>Sends a remote procedure call request for the given <c>method</c> to peers on the network (and locally), optionally sending all additional arguments as arguments to the method called by the RPC. The call request will only be received by nodes with the same <see cref="T:Godot.NodePath"/>, including the exact same node name. Behaviour depends on the RPC configuration for the given method, see <see cref="M:Godot.Node.RpcConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/>. Methods are not exposed to RPCs by default. See also <see cref="M:Godot.Node.Rset(System.String,System.Object)"/> and <see cref="M:Godot.Node.RsetConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> for properties. Returns <c>null</c>.</para>
            <para>Note: You can only safely use RPCs on clients after you received the <c>connected_to_server</c> signal from the <see cref="T:Godot.SceneTree"/>. You also need to keep track of the connection state, either by the <see cref="T:Godot.SceneTree"/> signals like <c>server_disconnected</c> or by checking <c>SceneTree.network_peer.get_connection_status() == CONNECTION_CONNECTED</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RpcUnreliable(System.String,System.Object[])">
            <summary>
            <para>Sends a <see cref="M:Godot.Node.Rpc(System.String,System.Object[])"/> using an unreliable protocol. Returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RpcId(System.Int32,System.String,System.Object[])">
            <summary>
            <para>Sends a <see cref="M:Godot.Node.Rpc(System.String,System.Object[])"/> to a specific peer identified by <c>peer_id</c> (see <see cref="M:Godot.NetworkedMultiplayerPeer.SetTargetPeer(System.Int32)"/>). Returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RpcUnreliableId(System.Int32,System.String,System.Object[])">
            <summary>
            <para>Sends a <see cref="M:Godot.Node.Rpc(System.String,System.Object[])"/> to a specific peer identified by <c>peer_id</c> using an unreliable protocol (see <see cref="M:Godot.NetworkedMultiplayerPeer.SetTargetPeer(System.Int32)"/>). Returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.Rset(System.String,System.Object)">
            <summary>
            <para>Remotely changes a property's value on other peers (and locally). Behaviour depends on the RPC configuration for the given property, see <see cref="M:Godot.Node.RsetConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/>. See also <see cref="M:Godot.Node.Rpc(System.String,System.Object[])"/> for RPCs for methods, most information applies to this method as well.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RsetId(System.Int32,System.String,System.Object)">
            <summary>
            <para>Remotely changes the property's value on a specific peer identified by <c>peer_id</c> (see <see cref="M:Godot.NetworkedMultiplayerPeer.SetTargetPeer(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RsetUnreliable(System.String,System.Object)">
            <summary>
            <para>Remotely changes the property's value on other peers (and locally) using an unreliable protocol.</para>
            </summary>
        </member>
        <member name="M:Godot.Node.RsetUnreliableId(System.Int32,System.String,System.Object)">
            <summary>
            <para>Remotely changes property's value on a specific peer identified by <c>peer_id</c> using an unreliable protocol (see <see cref="M:Godot.NetworkedMultiplayerPeer.SetTargetPeer(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Node.UpdateConfigurationWarning">
            <summary>
            <para>Updates the warning displayed for this node in the Scene Dock.</para>
            <para>Use <see cref="M:Godot.Node._GetConfigurationWarning"/> to setup the warning message to display.</para>
            </summary>
        </member>
        <member name="T:Godot.Object">
            <summary>
            <para>Every class which is not a built-in type inherits from this class.</para>
            <para>You can construct Objects from scripting languages, using <c>Object.new()</c> in GDScript, <c>new Object</c> in C#, or the "Construct Object" node in VisualScript.</para>
            <para>Objects do not manage memory. If a class inherits from Object, you will have to delete instances of it manually. To do so, call the <see cref="M:Godot.Object.Free"/> method from your script or delete the instance from C++.</para>
            <para>Some classes that extend Object add memory management. This is the case of <see cref="T:Godot.Reference"/>, which counts references and deletes itself automatically when no longer referenced. <see cref="T:Godot.Node"/>, another fundamental type, deletes all its children when freed from memory.</para>
            <para>Objects export properties, which are mainly useful for storage and editing, but not really so much in programming. Properties are exported in <see cref="M:Godot.Object._GetPropertyList"/> and handled in <see cref="M:Godot.Object._Get(System.String)"/> and <see cref="M:Godot.Object._Set(System.String,System.Object)"/>. However, scripting languages and C++ have simpler means to export them.</para>
            <para>Property membership can be tested directly in GDScript using <c>in</c>:</para>
            <para><code>
            var n = Node2D.new()
            print("position" in n) # Prints "True".
            print("other_property" in n) # Prints "False".
            </code></para>
            <para>The <c>in</c> operator will evaluate to <c>true</c> as long as the key exists, even if the value is <c>null</c>.</para>
            <para>Objects also receive notifications. Notifications are a simple way to notify the object about different events, so they can all be handled together. See <see cref="M:Godot.Object._Notification(System.Int32)"/>.</para>
            <para>Note: Unlike references to a <see cref="T:Godot.Reference"/>, references to an Object stored in a variable can become invalid without warning. Therefore, it's recommended to use <see cref="T:Godot.Reference"/> for data classes instead of <see cref="T:Godot.Object"/>.</para>
            <para>Note: Due to a bug, you can't create a "plain" Object using <c>Object.new()</c>. Instead, use <c>ClassDB.instance("Object")</c>. This bug only applies to Object itself, not any of its descendents like <see cref="T:Godot.Reference"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.IsInstanceValid(Godot.Object)">
            <summary>
            Returns whether <paramref name="instance"/> is a valid object
            (e.g. has not been deleted from memory).
            </summary>
            <param name="instance">The instance to check.</param>
            <returns>If the instance is a valid object.</returns>
        </member>
        <member name="M:Godot.Object.WeakRef(Godot.Object)">
            <summary>
            Returns a weak reference to an object, or <see langword="null"/>
            if the argument is invalid.
            A weak reference to an object is not enough to keep the object alive:
            when the only remaining references to a referent are weak references,
            garbage collection is free to destroy the referent and reuse its memory
            for something else. However, until the object is actually destroyed the
            weak reference may return the object even if there are no strong references
            to it.
            </summary>
            <param name="obj">The object.</param>
            <returns>
            The <see cref="M:Godot.Object.WeakRef(Godot.Object)"/> reference to the object or <see langword="null"/>.
            </returns>
        </member>
        <member name="M:Godot.Object.#ctor">
            <summary>
            Constructs a new <see cref="T:Godot.Object"/>.
            </summary>
        </member>
        <member name="P:Godot.Object.NativeInstance">
            <summary>
            The pointer to the native instance of this <see cref="T:Godot.Object"/>.
            </summary>
        </member>
        <member name="M:Godot.Object.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.Object"/>.
            </summary>
        </member>
        <member name="M:Godot.Object.Dispose(System.Boolean)">
            <summary>
            Disposes implementation of this <see cref="T:Godot.Object"/>.
            </summary>
        </member>
        <member name="M:Godot.Object.ToString">
            <summary>
            Converts this <see cref="T:Godot.Object"/> to a string.
            </summary>
            <returns>A string representation of this object.</returns>
        </member>
        <member name="M:Godot.Object.ToSignal(Godot.Object,System.String)">
            <summary>
            Returns a new <see cref="T:Godot.SignalAwaiter"/> awaiter configured to complete when the instance
            <paramref name="source"/> emits the signal specified by the <paramref name="signal"/> parameter.
            </summary>
            <param name="source">
            The instance the awaiter will be listening to.
            </param>
            <param name="signal">
            The signal the awaiter will be waiting for.
            </param>
            <example>
            This sample prints a message once every frame up to 100 times.
            <code>
            public override void _Ready()
            {
                for (int i = 0; i &lt; 100; i++)
                {
                    await ToSignal(GetTree(), "idle_frame");
                    GD.Print($"Frame {i}");
                }
            }
            </code>
            </example>
            <returns>
            A <see cref="T:Godot.SignalAwaiter"/> that completes when
            <paramref name="source"/> emits the <paramref name="signal"/>.
            </returns>
        </member>
        <member name="P:Godot.Object.DynamicObject">
            <summary>
            Gets a new <see cref="T:Godot.DynamicGodotObject"/> associated with this instance.
            </summary>
        </member>
        <member name="F:Godot.Object.NotificationPostinitialize">
            <summary>
            <para>Called right when the object is initialized. Not available in script.</para>
            </summary>
        </member>
        <member name="F:Godot.Object.NotificationPredelete">
            <summary>
            <para>Called before the object is about to be deleted.</para>
            </summary>
        </member>
        <member name="F:Godot.Object.ConnectFlags.Deferred">
            <summary>
            <para>Connects a signal in deferred mode. This way, signal emissions are stored in a queue, then set on idle time.</para>
            </summary>
        </member>
        <member name="F:Godot.Object.ConnectFlags.Persist">
            <summary>
            <para>Persisting connections are saved when the object is serialized to file.</para>
            </summary>
        </member>
        <member name="F:Godot.Object.ConnectFlags.Oneshot">
            <summary>
            <para>One-shot connections disconnect themselves after emission.</para>
            </summary>
        </member>
        <member name="F:Godot.Object.ConnectFlags.ReferenceCounted">
            <summary>
            <para>Connect a signal as reference-counted. This means that a given signal can be connected several times to the same target, and will only be fully disconnected once no references are left.</para>
            </summary>
        </member>
        <member name="M:Godot.Object._Get(System.String)">
            <summary>
            <para>Virtual method which can be overridden to customize the return value of <see cref="M:Godot.Object.Get(System.String)"/>.</para>
            <para>Returns the given property. Returns <c>null</c> if the <c>property</c> does not exist.</para>
            </summary>
        </member>
        <member name="M:Godot.Object._GetPropertyList">
            <summary>
            <para>Virtual method which can be overridden to customize the return value of <see cref="M:Godot.Object.GetPropertyList"/>.</para>
            <para>Returns the object's property list as an <see cref="T:Godot.Collections.Array"/> of dictionaries.</para>
            <para>Each property's <see cref="T:Godot.Collections.Dictionary"/> must contain at least <c>name: String</c> and <c>type: int</c> (see <see cref="T:Godot.Variant.Type"/>) entries. Optionally, it can also include <c>hint: int</c> (see <see cref="T:Godot.PropertyHint"/>), <c>hint_string: String</c>, and <c>usage: int</c> (see <see cref="T:Godot.PropertyUsageFlags"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Object._Notification(System.Int32)">
            <summary>
            <para>Called whenever the object receives a notification, which is identified in <c>what</c> by a constant. The base <see cref="T:Godot.Object"/> has two constants <see cref="F:Godot.Object.NotificationPostinitialize"/> and <see cref="F:Godot.Object.NotificationPredelete"/>, but subclasses such as <see cref="T:Godot.Node"/> define a lot more notifications which are also received by this method.</para>
            </summary>
        </member>
        <member name="M:Godot.Object._Set(System.String,System.Object)">
            <summary>
            <para>Virtual method which can be overridden to customize the return value of <see cref="M:Godot.Object.Set(System.String,System.Object)"/>.</para>
            <para>Sets a property. Returns <c>true</c> if the <c>property</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.Free">
            <summary>
            <para>Deletes the object from memory immediately. For <see cref="T:Godot.Node"/>s, you may want to use <see cref="M:Godot.Node.QueueFree"/> to queue the node for safe deletion at the end of the current frame.</para>
            <para>Important: If you have a variable pointing to an object, it will not be assigned to <c>null</c> once the object is freed. Instead, it will point to a previously freed instance and you should validate it with <c>@GDScript.is_instance_valid</c> before attempting to call its methods or access its properties.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetClass">
            <summary>
            <para>Returns the object's class as a <see cref="T:System.String"/>. See also <see cref="M:Godot.Object.IsClass(System.String)"/>.</para>
            <para>Note: <see cref="M:Godot.Object.GetClass"/> does not take <c>class_name</c> declarations into account. If the object has a <c>class_name</c> defined, the base class name will be returned instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.IsClass(System.String)">
            <summary>
            <para>Returns <c>true</c> if the object inherits from the given <c>class</c>. See also <see cref="M:Godot.Object.GetClass"/>.</para>
            <para>Note: <see cref="M:Godot.Object.IsClass(System.String)"/> does not take <c>class_name</c> declarations into account. If the object has a <c>class_name</c> defined, <see cref="M:Godot.Object.IsClass(System.String)"/> will return <c>false</c> for that name.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.Set(System.String,System.Object)">
            <summary>
            <para>Assigns a new value to the given property. If the <c>property</c> does not exist or the given value's type doesn't match, nothing will happen.</para>
            <para>Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).</para>
            </summary>
        </member>
        <member name="M:Godot.Object.Get(System.String)">
            <summary>
            <para>Returns the <c>Variant</c> value of the given <c>property</c>. If the <c>property</c> doesn't exist, this will return <c>null</c>.</para>
            <para>Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).</para>
            </summary>
        </member>
        <member name="M:Godot.Object.SetIndexed(Godot.NodePath,System.Object)">
            <summary>
            <para>Assigns a new value to the property identified by the <c>property_path</c>. The path should be a <see cref="T:Godot.NodePath"/> relative to the current object and can use the colon character (<c>:</c>) to access nested properties. Example:</para>
            <para><code>
            set_indexed("position", Vector2(42, 0))
            set_indexed("position:y", -10)
            print(position) # (42, -10)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetIndexed(Godot.NodePath)">
            <summary>
            <para>Gets the object's property indexed by the given <c>property_path</c>. The path should be a <see cref="T:Godot.NodePath"/> relative to the current object and can use the colon character (<c>:</c>) to access nested properties. Examples: <c>"position:x"</c> or <c>"material:next_pass:blend_mode"</c>.</para>
            <para>Note: Even though the method takes <see cref="T:Godot.NodePath"/> argument, it doesn't support actual paths to <see cref="T:Godot.Node"/>s in the scene tree, only colon-separated sub-property paths. For the purpose of nodes, use <see cref="M:Godot.Node.GetNodeAndResource(Godot.NodePath)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetPropertyList">
            <summary>
            <para>Returns the object's property list as an <see cref="T:Godot.Collections.Array"/> of dictionaries.</para>
            <para>Each property's <see cref="T:Godot.Collections.Dictionary"/> contain at least <c>name: String</c> and <c>type: int</c> (see <see cref="T:Godot.Variant.Type"/>) entries. Optionally, it can also include <c>hint: int</c> (see <see cref="T:Godot.PropertyHint"/>), <c>hint_string: String</c>, and <c>usage: int</c> (see <see cref="T:Godot.PropertyUsageFlags"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetMethodList">
            <summary>
            <para>Returns the object's methods and their signatures as an <see cref="T:Godot.Collections.Array"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.Notification(System.Int32,System.Boolean)">
            <summary>
            <para>Send a given notification to the object, which will also trigger a call to the <see cref="M:Godot.Object._Notification(System.Int32)"/> method of all classes that the object inherits from.</para>
            <para>If <c>reversed</c> is <c>true</c>, <see cref="M:Godot.Object._Notification(System.Int32)"/> is called first on the object's own class, and then up to its successive parent classes. If <c>reversed</c> is <c>false</c>, <see cref="M:Godot.Object._Notification(System.Int32)"/> is called first on the highest ancestor (<see cref="T:Godot.Object"/> itself), and then down to its successive inheriting classes.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetInstanceId">
            <summary>
            <para>Returns the object's unique instance ID.</para>
            <para>This ID can be saved in <see cref="T:Godot.EncodedObjectAsID"/>, and can be used to retrieve the object instance with <c>@GDScript.instance_from_id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.SetScript(Godot.Reference)">
            <summary>
            <para>Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality.</para>
            <para>If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's <see cref="M:Godot.Object.#ctor"/> method will be called.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetScript">
            <summary>
            <para>Returns the object's <see cref="T:Godot.Script"/> instance, or <c>null</c> if none is assigned.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.SetMeta(System.String,System.Object)">
            <summary>
            <para>Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any <c>Variant</c> value.</para>
            <para>To remove a given entry from the object's metadata, use <see cref="M:Godot.Object.RemoveMeta(System.String)"/>. Metadata is also removed if its value is set to <c>null</c>. This means you can also use <c>set_meta("name", null)</c> to remove metadata for <c>"name"</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.RemoveMeta(System.String)">
            <summary>
            <para>Removes a given entry from the object's metadata. See also <see cref="M:Godot.Object.SetMeta(System.String,System.Object)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetMeta(System.String,System.Object)">
            <summary>
            <para>Returns the object's metadata entry for the given <c>name</c>.</para>
            <para>Throws error if the entry does not exist, unless <c>default</c> is not <c>null</c> (in which case the default value will be returned).</para>
            </summary>
        </member>
        <member name="M:Godot.Object.HasMeta(System.String)">
            <summary>
            <para>Returns <c>true</c> if a metadata entry is found with the given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetMetaList">
            <summary>
            <para>Returns the object's metadata as a <see cref="T:System.String"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.AddUserSignal(System.String,Godot.Collections.Array)">
            <summary>
            <para>Adds a user-defined <c>signal</c>. Arguments are optional, but can be added as an <see cref="T:Godot.Collections.Array"/> of dictionaries, each containing <c>name: String</c> and <c>type: int</c> (see <see cref="T:Godot.Variant.Type"/>) entries.</para>
            </summary>
            <param name="arguments">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.Object.HasUserSignal(System.String)">
            <summary>
            <para>Returns <c>true</c> if the given user-defined <c>signal</c> exists. Only signals added using <see cref="M:Godot.Object.AddUserSignal(System.String,Godot.Collections.Array)"/> are taken into account.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.EmitSignal(System.String,System.Object[])">
            <summary>
            <para>Emits the given <c>signal</c>. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:</para>
            <para><code>
            emit_signal("hit", weapon_type, damage)
            emit_signal("game_over")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Object.Call(System.String,System.Object[])">
            <summary>
            <para>Calls the <c>method</c> on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:</para>
            <para><code>
            call("set", "position", Vector2(42.0, 0.0))
            </code></para>
            <para>Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).</para>
            </summary>
        </member>
        <member name="M:Godot.Object.CallDeferred(System.String,System.Object[])">
            <summary>
            <para>Calls the <c>method</c> on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:</para>
            <para><code>
            call_deferred("set", "position", Vector2(42.0, 0.0))
            </code></para>
            <para>Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).</para>
            </summary>
        </member>
        <member name="M:Godot.Object.SetDeferred(System.String,System.Object)">
            <summary>
            <para>Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling <see cref="M:Godot.Object.Set(System.String,System.Object)"/> via <see cref="M:Godot.Object.CallDeferred(System.String,System.Object[])"/>, i.e. <c>call_deferred("set", property, value)</c>.</para>
            <para>Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).</para>
            </summary>
        </member>
        <member name="M:Godot.Object.Callv(System.String,Godot.Collections.Array)">
            <summary>
            <para>Calls the <c>method</c> on the object and returns the result. Contrarily to <see cref="M:Godot.Object.Call(System.String,System.Object[])"/>, this method does not support a variable number of arguments but expects all parameters to be via a single <see cref="T:Godot.Collections.Array"/>.</para>
            <para><code>
            callv("set", [ "position", Vector2(42.0, 0.0) ])
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Object.HasMethod(System.String)">
            <summary>
            <para>Returns <c>true</c> if the object contains the given <c>method</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.HasSignal(System.String)">
            <summary>
            <para>Returns <c>true</c> if the given <c>signal</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetSignalList">
            <summary>
            <para>Returns the list of signals as an <see cref="T:Godot.Collections.Array"/> of dictionaries.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetSignalConnectionList(System.String)">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of connections for the given <c>signal</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.GetIncomingConnections">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of dictionaries with information about signals that are connected to the object.</para>
            <para>Each <see cref="T:Godot.Collections.Dictionary"/> contains three String entries:</para>
            <para>- <c>source</c> is a reference to the signal emitter.</para>
            <para>- <c>signal_name</c> is the name of the connected signal.</para>
            <para>- <c>method_name</c> is the name of the method to which the signal is connected.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.Connect(System.String,Godot.Object,System.String,Godot.Collections.Array,System.UInt32)">
            <summary>
            <para>Connects a <c>signal</c> to a <c>method</c> on a <c>target</c> object. Pass optional <c>binds</c> to the call as an <see cref="T:Godot.Collections.Array"/> of parameters. These parameters will be passed to the method after any parameter used in the call to <see cref="M:Godot.Object.EmitSignal(System.String,System.Object[])"/>. Use <c>flags</c> to set deferred or one-shot connections. See <see cref="T:Godot.Object.ConnectFlags"/> constants.</para>
            <para>A <c>signal</c> can only be connected once to a <c>method</c>. It will print an error if already connected, unless the signal was connected with <see cref="F:Godot.Object.ConnectFlags.ReferenceCounted"/>. To avoid this, first, use <see cref="M:Godot.Object.IsConnected(System.String,Godot.Object,System.String)"/> to check for existing connections.</para>
            <para>If the <c>target</c> is destroyed in the game's lifecycle, the connection will be lost.</para>
            <para>Examples:</para>
            <para><code>
            connect("pressed", self, "_on_Button_pressed") # BaseButton signal
            connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
            connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal
            </code></para>
            <para>An example of the relationship between <c>binds</c> passed to <see cref="M:Godot.Object.Connect(System.String,Godot.Object,System.String,Godot.Collections.Array,System.UInt32)"/> and parameters used when calling <see cref="M:Godot.Object.EmitSignal(System.String,System.Object[])"/>:</para>
            <para><code>
            connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
            emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
            func _on_Player_hit(hit_by, level, weapon_type, damage):
                print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
            </code></para>
            </summary>
            <param name="binds">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.Object.Disconnect(System.String,Godot.Object,System.String)">
            <summary>
            <para>Disconnects a <c>signal</c> from a <c>method</c> on the given <c>target</c>.</para>
            <para>If you try to disconnect a connection that does not exist, the method will print an error. Use <see cref="M:Godot.Object.IsConnected(System.String,Godot.Object,System.String)"/> to ensure that the connection exists.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.IsConnected(System.String,Godot.Object,System.String)">
            <summary>
            <para>Returns <c>true</c> if a connection exists for a given <c>signal</c>, <c>target</c>, and <c>method</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.SetBlockSignals(System.Boolean)">
            <summary>
            <para>If set to <c>true</c>, signal emission is blocked.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.IsBlockingSignals">
            <summary>
            <para>Returns <c>true</c> if signal emission blocking is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.PropertyListChangedNotify">
            <summary>
            <para>Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.SetMessageTranslation(System.Boolean)">
            <summary>
            <para>Defines whether the object can translate strings (with calls to <see cref="M:Godot.Object.Tr(System.String)"/>). Enabled by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.CanTranslateMessages">
            <summary>
            <para>Returns <c>true</c> if the object can translate strings. See <see cref="M:Godot.Object.SetMessageTranslation(System.Boolean)"/> and <see cref="M:Godot.Object.Tr(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.Tr(System.String)">
            <summary>
            <para>Translates a message using translation catalogs configured in the Project Settings.</para>
            <para>Only works if message translation is enabled (which it is by default), otherwise it returns the <c>message</c> unchanged. See <see cref="M:Godot.Object.SetMessageTranslation(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Object.IsQueuedForDeletion">
            <summary>
            <para>Returns <c>true</c> if the <see cref="M:Godot.Node.QueueFree"/> method was called for the object.</para>
            </summary>
        </member>
        <member name="T:Godot.PackedScene">
            <summary>
            <para>A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.</para>
            <para>Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see <c>owner</c> property on <see cref="T:Godot.Node"/>).</para>
            <para>Note: The node doesn't need to own itself.</para>
            <para>Example of loading a saved scene:</para>
            <para><code>
            # Use `load()` instead of `preload()` if the path isn't known at compile-time.
            var scene = preload("res://scene.tscn").instance()
            # Add the node as a child of the node the script is attached to.
            add_child(scene)
            </code></para>
            <para>Example of saving a node with different owners: The following example creates 3 objects: <c>Node2D</c> (<c>node</c>), <c>RigidBody2D</c> (<c>rigid</c>) and <c>CollisionObject2D</c> (<c>collision</c>). <c>collision</c> is a child of <c>rigid</c> which is a child of <c>node</c>. Only <c>rigid</c> is owned by <c>node</c> and <c>pack</c> will therefore only save those two nodes, but not <c>collision</c>.</para>
            <para><code>
            # Create the objects.
            var node = Node2D.new()
            var rigid = RigidBody2D.new()
            var collision = CollisionShape2D.new()
            
            # Create the object hierarchy.
            rigid.add_child(collision)
            node.add_child(rigid)
            
            # Change owner of `rigid`, but not of `collision`.
            rigid.owner = node
            
            var scene = PackedScene.new()
            # Only `node` and `rigid` are now packed.
            var result = scene.pack(node)
            if result == OK:
                var error = ResourceSaver.save("res://path/name.scn", scene)  # Or "user://..."
                if error != OK:
                    push_error("An error occurred while saving the scene to disk.")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.PackedScene.Instance``1(Godot.PackedScene.GenEditState)">
            <summary>
            Instantiates the scene's node hierarchy, erroring on failure.
            Triggers child scene instantiation(s). Triggers a
            <see cref="F:Godot.Node.NotificationInstanced"/> notification on the root node.
            </summary>
            <seealso cref="M:Godot.PackedScene.InstanceOrNull``1(Godot.PackedScene.GenEditState)"/>
            <exception cref="T:System.InvalidCastException">
            Thrown when the given the instantiated node can't be casted to the given type <typeparamref name="T"/>.
            </exception>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>The instantiated scene.</returns>
        </member>
        <member name="M:Godot.PackedScene.InstanceOrNull``1(Godot.PackedScene.GenEditState)">
            <summary>
            Instantiates the scene's node hierarchy, returning <see langword="null"/> on failure.
            Triggers child scene instantiation(s). Triggers a
            <see cref="F:Godot.Node.NotificationInstanced"/> notification on the root node.
            </summary>
            <seealso cref="M:Godot.PackedScene.Instance``1(Godot.PackedScene.GenEditState)"/>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Node"/>.</typeparam>
            <returns>The instantiated scene.</returns>
        </member>
        <member name="F:Godot.PackedScene.GenEditState.Disabled">
            <summary>
            <para>If passed to <see cref="M:Godot.PackedScene.Instance(Godot.PackedScene.GenEditState)"/>, blocks edits to the scene state.</para>
            </summary>
        </member>
        <member name="F:Godot.PackedScene.GenEditState.Instance">
            <summary>
            <para>If passed to <see cref="M:Godot.PackedScene.Instance(Godot.PackedScene.GenEditState)"/>, provides local scene resources to the local scene.</para>
            <para>Note: Only available in editor builds.</para>
            </summary>
        </member>
        <member name="F:Godot.PackedScene.GenEditState.Main">
            <summary>
            <para>If passed to <see cref="M:Godot.PackedScene.Instance(Godot.PackedScene.GenEditState)"/>, provides local scene resources to the local scene. Only the main scene should receive the main edit state.</para>
            <para>Note: Only available in editor builds.</para>
            </summary>
        </member>
        <member name="F:Godot.PackedScene.GenEditState.MainInherited">
            <summary>
            <para>It's similar to <see cref="F:Godot.PackedScene.GenEditState.Main"/>, but for the case where the scene is being instantiated to be the base of another one.</para>
            <para>Note: Only available in editor builds.</para>
            </summary>
        </member>
        <member name="P:Godot.PackedScene._Bundled">
            <summary>
            <para>A dictionary representation of the scene contents.</para>
            <para>Available keys include "rnames" and "variants" for resources, "node_count", "nodes", "node_paths" for nodes, "editable_instances" for base scene children overrides, "conn_count" and "conns" for signal connections, and "version" for the format style of the PackedScene.</para>
            </summary>
        </member>
        <member name="M:Godot.PackedScene.Pack(Godot.Node)">
            <summary>
            <para>Pack will ignore any sub-nodes not owned by given node. See <see cref="P:Godot.Node.Owner"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PackedScene.Instance(Godot.PackedScene.GenEditState)">
            <summary>
            <para>Instantiates the scene's node hierarchy. Triggers child scene instantiation(s). Triggers a <see cref="F:Godot.Node.NotificationInstanced"/> notification on the root node.</para>
            </summary>
        </member>
        <member name="M:Godot.PackedScene.CanInstance">
            <summary>
            <para>Returns <c>true</c> if the scene file has nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.PackedScene.GetState">
            <summary>
            <para>Returns the <c>SceneState</c> representing the scene file contents.</para>
            </summary>
        </member>
        <member name="T:Godot.ResourceLoader">
            <summary>
            <para>Singleton used to load resource files from the filesystem.</para>
            <para>It uses the many <see cref="T:Godot.ResourceFormatLoader"/> classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.Load``1(System.String,System.String,System.Boolean)">
            <summary>
            Loads a resource at the given <paramref name="path"/>, caching the result
            for further access.
            The registered <see cref="T:Godot.ResourceFormatLoader"/> instances are queried sequentially
            to find the first one which can handle the file's extension, and then attempt
            loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
            An optional <paramref name="typeHint"/> can be used to further specify the
            <see cref="T:Godot.Resource"/> type that should be handled by the <see cref="T:Godot.ResourceFormatLoader"/>.
            Anything that inherits from <see cref="T:Godot.Resource"/> can be used as a type hint,
            for example <see cref="T:Godot.Image"/>.
            If <paramref name="noCache"/> is <see langword="true"/>, the resource cache will be bypassed and
            the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
            Returns an empty resource if no <see cref="T:Godot.ResourceFormatLoader"/> could handle the file.
            </summary>
            <exception cref="T:System.InvalidCastException">
            Thrown when the given the loaded resource can't be casted to the given type <typeparamref name="T"/>.
            </exception>
            <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Resource"/>.</typeparam>
        </member>
        <member name="M:Godot.ResourceLoader.LoadInteractive(System.String,System.String,System.Boolean)">
            <summary>
            <para>Starts loading a resource interactively. The returned <see cref="T:Godot.ResourceInteractiveLoader"/> object allows to load with high granularity, calling its <see cref="M:Godot.ResourceInteractiveLoader.Poll"/> method successively to load chunks.</para>
            <para>An optional <c>type_hint</c> can be used to further specify the <see cref="T:Godot.Resource"/> type that should be handled by the <see cref="T:Godot.ResourceFormatLoader"/>. Anything that inherits from <see cref="T:Godot.Resource"/> can be used as a type hint, for example <see cref="T:Godot.Image"/>.</para>
            <para>If <c>no_cache</c> is <c>true</c>, the resource cache will be bypassed, and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.Load(System.String,System.String,System.Boolean)">
            <summary>
            <para>Loads a resource at the given <c>path</c>, caching the result for further access.</para>
            <para>The registered <see cref="T:Godot.ResourceFormatLoader"/>s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.</para>
            <para>An optional <c>type_hint</c> can be used to further specify the <see cref="T:Godot.Resource"/> type that should be handled by the <see cref="T:Godot.ResourceFormatLoader"/>. Anything that inherits from <see cref="T:Godot.Resource"/> can be used as a type hint, for example <see cref="T:Godot.Image"/>.</para>
            <para>If <c>no_cache</c> is <c>true</c>, the resource cache will be bypassed, and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.</para>
            <para>Returns an empty resource if no <see cref="T:Godot.ResourceFormatLoader"/> could handle the file.</para>
            <para>GDScript has a simplified <c>@GDScript.load</c> built-in method which can be used in most situations, leaving the use of <see cref="T:Godot.ResourceLoader"/> for more advanced scenarios.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.GetRecognizedExtensionsForType(System.String)">
            <summary>
            <para>Returns the list of recognized extensions for a resource type.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.SetAbortOnMissingResources(System.Boolean)">
            <summary>
            <para>Changes the behavior on missing sub-resources. The default behavior is to abort loading.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.GetDependencies(System.String)">
            <summary>
            <para>Returns the dependencies for the resource at the given <c>path</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.HasCached(System.String)">
            <summary>
            <para>Returns whether a cached resource is available for the given <c>path</c>.</para>
            <para>Once a resource has been loaded by the engine, it is cached in memory for faster access, and future calls to the <see cref="M:Godot.ResourceLoader.Load(System.String,System.String,System.Boolean)"/> or <see cref="M:Godot.ResourceLoader.LoadInteractive(System.String,System.String,System.Boolean)"/> methods will use the cached version. The cached resource can be overridden by using <see cref="M:Godot.Resource.TakeOverPath(System.String)"/> on a new resource for that same path.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.Exists(System.String,System.String)">
            <summary>
            <para>Returns whether a recognized resource exists for the given <c>path</c>.</para>
            <para>An optional <c>type_hint</c> can be used to further specify the <see cref="T:Godot.Resource"/> type that should be handled by the <see cref="T:Godot.ResourceFormatLoader"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceLoader.Has(System.String)">
            <summary>
            <para>Deprecated method. Use <see cref="M:Godot.ResourceLoader.HasCached(System.String)"/> or <see cref="M:Godot.ResourceLoader.Exists(System.String,System.String)"/> instead.</para>
            </summary>
        </member>
        <member name="T:Godot.GD">
            <summary>
            Godot's global functions.
            </summary>
        </member>
        <member name="M:Godot.GD.Bytes2Var(System.Byte[],System.Boolean)">
             <summary>
             Decodes a byte array back to a <c>Variant</c> value.
             If <paramref name="allowObjects"/> is <see langword="true"/> decoding objects is allowed.
            
             WARNING: Deserialized object can contain code which gets executed.
             Do not set <paramref name="allowObjects"/> to <see langword="true"/>
             if the serialized object comes from untrusted sources to avoid
             potential security threats (remote code execution).
             </summary>
             <param name="bytes">Byte array that will be decoded to a <c>Variant</c>.</param>
             <param name="allowObjects">If objects should be decoded.</param>
             <returns>The decoded <c>Variant</c>.</returns>
        </member>
        <member name="M:Godot.GD.Convert(System.Object,Godot.Variant.Type)">
            <summary>
            Converts from a <c>Variant</c> type to another in the best way possible.
            The <paramref name="type"/> parameter uses the <see cref="T:Godot.Variant.Type"/> values.
            </summary>
            <example>
            <code>
            var a = new Vector2(1, 0);
            // Prints 1
            GD.Print(a.Length());
            var b = GD.Convert(a, Variant.Type.String)
            // Prints 6 as "(1, 0)" is 6 characters
            GD.Print(b.Length);
            </code>
            </example>
            <returns>The <c>Variant</c> converted to the given <paramref name="type"/>.</returns>
        </member>
        <member name="M:Godot.GD.Db2Linear(System.Single)">
            <summary>
            Converts from decibels to linear energy (audio).
            </summary>
            <seealso cref="M:Godot.GD.Linear2Db(System.Single)"/>
            <param name="db">Decibels to convert.</param>
            <returns>Audio volume as linear energy.</returns>
        </member>
        <member name="M:Godot.GD.DecTime(System.Single,System.Single,System.Single)">
            <summary>
            Returns the result of <paramref name="value"/> decreased by
            <paramref name="step"/> * <paramref name="amount"/>.
            </summary>
            <example>
            <code>
            // a = 59;
            // float a = GD.DecTime(60, 10, 0.1f);
            </code>
            </example>
            <param name="value">Value that will be decreased.</param>
            <param name="amount">
            Amount that will be decreased from <paramref name="value"/> for every <paramref name="step"/>.
            </param>
            <param name="step">Times the <paramref name="value"/> will be decreased by <paramref name="amount"/></param>
            <returns>The decreased value.</returns>
        </member>
        <member name="M:Godot.GD.FuncRef(Godot.Object,System.String)">
            <summary>
            Get the <see cref="M:Godot.GD.FuncRef(Godot.Object,System.String)"/> that refers to the function
            with the given name <paramref name="funcname"/> in the
            given object <paramref name="instance"/>.
            </summary>
            <param name="instance">The object that contains the function.</param>
            <param name="funcname">The name of the function.</param>
            <returns>A reference to the given object's function.</returns>
        </member>
        <member name="M:Godot.GD.Hash(System.Object)">
            <summary>
            Returns the integer hash of the variable passed.
            </summary>
            <example>
            <code>
            GD.Print(GD.Hash("a")); // Prints 177670
            </code>
            </example>
            <param name="var">Variable that will be hashed.</param>
            <returns>Hash of the variable passed.</returns>
        </member>
        <member name="M:Godot.GD.InstanceFromId(System.UInt64)">
             <summary>
             Returns the <see cref="T:Godot.Object"/> that corresponds to <paramref name="instanceId"/>.
             All Objects have a unique instance ID.
             </summary>
             <example>
             <code>
             public class MyNode : Node
             {
                 public string foo = "bar";
            
                 public override void _Ready()
                 {
                     ulong id = GetInstanceId();
                     var inst = (MyNode)GD.InstanceFromId(Id);
                     GD.Print(inst.foo); // Prints bar
                 }
             }
             </code>
             </example>
             <param name="instanceId">Instance ID of the Object to retrieve.</param>
             <returns>The <see cref="T:Godot.Object"/> instance.</returns>
        </member>
        <member name="M:Godot.GD.Linear2Db(System.Single)">
            <summary>
            Converts from linear energy to decibels (audio).
            This can be used to implement volume sliders that behave as expected (since volume isn't linear).
            </summary>
            <seealso cref="M:Godot.GD.Db2Linear(System.Single)"/>
            <example>
            <code>
            // "slider" refers to a node that inherits Range such as HSlider or VSlider.
            // Its range must be configured to go from 0 to 1.
            // Change the bus name if you'd like to change the volume of a specific bus only.
            AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), GD.Linear2Db(slider.value));
            </code>
            </example>
            <param name="linear">The linear energy to convert.</param>
            <returns>Audio as decibels.</returns>
        </member>
        <member name="M:Godot.GD.Load(System.String)">
             <summary>
             Loads a resource from the filesystem located at <paramref name="path"/>.
             The resource is loaded on the method call (unless it's referenced already
             elsewhere, e.g. in another script or in the scene), which might cause slight delay,
             especially when loading scenes. To avoid unnecessary delays when loading something
             multiple times, either store the resource in a variable.
            
             Note: Resource paths can be obtained by right-clicking on a resource in the FileSystem
             dock and choosing "Copy Path" or by dragging the file from the FileSystem dock into the script.
            
             Important: The path must be absolute, a local path will just return <see langword="null"/>.
             This method is a simplified version of <see cref="M:Godot.ResourceLoader.Load(System.String,System.String,System.Boolean)"/>, which can be used
             for more advanced scenarios.
             </summary>
             <example>
             <code>
             // Load a scene called main located in the root of the project directory and cache it in a variable.
             var main = GD.Load("res://main.tscn"); // main will contain a PackedScene resource.
             </code>
             </example>
             <param name="path">Path of the <see cref="T:Godot.Resource"/> to load.</param>
             <returns>The loaded <see cref="T:Godot.Resource"/>.</returns>
        </member>
        <member name="M:Godot.GD.Load``1(System.String)">
             <summary>
             Loads a resource from the filesystem located at <paramref name="path"/>.
             The resource is loaded on the method call (unless it's referenced already
             elsewhere, e.g. in another script or in the scene), which might cause slight delay,
             especially when loading scenes. To avoid unnecessary delays when loading something
             multiple times, either store the resource in a variable.
            
             Note: Resource paths can be obtained by right-clicking on a resource in the FileSystem
             dock and choosing "Copy Path" or by dragging the file from the FileSystem dock into the script.
            
             Important: The path must be absolute, a local path will just return <see langword="null"/>.
             This method is a simplified version of <see cref="M:Godot.ResourceLoader.Load(System.String,System.String,System.Boolean)"/>, which can be used
             for more advanced scenarios.
             </summary>
             <example>
             <code>
             // Load a scene called main located in the root of the project directory and cache it in a variable.
             var main = GD.Load&lt;PackedScene&gt;("res://main.tscn"); // main will contain a PackedScene resource.
             </code>
             </example>
             <param name="path">Path of the <see cref="T:Godot.Resource"/> to load.</param>
             <typeparam name="T">The type to cast to. Should be a descendant of <see cref="T:Godot.Resource"/>.</typeparam>
        </member>
        <member name="M:Godot.GD.PushError(System.String)">
             <summary>
             Pushes an error message to Godot's built-in debugger and to the OS terminal.
            
             Note: Errors printed this way will not pause project execution.
             To print an error message and pause project execution in debug builds,
             use [code]assert(false, "test error")[/code] instead.
             </summary>
             <example>
             <code>
             GD.PushError("test_error"); // Prints "test error" to debugger and terminal as error call
             </code>
             </example>
             <param name="message">Error message.</param>
        </member>
        <member name="M:Godot.GD.PushWarning(System.String)">
            <summary>
            Pushes a warning message to Godot's built-in debugger and to the OS terminal.
            </summary>
            <example>
            GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call
            </example>
            <param name="message">Warning message.</param>
        </member>
        <member name="M:Godot.GD.Print(System.Object[])">
             <summary>
             Converts one or more arguments of any type to string in the best way possible
             and prints them to the console.
            
             Note: Consider using <see cref="M:Godot.GD.PushError(System.String)"/> and <see cref="M:Godot.GD.PushWarning(System.String)"/>
             to print error and warning messages instead of <see cref="M:Godot.GD.Print(System.Object[])"/>.
             This distinguishes them from print messages used for debugging purposes,
             while also displaying a stack trace when an error or warning is printed.
             </summary>
             <example>
             <code>
             var a = new int[] { 1, 2, 3 };
             GD.Print("a", "b", a); // Prints ab[1, 2, 3]
             </code>
             </example>
             <param name="what">Arguments that will be printed.</param>
        </member>
        <member name="M:Godot.GD.PrintStack">
            <summary>
            Prints the current stack trace information to the console.
            </summary>
        </member>
        <member name="M:Godot.GD.PrintErr(System.Object[])">
            <summary>
            Prints one or more arguments to strings in the best way possible to standard error line.
            </summary>
            <example>
            <code>
            GD.PrintErr("prints to stderr");
            </code>
            </example>
            <param name="what">Arguments that will be printed.</param>
        </member>
        <member name="M:Godot.GD.PrintRaw(System.Object[])">
             <summary>
             Prints one or more arguments to strings in the best way possible to console.
             No newline is added at the end.
            
             Note: Due to limitations with Godot's built-in console, this only prints to the terminal.
             If you need to print in the editor, use another method, such as <see cref="M:Godot.GD.Print(System.Object[])"/>.
             </summary>
             <example>
             <code>
             GD.PrintRaw("A");
             GD.PrintRaw("B");
             // Prints AB
             </code>
             </example>
             <param name="what">Arguments that will be printed.</param>
        </member>
        <member name="M:Godot.GD.PrintS(System.Object[])">
            <summary>
            Prints one or more arguments to the console with a space between each argument.
            </summary>
            <example>
            <code>
            GD.PrintS("A", "B", "C"); // Prints A B C
            </code>
            </example>
            <param name="what">Arguments that will be printed.</param>
        </member>
        <member name="M:Godot.GD.PrintT(System.Object[])">
            <summary>
            Prints one or more arguments to the console with a tab between each argument.
            </summary>
            <example>
            <code>
            GD.PrintT("A", "B", "C"); // Prints A       B       C
            </code>
            </example>
            <param name="what">Arguments that will be printed.</param>
        </member>
        <member name="M:Godot.GD.Randf">
            <summary>
            Returns a random floating point value between <c>0.0</c> and <c>1.0</c> (inclusive).
            </summary>
            <example>
            <code>
            GD.Randf(); // Returns e.g. 0.375671
            </code>
            </example>
            <returns>A random <see langword="float"/> number.</returns>
        </member>
        <member name="M:Godot.GD.Randi">
            <summary>
            Returns a random unsigned 32-bit integer.
            Use remainder to obtain a random value in the interval <c>[0, N - 1]</c> (where N is smaller than 2^32).
            </summary>
            <example>
            <code>
            GD.Randi();           // Returns random integer between 0 and 2^32 - 1
            GD.Randi() % 20;      // Returns random integer between 0 and 19
            GD.Randi() % 100;     // Returns random integer between 0 and 99
            GD.Randi() % 100 + 1; // Returns random integer between 1 and 100
            </code>
            </example>
            <returns>A random <see langword="uint"/> number.</returns>
        </member>
        <member name="M:Godot.GD.Randomize">
             <summary>
             Randomizes the seed (or the internal state) of the random number generator.
             Current implementation reseeds using a number based on time.
            
             Note: This method is called automatically when the project is run.
             If you need to fix the seed to have reproducible results, use <see cref="M:Godot.GD.Seed(System.UInt64)"/>
             to initialize the random number generator.
             </summary>
        </member>
        <member name="M:Godot.GD.RandRange(System.Double,System.Double)">
            <summary>
            Returns a random floating point value on the interval between <paramref name="from"/>
            and <paramref name="to"/> (inclusive).
            </summary>
            <example>
            <code>
            GD.PrintS(GD.RandRange(-10.0, 10.0), GD.RandRange(-10.0, 10.0)); // Prints e.g. -3.844535 7.45315
            </code>
            </example>
            <returns>A random <see langword="double"/> number inside the given range.</returns>
        </member>
        <member name="M:Godot.GD.RandSeed(System.UInt64,System.UInt64@)">
            <summary>
            Returns a random unsigned 32-bit integer, using the given <paramref name="seed"/>.
            The <paramref name="newSeed"/> will return the new seed.
            </summary>
            <param name="seed">Seed to use to generate the random number.</param>
            <param name="newSeed">Seed used by the random number generator.</param>
            <returns>A random <see langword="uint"/> number.</returns>
        </member>
        <member name="M:Godot.GD.Range(System.Int32)">
            <summary>
            Returns a <see cref="T:System.Collections.Generic.IEnumerable`1"/> that iterates from
            <c>0</c> to <paramref name="end"/> in steps of <c>1</c>.
            </summary>
            <param name="end">The last index.</param>
        </member>
        <member name="M:Godot.GD.Range(System.Int32,System.Int32)">
            <summary>
            Returns a <see cref="T:System.Collections.Generic.IEnumerable`1"/> that iterates from
            <paramref name="start"/> to <paramref name="end"/> in steps of <c>1</c>.
            </summary>
            <param name="start">The first index.</param>
            <param name="end">The last index.</param>
        </member>
        <member name="M:Godot.GD.Range(System.Int32,System.Int32,System.Int32)">
            <summary>
            Returns a <see cref="T:System.Collections.Generic.IEnumerable`1"/> that iterates from
            <paramref name="start"/> to <paramref name="end"/> in steps of <paramref name="step"/>.
            </summary>
            <param name="start">The first index.</param>
            <param name="end">The last index.</param>
            <param name="step">The amount by which to increment the index on each iteration.</param>
        </member>
        <member name="M:Godot.GD.Seed(System.UInt64)">
            <summary>
            Sets seed for the random number generator.
            </summary>
            <param name="seed">Seed that will be used.</param>
        </member>
        <member name="M:Godot.GD.Str(System.Object[])">
            <summary>
            Converts one or more arguments of any type to string in the best way possible.
            </summary>
            <param name="what">Arguments that will converted to string.</param>
            <returns>The string formed by the given arguments.</returns>
        </member>
        <member name="M:Godot.GD.Str2Var(System.String)">
            <summary>
            Converts a formatted string that was returned by <see cref="M:Godot.GD.Var2Str(System.Object)"/> to the original value.
            </summary>
            <example>
            <code>
            string a = "{\"a\": 1, \"b\": 2 }";
            var b = (Godot.Collections.Dictionary)GD.Str2Var(a);
            GD.Print(b["a"]); // Prints 1
            </code>
            </example>
            <param name="str">String that will be converted to Variant.</param>
            <returns>The decoded <c>Variant</c>.</returns>
        </member>
        <member name="M:Godot.GD.TypeExists(System.String)">
            <summary>
            Returns whether the given class exists in <see cref="T:Godot.ClassDB"/>.
            </summary>
            <returns>If the class exists in <see cref="T:Godot.ClassDB"/>.</returns>
        </member>
        <member name="M:Godot.GD.Var2Bytes(System.Object,System.Boolean)">
            <summary>
            Encodes a <c>Variant</c> value to a byte array.
            If <paramref name="fullObjects"/> is <see langword="true"/> encoding objects is allowed
            (and can potentially include code).
            Deserialization can be done with <see cref="M:Godot.GD.Bytes2Var(System.Byte[],System.Boolean)"/>.
            </summary>
            <param name="var">Variant that will be encoded.</param>
            <param name="fullObjects">If objects should be serialized.</param>
            <returns>The <c>Variant</c> encoded as an array of bytes.</returns>
        </member>
        <member name="M:Godot.GD.Var2Str(System.Object)">
            <summary>
            Converts a <c>Variant</c> <paramref name="var"/> to a formatted string that
            can later be parsed using <see cref="M:Godot.GD.Str2Var(System.String)"/>.
            </summary>
            <example>
            <code>
            var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 };
            GD.Print(GD.Var2Str(a));
            // Prints
            // {
            //    "a": 1,
            //    "b": 2
            // }
            </code>
            </example>
            <param name="var">Variant that will be converted to string.</param>
            <returns>The <c>Variant</c> encoded as a string.</returns>
        </member>
        <member name="E:Godot.GD.UnhandledException">
            <summary>
            Fires when an unhandled exception occurs, regardless of project settings.
            </summary>
        </member>
        <member name="F:Godot.GD.Spkey">
            <summary>
            <para>Scancodes with this bit applied are non-printable.</para>
            </summary>
        </member>
        <member name="M:Godot.MarshalUtils.TypeIsGenericArray(System.Type)">
            <summary>
            Returns <see langword="true"/> if the generic type definition of <paramref name="type"/>
            is <see cref="T:Godot.Collections.Array`1"/>; otherwise returns <see langword="false"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="type"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.TypeIsGenericDictionary(System.Type)">
            <summary>
            Returns <see langword="true"/> if the generic type definition of <paramref name="type"/>
            is <see cref="T:Godot.Collections.Dictionary`2"/>; otherwise returns <see langword="false"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="type"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.TypeIsSystemGenericList(System.Type)">
            <summary>
            Returns <see langword="true"/> if the generic type definition of <paramref name="type"/>
            is <see cref="T:System.Collections.Generic.List`1"/>; otherwise returns <see langword="false"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="type"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.TypeIsSystemGenericDictionary(System.Type)">
            <summary>
            Returns <see langword="true"/> if the generic type definition of <paramref name="type"/>
            is <see cref="T:System.Collections.Generic.Dictionary`2"/>; otherwise returns <see langword="false"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="type"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.TypeIsGenericIEnumerable(System.Type)">
            <summary>
            Returns <see langword="true"/> if the generic type definition of <paramref name="type"/>
            is <see cref="T:System.Collections.Generic.IEnumerable`1"/>; otherwise returns <see langword="false"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="type"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.TypeIsGenericICollection(System.Type)">
            <summary>
            Returns <see langword="true"/> if the generic type definition of <paramref name="type"/>
            is <see cref="T:System.Collections.Generic.ICollection`1"/>; otherwise returns <see langword="false"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="type"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.TypeIsGenericIDictionary(System.Type)">
            <summary>
            Returns <see langword="true"/> if the generic type definition of <paramref name="type"/>
            is <see cref="T:System.Collections.Generic.IDictionary`2"/>; otherwise returns <see langword="false"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="type"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.TypeHasFlagsAttribute(System.Type)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:System.FlagsAttribute"/> is applied to the given type.
            </summary>
        </member>
        <member name="M:Godot.MarshalUtils.GetGenericTypeDefinition(System.Type,System.Type@)">
            <summary>
            Returns the generic type definition of <paramref name="type"/>.
            </summary>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="type"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.ArrayGetElementType(System.Type,System.Type@)">
            <summary>
            Gets the element type for the given <paramref name="arrayType"/>.
            </summary>
            <param name="arrayType">Type for the generic array.</param>
            <param name="elementType">Element type for the generic array.</param>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="arrayType"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.DictionaryGetKeyValueTypes(System.Type,System.Type@,System.Type@)">
            <summary>
            Gets the key type and the value type for the given <paramref name="dictionaryType"/>.
            </summary>
            <param name="dictionaryType">The type for the generic dictionary.</param>
            <param name="keyType">Key type for the generic dictionary.</param>
            <param name="valueType">Value type for the generic dictionary.</param>
            <exception cref="T:System.InvalidOperationException">
            Thrown when the given <paramref name="dictionaryType"/> is not a generic type.
            That is, <see cref="P:System.Type.IsGenericType"/> returns <see langword="false"/>.
            </exception>
        </member>
        <member name="M:Godot.MarshalUtils.MakeGenericArrayType(System.Type)">
            <summary>
            Constructs a new <see cref="T:System.Type"/> from <see cref="T:Godot.Collections.Array`1"/>
            where the generic type for the elements is <paramref name="elemType"/>.
            </summary>
            <param name="elemType">Element type for the array.</param>
            <returns>The generic array type with the specified element type.</returns>
        </member>
        <member name="M:Godot.MarshalUtils.MakeGenericDictionaryType(System.Type,System.Type)">
            <summary>
            Constructs a new <see cref="T:System.Type"/> from <see cref="T:Godot.Collections.Dictionary`2"/>
            where the generic type for the keys is <paramref name="keyType"/> and
            for the values is <paramref name="valueType"/>.
            </summary>
            <param name="keyType">Key type for the dictionary.</param>
            <param name="valueType">Key type for the dictionary.</param>
            <returns>The generic dictionary type with the specified key and value types.</returns>
        </member>
        <member name="T:Godot.Mathf">
            <summary>
            Provides constants and static methods for common mathematical functions.
            </summary>
        </member>
        <member name="F:Godot.Mathf.Tau">
            <summary>
            The circle constant, the circumference of the unit circle in radians.
            </summary>
        </member>
        <member name="F:Godot.Mathf.Pi">
            <summary>
            Constant that represents how many times the diameter of a circle
            fits around its perimeter. This is equivalent to <c>Mathf.Tau / 2</c>.
            </summary>
        </member>
        <member name="F:Godot.Mathf.Inf">
            <summary>
            Positive infinity. For negative infinity, use <c>-Mathf.Inf</c>.
            </summary>
        </member>
        <member name="F:Godot.Mathf.NaN">
            <summary>
            "Not a Number", an invalid value. <c>NaN</c> has special properties, including
            that it is not equal to itself. It is output by some invalid operations,
            such as dividing zero by zero.
            </summary>
        </member>
        <member name="M:Godot.Mathf.Abs(System.Int32)">
            <summary>
            Returns the absolute value of <paramref name="s"/> (i.e. positive value).
            </summary>
            <param name="s">The input number.</param>
            <returns>The absolute value of <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.Abs(System.Single)">
            <summary>
            Returns the absolute value of <paramref name="s"/> (i.e. positive value).
            </summary>
            <param name="s">The input number.</param>
            <returns>The absolute value of <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.Acos(System.Single)">
            <summary>
            Returns the arc cosine of <paramref name="s"/> in radians.
            Use to get the angle of cosine <paramref name="s"/>.
            </summary>
            <param name="s">The input cosine value. Must be on the range of -1.0 to 1.0.</param>
            <returns>
            An angle that would result in the given cosine value. On the range <c>0</c> to <c>Tau/2</c>.
            </returns>
        </member>
        <member name="M:Godot.Mathf.Asin(System.Single)">
            <summary>
            Returns the arc sine of <paramref name="s"/> in radians.
            Use to get the angle of sine <paramref name="s"/>.
            </summary>
            <param name="s">The input sine value. Must be on the range of -1.0 to 1.0.</param>
            <returns>
            An angle that would result in the given sine value. On the range <c>-Tau/4</c> to <c>Tau/4</c>.
            </returns>
        </member>
        <member name="M:Godot.Mathf.Atan(System.Single)">
             <summary>
             Returns the arc tangent of <paramref name="s"/> in radians.
             Use to get the angle of tangent <paramref name="s"/>.
            
             The method cannot know in which quadrant the angle should fall.
             See <see cref="M:Godot.Mathf.Atan2(System.Single,System.Single)"/> if you have both <c>y</c> and <c>x</c>.
             </summary>
             <param name="s">The input tangent value.</param>
             <returns>
             An angle that would result in the given tangent value. On the range <c>-Tau/4</c> to <c>Tau/4</c>.
             </returns>
        </member>
        <member name="M:Godot.Mathf.Atan2(System.Single,System.Single)">
             <summary>
             Returns the arc tangent of <paramref name="y"/> and <paramref name="x"/> in radians.
             Use to get the angle of the tangent of <c>y/x</c>. To compute the value, the method takes into
             account the sign of both arguments in order to determine the quadrant.
            
             Important note: The Y coordinate comes first, by convention.
             </summary>
             <param name="y">The Y coordinate of the point to find the angle to.</param>
             <param name="x">The X coordinate of the point to find the angle to.</param>
             <returns>
             An angle that would result in the given tangent value. On the range <c>-Tau/2</c> to <c>Tau/2</c>.
             </returns>
        </member>
        <member name="M:Godot.Mathf.Cartesian2Polar(System.Single,System.Single)">
            <summary>
            Converts a 2D point expressed in the cartesian coordinate
            system (X and Y axis) to the polar coordinate system
            (a distance from the origin and an angle).
            </summary>
            <param name="x">The input X coordinate.</param>
            <param name="y">The input Y coordinate.</param>
            <returns>A <see cref="T:Godot.Vector2"/> with X representing the distance and Y representing the angle.</returns>
        </member>
        <member name="M:Godot.Mathf.Ceil(System.Single)">
            <summary>
            Rounds <paramref name="s"/> upward (towards positive infinity).
            </summary>
            <param name="s">The number to ceil.</param>
            <returns>The smallest whole number that is not less than <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.Clamp(System.Int32,System.Int32,System.Int32)">
            <summary>
            Clamps a <paramref name="value"/> so that it is not less than <paramref name="min"/>
            and not more than <paramref name="max"/>.
            </summary>
            <param name="value">The value to clamp.</param>
            <param name="min">The minimum allowed value.</param>
            <param name="max">The maximum allowed value.</param>
            <returns>The clamped value.</returns>
        </member>
        <member name="M:Godot.Mathf.Clamp(System.Single,System.Single,System.Single)">
            <summary>
            Clamps a <paramref name="value"/> so that it is not less than <paramref name="min"/>
            and not more than <paramref name="max"/>.
            </summary>
            <param name="value">The value to clamp.</param>
            <param name="min">The minimum allowed value.</param>
            <param name="max">The maximum allowed value.</param>
            <returns>The clamped value.</returns>
        </member>
        <member name="M:Godot.Mathf.Cos(System.Single)">
            <summary>
            Returns the cosine of angle <paramref name="s"/> in radians.
            </summary>
            <param name="s">The angle in radians.</param>
            <returns>The cosine of that angle.</returns>
        </member>
        <member name="M:Godot.Mathf.Cosh(System.Single)">
            <summary>
            Returns the hyperbolic cosine of angle <paramref name="s"/> in radians.
            </summary>
            <param name="s">The angle in radians.</param>
            <returns>The hyperbolic cosine of that angle.</returns>
        </member>
        <member name="M:Godot.Mathf.Deg2Rad(System.Single)">
            <summary>
            Converts an angle expressed in degrees to radians.
            </summary>
            <param name="deg">An angle expressed in degrees.</param>
            <returns>The same angle expressed in radians.</returns>
        </member>
        <member name="M:Godot.Mathf.Ease(System.Single,System.Single)">
            <summary>
            Easing function, based on exponent. The <paramref name="curve"/> values are:
            <c>0</c> is constant, <c>1</c> is linear, <c>0</c> to <c>1</c> is ease-in, <c>1</c> or more is ease-out.
            Negative values are in-out/out-in.
            </summary>
            <param name="s">The value to ease.</param>
            <param name="curve">
            <c>0</c> is constant, <c>1</c> is linear, <c>0</c> to <c>1</c> is ease-in, <c>1</c> or more is ease-out.
            </param>
            <returns>The eased value.</returns>
        </member>
        <member name="M:Godot.Mathf.Exp(System.Single)">
            <summary>
            The natural exponential function. It raises the mathematical
            constant <c>e</c> to the power of <paramref name="s"/> and returns it.
            </summary>
            <param name="s">The exponent to raise <c>e</c> to.</param>
            <returns><c>e</c> raised to the power of <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.Floor(System.Single)">
            <summary>
            Rounds <paramref name="s"/> downward (towards negative infinity).
            </summary>
            <param name="s">The number to floor.</param>
            <returns>The largest whole number that is not more than <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.InverseLerp(System.Single,System.Single,System.Single)">
            <summary>
            Returns a normalized value considering the given range.
            This is the opposite of <see cref="M:Godot.Mathf.Lerp(System.Single,System.Single,System.Single)"/>.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="weight">The interpolated value.</param>
            <returns>
            The resulting value of the inverse interpolation.
            The returned value will be between 0.0 and 1.0 if <paramref name="weight"/> is
            between <paramref name="from"/> and <paramref name="to"/> (inclusive).
            </returns>
        </member>
        <member name="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single)">
            <summary>
            Returns <see langword="true"/> if <paramref name="a"/> and <paramref name="b"/> are approximately equal
            to each other.
            The comparison is done using a tolerance calculation with <see cref="F:Godot.Mathf.Epsilon"/>.
            </summary>
            <param name="a">One of the values.</param>
            <param name="b">The other value.</param>
            <returns>A <see langword="bool"/> for whether or not the two values are approximately equal.</returns>
        </member>
        <member name="M:Godot.Mathf.IsInf(System.Single)">
            <summary>
            Returns whether <paramref name="s"/> is an infinity value (either positive infinity or negative infinity).
            </summary>
            <param name="s">The value to check.</param>
            <returns>A <see langword="bool"/> for whether or not the value is an infinity value.</returns>
        </member>
        <member name="M:Godot.Mathf.IsNaN(System.Single)">
            <summary>
            Returns whether <paramref name="s"/> is a <c>NaN</c> ("Not a Number" or invalid) value.
            </summary>
            <param name="s">The value to check.</param>
            <returns>A <see langword="bool"/> for whether or not the value is a <c>NaN</c> value.</returns>
        </member>
        <member name="M:Godot.Mathf.IsZeroApprox(System.Single)">
             <summary>
             Returns <see langword="true"/> if <paramref name="s"/> is approximately zero.
             The comparison is done using a tolerance calculation with <see cref="F:Godot.Mathf.Epsilon"/>.
            
             This method is faster than using <see cref="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single)"/> with one value as zero.
             </summary>
             <param name="s">The value to check.</param>
             <returns>A <see langword="bool"/> for whether or not the value is nearly zero.</returns>
        </member>
        <member name="M:Godot.Mathf.Lerp(System.Single,System.Single,System.Single)">
            <summary>
            Linearly interpolates between two values by a normalized value.
            This is the opposite <see cref="M:Godot.Mathf.InverseLerp(System.Single,System.Single,System.Single)"/>.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The resulting value of the interpolation.</returns>
        </member>
        <member name="M:Godot.Mathf.LerpAngle(System.Single,System.Single,System.Single)">
             <summary>
             Linearly interpolates between two angles (in radians) by a normalized value.
            
             Similar to <see cref="M:Godot.Mathf.Lerp(System.Single,System.Single,System.Single)"/>,
             but interpolates correctly when the angles wrap around <see cref="F:Godot.Mathf.Tau"/>.
             </summary>
             <param name="from">The start angle for interpolation.</param>
             <param name="to">The destination angle for interpolation.</param>
             <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
             <returns>The resulting angle of the interpolation.</returns>
        </member>
        <member name="M:Godot.Mathf.Log(System.Single)">
             <summary>
             Natural logarithm. The amount of time needed to reach a certain level of continuous growth.
            
             Note: This is not the same as the "log" function on most calculators, which uses a base 10 logarithm.
             </summary>
             <param name="s">The input value.</param>
             <returns>The natural log of <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.Max(System.Int32,System.Int32)">
            <summary>
            Returns the maximum of two values.
            </summary>
            <param name="a">One of the values.</param>
            <param name="b">The other value.</param>
            <returns>Whichever of the two values is higher.</returns>
        </member>
        <member name="M:Godot.Mathf.Max(System.Single,System.Single)">
            <summary>
            Returns the maximum of two values.
            </summary>
            <param name="a">One of the values.</param>
            <param name="b">The other value.</param>
            <returns>Whichever of the two values is higher.</returns>
        </member>
        <member name="M:Godot.Mathf.Min(System.Int32,System.Int32)">
            <summary>
            Returns the minimum of two values.
            </summary>
            <param name="a">One of the values.</param>
            <param name="b">The other value.</param>
            <returns>Whichever of the two values is lower.</returns>
        </member>
        <member name="M:Godot.Mathf.Min(System.Single,System.Single)">
            <summary>
            Returns the minimum of two values.
            </summary>
            <param name="a">One of the values.</param>
            <param name="b">The other value.</param>
            <returns>Whichever of the two values is lower.</returns>
        </member>
        <member name="M:Godot.Mathf.MoveToward(System.Single,System.Single,System.Single)">
             <summary>
             Moves <paramref name="from"/> toward <paramref name="to"/> by the <paramref name="delta"/> value.
            
             Use a negative <paramref name="delta"/> value to move away.
             </summary>
             <param name="from">The start value.</param>
             <param name="to">The value to move towards.</param>
             <param name="delta">The amount to move by.</param>
             <returns>The value after moving.</returns>
        </member>
        <member name="M:Godot.Mathf.NearestPo2(System.Int32)">
            <summary>
            Returns the nearest larger power of 2 for the integer <paramref name="value"/>.
            </summary>
            <param name="value">The input value.</param>
            <returns>The nearest larger power of 2.</returns>
        </member>
        <member name="M:Godot.Mathf.Polar2Cartesian(System.Single,System.Single)">
            <summary>
            Converts a 2D point expressed in the polar coordinate
            system (a distance from the origin <paramref name="r"/>
            and an angle <paramref name="th"/>) to the cartesian
            coordinate system (X and Y axis).
            </summary>
            <param name="r">The distance from the origin.</param>
            <param name="th">The angle of the point.</param>
            <returns>A <see cref="T:Godot.Vector2"/> representing the cartesian coordinate.</returns>
        </member>
        <member name="M:Godot.Mathf.PosMod(System.Int32,System.Int32)">
            <summary>
            Performs a canonical Modulus operation, where the output is on the range [0, <paramref name="b"/>).
            </summary>
            <param name="a">The dividend, the primary input.</param>
            <param name="b">The divisor. The output is on the range [0, <paramref name="b"/>).</param>
            <returns>The resulting output.</returns>
        </member>
        <member name="M:Godot.Mathf.PosMod(System.Single,System.Single)">
            <summary>
            Performs a canonical Modulus operation, where the output is on the range [0, <paramref name="b"/>).
            </summary>
            <param name="a">The dividend, the primary input.</param>
            <param name="b">The divisor. The output is on the range [0, <paramref name="b"/>).</param>
            <returns>The resulting output.</returns>
        </member>
        <member name="M:Godot.Mathf.Pow(System.Single,System.Single)">
            <summary>
            Returns the result of <paramref name="x"/> raised to the power of <paramref name="y"/>.
            </summary>
            <param name="x">The base.</param>
            <param name="y">The exponent.</param>
            <returns><paramref name="x"/> raised to the power of <paramref name="y"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.Rad2Deg(System.Single)">
            <summary>
            Converts an angle expressed in radians to degrees.
            </summary>
            <param name="rad">An angle expressed in radians.</param>
            <returns>The same angle expressed in degrees.</returns>
        </member>
        <member name="M:Godot.Mathf.RangeLerp(System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Maps a <paramref name="value"/> from [<paramref name="inFrom"/>, <paramref name="inTo"/>]
            to [<paramref name="outFrom"/>, <paramref name="outTo"/>].
            </summary>
            <param name="value">The value to map.</param>
            <param name="inFrom">The start value for the input interpolation.</param>
            <param name="inTo">The destination value for the input interpolation.</param>
            <param name="outFrom">The start value for the output interpolation.</param>
            <param name="outTo">The destination value for the output interpolation.</param>
            <returns>The resulting mapped value mapped.</returns>
        </member>
        <member name="M:Godot.Mathf.Round(System.Single)">
            <summary>
            Rounds <paramref name="s"/> to the nearest whole number,
            with halfway cases rounded towards the nearest multiple of two.
            </summary>
            <param name="s">The number to round.</param>
            <returns>The rounded number.</returns>
        </member>
        <member name="M:Godot.Mathf.Sign(System.Int32)">
            <summary>
            Returns the sign of <paramref name="s"/>: <c>-1</c> or <c>1</c>.
            Returns <c>0</c> if <paramref name="s"/> is <c>0</c>.
            </summary>
            <param name="s">The input number.</param>
            <returns>One of three possible values: <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
        </member>
        <member name="M:Godot.Mathf.Sign(System.Single)">
            <summary>
            Returns the sign of <paramref name="s"/>: <c>-1</c> or <c>1</c>.
            Returns <c>0</c> if <paramref name="s"/> is <c>0</c>.
            </summary>
            <param name="s">The input number.</param>
            <returns>One of three possible values: <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
        </member>
        <member name="M:Godot.Mathf.Sin(System.Single)">
            <summary>
            Returns the sine of angle <paramref name="s"/> in radians.
            </summary>
            <param name="s">The angle in radians.</param>
            <returns>The sine of that angle.</returns>
        </member>
        <member name="M:Godot.Mathf.Sinh(System.Single)">
            <summary>
            Returns the hyperbolic sine of angle <paramref name="s"/> in radians.
            </summary>
            <param name="s">The angle in radians.</param>
            <returns>The hyperbolic sine of that angle.</returns>
        </member>
        <member name="M:Godot.Mathf.SmoothStep(System.Single,System.Single,System.Single)">
            <summary>
            Returns a number smoothly interpolated between <paramref name="from"/> and <paramref name="to"/>,
            based on the <paramref name="weight"/>. Similar to <see cref="M:Godot.Mathf.Lerp(System.Single,System.Single,System.Single)"/>,
            but interpolates faster at the beginning and slower at the end.
            </summary>
            <param name="from">The start value for interpolation.</param>
            <param name="to">The destination value for interpolation.</param>
            <param name="weight">A value representing the amount of interpolation.</param>
            <returns>The resulting value of the interpolation.</returns>
        </member>
        <member name="M:Godot.Mathf.Sqrt(System.Single)">
             <summary>
             Returns the square root of <paramref name="s"/>, where <paramref name="s"/> is a non-negative number.
            
             If you need negative inputs, use <see cref="T:System.Numerics.Complex"/>.
             </summary>
             <param name="s">The input number. Must not be negative.</param>
             <returns>The square root of <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.StepDecimals(System.Single)">
            <summary>
            Returns the position of the first non-zero digit, after the
            decimal point. Note that the maximum return value is 10,
            which is a design decision in the implementation.
            </summary>
            <param name="step">The input value.</param>
            <returns>The position of the first non-zero digit.</returns>
        </member>
        <member name="M:Godot.Mathf.Stepify(System.Single,System.Single)">
            <summary>
            Snaps float value <paramref name="s"/> to a given <paramref name="step"/>.
            This can also be used to round a floating point number to an arbitrary number of decimals.
            </summary>
            <param name="s">The value to stepify.</param>
            <param name="step">The step size to snap to.</param>
            <returns>The snapped value.</returns>
        </member>
        <member name="M:Godot.Mathf.Tan(System.Single)">
            <summary>
            Returns the tangent of angle <paramref name="s"/> in radians.
            </summary>
            <param name="s">The angle in radians.</param>
            <returns>The tangent of that angle.</returns>
        </member>
        <member name="M:Godot.Mathf.Tanh(System.Single)">
            <summary>
            Returns the hyperbolic tangent of angle <paramref name="s"/> in radians.
            </summary>
            <param name="s">The angle in radians.</param>
            <returns>The hyperbolic tangent of that angle.</returns>
        </member>
        <member name="M:Godot.Mathf.Wrap(System.Int32,System.Int32,System.Int32)">
            <summary>
            Wraps <paramref name="value"/> between <paramref name="min"/> and <paramref name="max"/>.
            Usable for creating loop-alike behavior or infinite surfaces.
            If <paramref name="min"/> is <c>0</c>, this is equivalent
            to <see cref="M:Godot.Mathf.PosMod(System.Int32,System.Int32)"/>, so prefer using that instead.
            </summary>
            <param name="value">The value to wrap.</param>
            <param name="min">The minimum allowed value and lower bound of the range.</param>
            <param name="max">The maximum allowed value and upper bound of the range.</param>
            <returns>The wrapped value.</returns>
        </member>
        <member name="M:Godot.Mathf.Wrap(System.Single,System.Single,System.Single)">
            <summary>
            Wraps <paramref name="value"/> between <paramref name="min"/> and <paramref name="max"/>.
            Usable for creating loop-alike behavior or infinite surfaces.
            If <paramref name="min"/> is <c>0</c>, this is equivalent
            to <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/>, so prefer using that instead.
            </summary>
            <param name="value">The value to wrap.</param>
            <param name="min">The minimum allowed value and lower bound of the range.</param>
            <param name="max">The maximum allowed value and upper bound of the range.</param>
            <returns>The wrapped value.</returns>
        </member>
        <member name="F:Godot.Mathf.E">
            <summary>
            The natural number <c>e</c>.
            </summary>
        </member>
        <member name="F:Godot.Mathf.Sqrt2">
            <summary>
            The square root of 2.
            </summary>
        </member>
        <member name="F:Godot.Mathf.Epsilon">
            <summary>
            A very small number used for float comparison with error tolerance.
            1e-06 with single-precision floats, but 1e-14 if <c>REAL_T_IS_DOUBLE</c>.
            </summary>
        </member>
        <member name="M:Godot.Mathf.DecimalCount(System.Single)">
            <summary>
            Returns the amount of digits after the decimal place.
            </summary>
            <param name="s">The input value.</param>
            <returns>The amount of digits.</returns>
        </member>
        <member name="M:Godot.Mathf.DecimalCount(System.Decimal)">
            <summary>
            Returns the amount of digits after the decimal place.
            </summary>
            <param name="s">The input <see langword="decimal"/> value.</param>
            <returns>The amount of digits.</returns>
        </member>
        <member name="M:Godot.Mathf.CeilToInt(System.Single)">
             <summary>
             Rounds <paramref name="s"/> upward (towards positive infinity).
            
             This is the same as <see cref="M:Godot.Mathf.Ceil(System.Single)"/>, but returns an <see langword="int"/>.
             </summary>
             <param name="s">The number to ceil.</param>
             <returns>The smallest whole number that is not less than <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.FloorToInt(System.Single)">
             <summary>
             Rounds <paramref name="s"/> downward (towards negative infinity).
            
             This is the same as <see cref="M:Godot.Mathf.Floor(System.Single)"/>, but returns an <see langword="int"/>.
             </summary>
             <param name="s">The number to floor.</param>
             <returns>The largest whole number that is not more than <paramref name="s"/>.</returns>
        </member>
        <member name="M:Godot.Mathf.RoundToInt(System.Single)">
             <summary>
             Rounds <paramref name="s"/> to the nearest whole number.
            
             This is the same as <see cref="M:Godot.Mathf.Round(System.Single)"/>, but returns an <see langword="int"/>.
             </summary>
             <param name="s">The number to round.</param>
             <returns>The rounded number.</returns>
        </member>
        <member name="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single,System.Single)">
            <summary>
            Returns <see langword="true"/> if <paramref name="a"/> and <paramref name="b"/> are approximately
            equal to each other.
            The comparison is done using the provided tolerance value.
            If you want the tolerance to be calculated for you, use <see cref="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single)"/>.
            </summary>
            <param name="a">One of the values.</param>
            <param name="b">The other value.</param>
            <param name="tolerance">The pre-calculated tolerance value.</param>
            <returns>A <see langword="bool"/> for whether or not the two values are equal.</returns>
        </member>
        <member name="T:Godot.NodePath">
             <summary>
             A pre-parsed relative or absolute path in a scene tree,
             for use with <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/> and similar functions.
             It can reference a node, a resource within a node, or a property
             of a node or resource.
             For instance, <c>"Path2D/PathFollow2D/Sprite2D:texture:size"</c>
             would refer to the <c>size</c> property of the <c>texture</c>
             resource on the node named <c>"Sprite2D"</c> which is a child of
             the other named nodes in the path.
             You will usually just pass a string to <see cref="M:Godot.Node.GetNode(Godot.NodePath)"/>
             and it will be automatically converted, but you may occasionally
             want to parse a path ahead of time with NodePath.
             Exporting a NodePath variable will give you a node selection widget
             in the properties panel of the editor, which can often be useful.
             A NodePath is composed of a list of slash-separated node names
             (like a filesystem path) and an optional colon-separated list of
             "subnames" which can be resources or properties.
            
             Note: In the editor, NodePath properties are automatically updated when moving,
             renaming or deleting a node in the scene tree, but they are never updated at runtime.
             </summary>
             <example>
             Some examples of NodePaths include the following:
             <code>
             // No leading slash means it is relative to the current node.
             new NodePath("A"); // Immediate child A.
             new NodePath("A/B"); // A's child B.
             new NodePath("."); // The current node.
             new NodePath(".."); // The parent node.
             new NodePath("../C"); // A sibling node C.
             // A leading slash means it is absolute from the SceneTree.
             new NodePath("/root"); // Equivalent to GetTree().Root
             new NodePath("/root/Main"); // If your main scene's root node were named "Main".
             new NodePath("/root/MyAutoload"); // If you have an autoloaded node or scene.
             </code>
             </example>
        </member>
        <member name="M:Godot.NodePath.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.NodePath"/>.
            </summary>
        </member>
        <member name="P:Godot.NodePath.NativeInstance">
            <summary>
            The pointer to the native instance of this <see cref="T:Godot.NodePath"/>.
            </summary>
        </member>
        <member name="M:Godot.NodePath.#ctor">
            <summary>
            Constructs an empty <see cref="T:Godot.NodePath"/>.
            </summary>
        </member>
        <member name="M:Godot.NodePath.#ctor(System.String)">
            <summary>
            Constructs a <see cref="T:Godot.NodePath"/> from a string <paramref name="path"/>,
            e.g.: <c>"Path2D/PathFollow2D/Sprite2D:texture:size"</c>.
            A path is absolute if it starts with a slash. Absolute paths
            are only valid in the global scene tree, not within individual
            scenes. In a relative path, <c>"."</c> and <c>".."</c> indicate
            the current node and its parent.
            The "subnames" optionally included after the path to the target
            node can point to resources or properties, and can also be nested.
            </summary>
            <example>
            Examples of valid NodePaths (assuming that those nodes exist and
            have the referenced resources or properties):
            <code>
            // Points to the Sprite2D node.
            "Path2D/PathFollow2D/Sprite2D"
            // Points to the Sprite2D node and its "texture" resource.
            // GetNode() would retrieve "Sprite2D", while GetNodeAndResource()
            // would retrieve both the Sprite2D node and the "texture" resource.
            "Path2D/PathFollow2D/Sprite2D:texture"
            // Points to the Sprite2D node and its "position" property.
            "Path2D/PathFollow2D/Sprite2D:position"
            // Points to the Sprite2D node and the "x" component of its "position" property.
            "Path2D/PathFollow2D/Sprite2D:position:x"
            // Absolute path (from "root")
            "/root/Level/Path2D"
            </code>
            </example>
            <param name="path">A string that represents a path in a scene tree.</param>
        </member>
        <member name="M:Godot.NodePath.op_Implicit(System.String)~Godot.NodePath">
            <summary>
            Converts a string to a <see cref="T:Godot.NodePath"/>.
            </summary>
            <param name="from">The string to convert.</param>
        </member>
        <member name="M:Godot.NodePath.op_Implicit(Godot.NodePath)~System.String">
            <summary>
            Converts this <see cref="T:Godot.NodePath"/> to a string.
            </summary>
            <param name="from">The <see cref="T:Godot.NodePath"/> to convert.</param>
        </member>
        <member name="M:Godot.NodePath.ToString">
            <summary>
            Converts this <see cref="T:Godot.NodePath"/> to a string.
            </summary>
            <returns>A string representation of this <see cref="T:Godot.NodePath"/>.</returns>
        </member>
        <member name="M:Godot.NodePath.GetAsPropertyPath">
            <summary>
            Returns a node path with a colon character (<c>:</c>) prepended,
            transforming it to a pure property path with no node name (defaults
            to resolving from the current node).
            </summary>
            <example>
            <code>
            // This will be parsed as a node path to the "x" property in the "position" node.
            var nodePath = new NodePath("position:x");
            // This will be parsed as a node path to the "x" component of the "position" property in the current node.
            NodePath propertyPath = nodePath.GetAsPropertyPath();
            GD.Print(propertyPath); // :position:x
            </code>
            </example>
            <returns>The <see cref="T:Godot.NodePath"/> as a pure property path.</returns>
        </member>
        <member name="M:Godot.NodePath.GetConcatenatedSubnames">
            <summary>
            Returns all subnames concatenated with a colon character (<c>:</c>)
            as separator, i.e. the right side of the first colon in a node path.
            </summary>
            <example>
            <code>
            var nodepath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path");
            GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path
            </code>
            </example>
            <returns>The subnames concatenated with <c>:</c>.</returns>
        </member>
        <member name="M:Godot.NodePath.GetName(System.Int32)">
            <summary>
            Gets the node name indicated by <paramref name="idx"/> (0 to <see cref="M:Godot.NodePath.GetNameCount"/>).
            </summary>
            <example>
            <code>
            var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D");
            GD.Print(nodePath.GetName(0)); // Path2D
            GD.Print(nodePath.GetName(1)); // PathFollow2D
            GD.Print(nodePath.GetName(2)); // Sprite
            </code>
            </example>
            <param name="idx">The name index.</param>
            <returns>The name at the given index <paramref name="idx"/>.</returns>
        </member>
        <member name="M:Godot.NodePath.GetNameCount">
            <summary>
            Gets the number of node names which make up the path.
            Subnames (see <see cref="M:Godot.NodePath.GetSubnameCount"/>) are not included.
            For example, <c>"Path2D/PathFollow2D/Sprite2D"</c> has 3 names.
            </summary>
            <returns>The number of node names which make up the path.</returns>
        </member>
        <member name="M:Godot.NodePath.GetSubname(System.Int32)">
            <summary>
            Gets the resource or property name indicated by <paramref name="idx"/> (0 to <see cref="M:Godot.NodePath.GetSubnameCount"/>).
            </summary>
            <param name="idx">The subname index.</param>
            <returns>The subname at the given index <paramref name="idx"/>.</returns>
        </member>
        <member name="M:Godot.NodePath.GetSubnameCount">
            <summary>
            Gets the number of resource or property names ("subnames") in the path.
            Each subname is listed after a colon character (<c>:</c>) in the node path.
            For example, <c>"Path2D/PathFollow2D/Sprite2D:texture:load_path"</c> has 2 subnames.
            </summary>
            <returns>The number of subnames in the path.</returns>
        </member>
        <member name="M:Godot.NodePath.IsAbsolute">
            <summary>
            Returns <see langword="true"/> if the node path is absolute (as opposed to relative),
            which means that it starts with a slash character (<c>/</c>). Absolute node paths can
            be used to access the root node (<c>"/root"</c>) or autoloads (e.g. <c>"/global"</c>
            if a "global" autoload was registered).
            </summary>
            <returns>If the <see cref="T:Godot.NodePath"/> is an absolute path.</returns>
        </member>
        <member name="M:Godot.NodePath.IsEmpty">
            <summary>
            Returns <see langword="true"/> if the node path is empty.
            </summary>
            <returns>If the <see cref="T:Godot.NodePath"/> is empty.</returns>
        </member>
        <member name="T:Godot.Plane">
            <summary>
            Plane represents a normalized plane equation.
            "Over" or "Above" the plane is considered the side of
            the plane towards where the normal is pointing.
            </summary>
        </member>
        <member name="P:Godot.Plane.Normal">
            <summary>
            The normal of the plane, which must be normalized.
            In the scalar equation of the plane <c>ax + by + cz = d</c>, this is
            the vector <c>(a, b, c)</c>, where <c>d</c> is the <see cref="P:Godot.Plane.D"/> property.
            </summary>
            <value>Equivalent to <see cref="P:Godot.Plane.x"/>, <see cref="P:Godot.Plane.y"/>, and <see cref="P:Godot.Plane.z"/>.</value>
        </member>
        <member name="P:Godot.Plane.x">
            <summary>
            The X component of the plane's normal vector.
            </summary>
            <value>Equivalent to <see cref="P:Godot.Plane.Normal"/>'s X value.</value>
        </member>
        <member name="P:Godot.Plane.y">
            <summary>
            The Y component of the plane's normal vector.
            </summary>
            <value>Equivalent to <see cref="P:Godot.Plane.Normal"/>'s Y value.</value>
        </member>
        <member name="P:Godot.Plane.z">
            <summary>
            The Z component of the plane's normal vector.
            </summary>
            <value>Equivalent to <see cref="P:Godot.Plane.Normal"/>'s Z value.</value>
        </member>
        <member name="P:Godot.Plane.D">
            <summary>
            The distance from the origin to the plane (in the direction of
            <see cref="P:Godot.Plane.Normal"/>). This value is typically non-negative.
            In the scalar equation of the plane <c>ax + by + cz = d</c>,
            this is <c>d</c>, while the <c>(a, b, c)</c> coordinates are represented
            by the <see cref="P:Godot.Plane.Normal"/> property.
            </summary>
            <value>The plane's distance from the origin.</value>
        </member>
        <member name="P:Godot.Plane.Center">
            <summary>
            The center of the plane, the point where the normal line intersects the plane.
            </summary>
            <value>Equivalent to <see cref="P:Godot.Plane.Normal"/> multiplied by <see cref="P:Godot.Plane.D"/>.</value>
        </member>
        <member name="M:Godot.Plane.DistanceTo(Godot.Vector3)">
            <summary>
            Returns the shortest distance from this plane to the position <paramref name="point"/>.
            </summary>
            <param name="point">The position to use for the calculation.</param>
            <returns>The shortest distance.</returns>
        </member>
        <member name="M:Godot.Plane.GetAnyPoint">
            <summary>
            The center of the plane, the point where the normal line intersects the plane.
            Deprecated, use the Center property instead.
            </summary>
            <returns>Equivalent to <see cref="P:Godot.Plane.Normal"/> multiplied by `D`.</returns>
        </member>
        <member name="M:Godot.Plane.HasPoint(Godot.Vector3,System.Single)">
            <summary>
            Returns <see langword="true"/> if point is inside the plane.
            Comparison uses a custom minimum epsilon threshold.
            </summary>
            <param name="point">The point to check.</param>
            <param name="epsilon">The tolerance threshold.</param>
            <returns>A <see langword="bool"/> for whether or not the plane has the point.</returns>
        </member>
        <member name="M:Godot.Plane.Intersect3(Godot.Plane,Godot.Plane)">
            <summary>
            Returns the intersection point of the three planes: <paramref name="b"/>, <paramref name="c"/>,
            and this plane. If no intersection is found, <see langword="null"/> is returned.
            </summary>
            <param name="b">One of the three planes to use in the calculation.</param>
            <param name="c">One of the three planes to use in the calculation.</param>
            <returns>The intersection, or <see langword="null"/> if none is found.</returns>
        </member>
        <member name="M:Godot.Plane.IntersectRay(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns the intersection point of a ray consisting of the position <paramref name="from"/>
            and the direction normal <paramref name="dir"/> with this plane.
            If no intersection is found, <see langword="null"/> is returned.
            </summary>
            <param name="from">The start of the ray.</param>
            <param name="dir">The direction of the ray, normalized.</param>
            <returns>The intersection, or <see langword="null"/> if none is found.</returns>
        </member>
        <member name="M:Godot.Plane.IntersectSegment(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns the intersection point of a line segment from
            position <paramref name="begin"/> to position <paramref name="end"/> with this plane.
            If no intersection is found, <see langword="null"/> is returned.
            </summary>
            <param name="begin">The start of the line segment.</param>
            <param name="end">The end of the line segment.</param>
            <returns>The intersection, or <see langword="null"/> if none is found.</returns>
        </member>
        <member name="M:Godot.Plane.IsPointOver(Godot.Vector3)">
            <summary>
            Returns <see langword="true"/> if <paramref name="point"/> is located above the plane.
            </summary>
            <param name="point">The point to check.</param>
            <returns>A <see langword="bool"/> for whether or not the point is above the plane.</returns>
        </member>
        <member name="M:Godot.Plane.Normalized">
            <summary>
            Returns the plane scaled to unit length.
            </summary>
            <returns>A normalized version of the plane.</returns>
        </member>
        <member name="M:Godot.Plane.Project(Godot.Vector3)">
            <summary>
            Returns the orthogonal projection of <paramref name="point"/> into the plane.
            </summary>
            <param name="point">The point to project.</param>
            <returns>The projected point.</returns>
        </member>
        <member name="P:Godot.Plane.PlaneYZ">
            <summary>
            A <see cref="T:Godot.Plane"/> that extends in the Y and Z axes (normal vector points +X).
            </summary>
            <value>Equivalent to <c>new Plane(1, 0, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Plane.PlaneXZ">
            <summary>
            A <see cref="T:Godot.Plane"/> that extends in the X and Z axes (normal vector points +Y).
            </summary>
            <value>Equivalent to <c>new Plane(0, 1, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Plane.PlaneXY">
            <summary>
            A <see cref="T:Godot.Plane"/> that extends in the X and Y axes (normal vector points +Z).
            </summary>
            <value>Equivalent to <c>new Plane(0, 0, 1, 0)</c>.</value>
        </member>
        <member name="M:Godot.Plane.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Plane"/> from four values.
            <paramref name="a"/>, <paramref name="b"/> and <paramref name="c"/> become the
            components of the resulting plane's <see cref="P:Godot.Plane.Normal"/> vector.
            <paramref name="d"/> becomes the plane's distance from the origin.
            </summary>
            <param name="a">The X component of the plane's normal vector.</param>
            <param name="b">The Y component of the plane's normal vector.</param>
            <param name="c">The Z component of the plane's normal vector.</param>
            <param name="d">The plane's distance from the origin. This value is typically non-negative.</param>
        </member>
        <member name="M:Godot.Plane.#ctor(Godot.Vector3,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Plane"/> from a <paramref name="normal"/> vector and
            the plane's distance to the origin <paramref name="d"/>.
            </summary>
            <param name="normal">The normal of the plane, must be normalized.</param>
            <param name="d">The plane's distance from the origin. This value is typically non-negative.</param>
        </member>
        <member name="M:Godot.Plane.#ctor(Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            Constructs a <see cref="T:Godot.Plane"/> from the three points, given in clockwise order.
            </summary>
            <param name="v1">The first point.</param>
            <param name="v2">The second point.</param>
            <param name="v3">The third point.</param>
        </member>
        <member name="M:Godot.Plane.op_UnaryNegation(Godot.Plane)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Plane"/>.
            This is the same as writing <c>new Plane(-p.Normal, -p.D)</c>.
            This operation flips the direction of the normal vector and
            also flips the distance value, resulting in a Plane that is
            in the same place, but facing the opposite direction.
            </summary>
            <param name="plane">The plane to negate/flip.</param>
            <returns>The negated/flipped plane.</returns>
        </member>
        <member name="M:Godot.Plane.op_Equality(Godot.Plane,Godot.Plane)">
            <summary>
            Returns <see langword="true"/> if the
            <see cref="T:Godot.Plane"/>s are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Plane.IsEqualApprox(Godot.Plane)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left rect.</param>
            <param name="right">The right rect.</param>
            <returns>Whether or not the planes are exactly equal.</returns>
        </member>
        <member name="M:Godot.Plane.op_Inequality(Godot.Plane,Godot.Plane)">
            <summary>
            Returns <see langword="true"/> if the
            <see cref="T:Godot.Plane"/>s are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Plane.IsEqualApprox(Godot.Plane)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left rect.</param>
            <param name="right">The right rect.</param>
            <returns>Whether or not the planes are not equal.</returns>
        </member>
        <member name="M:Godot.Plane.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if this plane and <paramref name="obj"/> are equal.
            </summary>
            <param name="obj">The other object to compare.</param>
            <returns>Whether or not the plane and the other object are exactly equal.</returns>
        </member>
        <member name="M:Godot.Plane.Equals(Godot.Plane)">
            <summary>
            Returns <see langword="true"/> if this plane and <paramref name="other"/> are equal.
            </summary>
            <param name="other">The other plane to compare.</param>
            <returns>Whether or not the planes are exactly equal.</returns>
        </member>
        <member name="M:Godot.Plane.IsEqualApprox(Godot.Plane)">
            <summary>
            Returns <see langword="true"/> if this plane and <paramref name="other"/> are
            approximately equal, by running <see cref="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single)"/> on each component.
            </summary>
            <param name="other">The other plane to compare.</param>
            <returns>Whether or not the planes are approximately equal.</returns>
        </member>
        <member name="M:Godot.Plane.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Plane"/>.
            </summary>
            <returns>A hash code for this plane.</returns>
        </member>
        <member name="M:Godot.Plane.ToString">
            <summary>
            Converts this <see cref="T:Godot.Plane"/> to a string.
            </summary>
            <returns>A string representation of this plane.</returns>
        </member>
        <member name="M:Godot.Plane.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Plane"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this plane.</returns>
        </member>
        <member name="T:Godot.Quat">
             <summary>
             A unit quaternion used for representing 3D rotations.
             Quaternions need to be normalized to be used for rotation.
            
             It is similar to <see cref="T:Godot.Basis"/>, which implements matrix
             representation of rotations, and can be parametrized using both
             an axis-angle pair or Euler angles. Basis stores rotation, scale,
             and shearing, while Quat only stores rotation.
            
             Due to its compactness and the way it is stored in memory, certain
             operations (obtaining axis-angle and performing SLERP, in particular)
             are more efficient and robust against floating-point errors.
             </summary>
        </member>
        <member name="F:Godot.Quat.x">
            <summary>
            X component of the quaternion (imaginary <c>i</c> axis part).
            Quaternion components should usually not be manipulated directly.
            </summary>
        </member>
        <member name="F:Godot.Quat.y">
            <summary>
            Y component of the quaternion (imaginary <c>j</c> axis part).
            Quaternion components should usually not be manipulated directly.
            </summary>
        </member>
        <member name="F:Godot.Quat.z">
            <summary>
            Z component of the quaternion (imaginary <c>k</c> axis part).
            Quaternion components should usually not be manipulated directly.
            </summary>
        </member>
        <member name="F:Godot.Quat.w">
            <summary>
            W component of the quaternion (real part).
            Quaternion components should usually not be manipulated directly.
            </summary>
        </member>
        <member name="P:Godot.Quat.Item(System.Int32)">
            <summary>
            Access quaternion components using their index.
            </summary>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Quat.x"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Quat.y"/>,
            <c>[2]</c> is equivalent to <see cref="F:Godot.Quat.z"/>,
            <c>[3]</c> is equivalent to <see cref="F:Godot.Quat.w"/>.
            </value>
        </member>
        <member name="P:Godot.Quat.Length">
            <summary>
            Returns the length (magnitude) of the quaternion.
            </summary>
            <seealso cref="P:Godot.Quat.LengthSquared"/>
            <value>Equivalent to <c>Mathf.Sqrt(LengthSquared)</c>.</value>
        </member>
        <member name="P:Godot.Quat.LengthSquared">
            <summary>
            Returns the squared length (squared magnitude) of the quaternion.
            This method runs faster than <see cref="P:Godot.Quat.Length"/>, so prefer it if
            you need to compare quaternions or need the squared length for some formula.
            </summary>
            <value>Equivalent to <c>Dot(this)</c>.</value>
        </member>
        <member name="M:Godot.Quat.AngleTo(Godot.Quat)">
             <summary>
             Returns the angle between this quaternion and <paramref name="to"/>.
             This is the magnitude of the angle you would need to rotate
             by to get from one to the other.
            
             Note: This method has an abnormally high amount
             of floating-point error, so methods such as
             <see cref="M:Godot.Mathf.IsZeroApprox(System.Single)"/> will not work reliably.
             </summary>
             <param name="to">The other quaternion.</param>
             <returns>The angle between the quaternions.</returns>
        </member>
        <member name="M:Godot.Quat.CubicSlerp(Godot.Quat,Godot.Quat,Godot.Quat,System.Single)">
            <summary>
            Performs a cubic spherical interpolation between quaternions <paramref name="preA"/>, this quaternion,
            <paramref name="b"/>, and <paramref name="postB"/>, by the given amount <paramref name="weight"/>.
            </summary>
            <param name="b">The destination quaternion.</param>
            <param name="preA">A quaternion before this quaternion.</param>
            <param name="postB">A quaternion after <paramref name="b"/>.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The interpolated quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.Dot(Godot.Quat)">
            <summary>
            Returns the dot product of two quaternions.
            </summary>
            <param name="b">The other quaternion.</param>
            <returns>The dot product.</returns>
        </member>
        <member name="M:Godot.Quat.GetEuler">
            <summary>
            Returns Euler angles (in the YXZ convention: when decomposing,
            first Z, then X, and Y last) corresponding to the rotation
            represented by the unit quaternion. Returned vector contains
            the rotation angles in the format (X angle, Y angle, Z angle).
            </summary>
            <returns>The Euler angle representation of this quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.Inverse">
            <summary>
            Returns the inverse of the quaternion.
            </summary>
            <returns>The inverse quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.IsNormalized">
            <summary>
            Returns whether the quaternion is normalized or not.
            </summary>
            <returns>A <see langword="bool"/> for whether the quaternion is normalized or not.</returns>
        </member>
        <member name="M:Godot.Quat.Normalized">
            <summary>
            Returns a copy of the quaternion, normalized to unit length.
            </summary>
            <returns>The normalized quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.Slerp(Godot.Quat,System.Single)">
             <summary>
             Returns the result of the spherical linear interpolation between
             this quaternion and <paramref name="to"/> by amount <paramref name="weight"/>.
            
             Note: Both quaternions must be normalized.
             </summary>
             <param name="to">The destination quaternion for interpolation. Must be normalized.</param>
             <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
             <returns>The resulting quaternion of the interpolation.</returns>
        </member>
        <member name="M:Godot.Quat.Slerpni(Godot.Quat,System.Single)">
            <summary>
            Returns the result of the spherical linear interpolation between
            this quaternion and <paramref name="to"/> by amount <paramref name="weight"/>, but without
            checking if the rotation path is not bigger than 90 degrees.
            </summary>
            <param name="to">The destination quaternion for interpolation. Must be normalized.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The resulting quaternion of the interpolation.</returns>
        </member>
        <member name="M:Godot.Quat.Xform(Godot.Vector3)">
            <summary>
            Returns a vector transformed (multiplied) by this quaternion.
            </summary>
            <param name="v">A vector to transform.</param>
            <returns>The transformed vector.</returns>
        </member>
        <member name="P:Godot.Quat.Identity">
            <summary>
            The identity quaternion, representing no rotation.
            Equivalent to an identity <see cref="T:Godot.Basis"/> matrix. If a vector is transformed by
            an identity quaternion, it will not change.
            </summary>
            <value>Equivalent to <c>new Quat(0, 0, 0, 1)</c>.</value>
        </member>
        <member name="M:Godot.Quat.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Quat"/> defined by the given values.
            </summary>
            <param name="x">X component of the quaternion (imaginary <c>i</c> axis part).</param>
            <param name="y">Y component of the quaternion (imaginary <c>j</c> axis part).</param>
            <param name="z">Z component of the quaternion (imaginary <c>k</c> axis part).</param>
            <param name="w">W component of the quaternion (real part).</param>
        </member>
        <member name="M:Godot.Quat.#ctor(Godot.Quat)">
            <summary>
            Constructs a <see cref="T:Godot.Quat"/> from the given <see cref="T:Godot.Quat"/>.
            </summary>
            <param name="q">The existing quaternion.</param>
        </member>
        <member name="M:Godot.Quat.#ctor(Godot.Basis)">
            <summary>
            Constructs a <see cref="T:Godot.Quat"/> from the given <see cref="T:Godot.Basis"/>.
            </summary>
            <param name="basis">The <see cref="T:Godot.Basis"/> to construct from.</param>
        </member>
        <member name="M:Godot.Quat.#ctor(Godot.Vector3)">
            <summary>
            Constructs a <see cref="T:Godot.Quat"/> that will perform a rotation specified by
            Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last),
            given in the vector format as (X angle, Y angle, Z angle).
            </summary>
            <param name="eulerYXZ">Euler angles that the quaternion will be rotated by.</param>
        </member>
        <member name="M:Godot.Quat.#ctor(Godot.Vector3,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Quat"/> that will rotate around the given axis
            by the specified angle. The axis must be a normalized vector.
            </summary>
            <param name="axis">The axis to rotate around. Must be normalized.</param>
            <param name="angle">The angle to rotate, in radians.</param>
        </member>
        <member name="M:Godot.Quat.op_Multiply(Godot.Quat,Godot.Quat)">
            <summary>
            Composes these two quaternions by multiplying them together.
            This has the effect of rotating the second quaternion
            (the child) by the first quaternion (the parent).
            </summary>
            <param name="left">The parent quaternion.</param>
            <param name="right">The child quaternion.</param>
            <returns>The composed quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.op_Addition(Godot.Quat,Godot.Quat)">
            <summary>
            Adds each component of the left <see cref="T:Godot.Quat"/>
            to the right <see cref="T:Godot.Quat"/>. This operation is not
            meaningful on its own, but it can be used as a part of a
            larger expression, such as approximating an intermediate
            rotation between two nearby rotations.
            </summary>
            <param name="left">The left quaternion to add.</param>
            <param name="right">The right quaternion to add.</param>
            <returns>The added quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.op_Subtraction(Godot.Quat,Godot.Quat)">
            <summary>
            Subtracts each component of the left <see cref="T:Godot.Quat"/>
            by the right <see cref="T:Godot.Quat"/>. This operation is not
            meaningful on its own, but it can be used as a part of a
            larger expression.
            </summary>
            <param name="left">The left quaternion to subtract.</param>
            <param name="right">The right quaternion to subtract.</param>
            <returns>The subtracted quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.op_UnaryNegation(Godot.Quat)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Quat"/>.
            This is the same as writing
            <c>new Quat(-q.x, -q.y, -q.z, -q.w)</c>. This operation
            results in a quaternion that represents the same rotation.
            </summary>
            <param name="quat">The quaternion to negate.</param>
            <returns>The negated quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.op_Multiply(Godot.Quat,System.Single)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Quat"/>
            by the given <see cref="T:System.Single"/>. This operation is not
            meaningful on its own, but it can be used as a part of a
            larger expression.
            </summary>
            <param name="left">The quaternion to multiply.</param>
            <param name="right">The value to multiply by.</param>
            <returns>The multiplied quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.op_Multiply(System.Single,Godot.Quat)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Quat"/>
            by the given <see cref="T:System.Single"/>. This operation is not
            meaningful on its own, but it can be used as a part of a
            larger expression.
            </summary>
            <param name="left">The value to multiply by.</param>
            <param name="right">The quaternion to multiply.</param>
            <returns>The multiplied quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.op_Division(Godot.Quat,System.Single)">
            <summary>
            Divides each component of the <see cref="T:Godot.Quat"/>
            by the given <see cref="T:System.Single"/>. This operation is not
            meaningful on its own, but it can be used as a part of a
            larger expression.
            </summary>
            <param name="left">The quaternion to divide.</param>
            <param name="right">The value to divide by.</param>
            <returns>The divided quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.op_Equality(Godot.Quat,Godot.Quat)">
            <summary>
            Returns <see langword="true"/> if the quaternions are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Quat.IsEqualApprox(Godot.Quat)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left quaternion.</param>
            <param name="right">The right quaternion.</param>
            <returns>Whether or not the quaternions are exactly equal.</returns>
        </member>
        <member name="M:Godot.Quat.op_Inequality(Godot.Quat,Godot.Quat)">
            <summary>
            Returns <see langword="true"/> if the quaternions are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Quat.IsEqualApprox(Godot.Quat)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left quaternion.</param>
            <param name="right">The right quaternion.</param>
            <returns>Whether or not the quaternions are not equal.</returns>
        </member>
        <member name="M:Godot.Quat.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if this quaternion and <paramref name="obj"/> are equal.
            </summary>
            <param name="obj">The other object to compare.</param>
            <returns>Whether or not the quaternion and the other object are exactly equal.</returns>
        </member>
        <member name="M:Godot.Quat.Equals(Godot.Quat)">
            <summary>
            Returns <see langword="true"/> if this quaternion and <paramref name="other"/> are equal.
            </summary>
            <param name="other">The other quaternion to compare.</param>
            <returns>Whether or not the quaternions are exactly equal.</returns>
        </member>
        <member name="M:Godot.Quat.IsEqualApprox(Godot.Quat)">
            <summary>
            Returns <see langword="true"/> if this quaternion and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single)"/> on each component.
            </summary>
            <param name="other">The other quaternion to compare.</param>
            <returns>Whether or not the quaternions are approximately equal.</returns>
        </member>
        <member name="M:Godot.Quat.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Quat"/>.
            </summary>
            <returns>A hash code for this quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.ToString">
            <summary>
            Converts this <see cref="T:Godot.Quat"/> to a string.
            </summary>
            <returns>A string representation of this quaternion.</returns>
        </member>
        <member name="M:Godot.Quat.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Quat"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this quaternion.</returns>
        </member>
        <member name="T:Godot.Rect2">
            <summary>
            2D axis-aligned bounding box. Rect2 consists of a position, a size, and
            several utility functions. It is typically used for fast overlap tests.
            </summary>
        </member>
        <member name="P:Godot.Rect2.Position">
            <summary>
            Beginning corner. Typically has values lower than <see cref="P:Godot.Rect2.End"/>.
            </summary>
            <value>Directly uses a private field.</value>
        </member>
        <member name="P:Godot.Rect2.Size">
            <summary>
            Size from <see cref="P:Godot.Rect2.Position"/> to <see cref="P:Godot.Rect2.End"/>. Typically all components are positive.
            If the size is negative, you can use <see cref="M:Godot.Rect2.Abs"/> to fix it.
            </summary>
            <value>Directly uses a private field.</value>
        </member>
        <member name="P:Godot.Rect2.End">
            <summary>
            Ending corner. This is calculated as <see cref="P:Godot.Rect2.Position"/> plus <see cref="P:Godot.Rect2.Size"/>.
            Setting this value will change the size.
            </summary>
            <value>
            Getting is equivalent to <paramref name="value"/> = <see cref="P:Godot.Rect2.Position"/> + <see cref="P:Godot.Rect2.Size"/>,
            setting is equivalent to <see cref="P:Godot.Rect2.Size"/> = <paramref name="value"/> - <see cref="P:Godot.Rect2.Position"/>
            </value>
        </member>
        <member name="P:Godot.Rect2.Area">
            <summary>
            The area of this <see cref="T:Godot.Rect2"/>.
            </summary>
            <value>Equivalent to <see cref="M:Godot.Rect2.GetArea"/>.</value>
        </member>
        <member name="M:Godot.Rect2.Abs">
            <summary>
            Returns a <see cref="T:Godot.Rect2"/> with equivalent position and size, modified so that
            the top-left corner is the origin and width and height are positive.
            </summary>
            <returns>The modified <see cref="T:Godot.Rect2"/>.</returns>
        </member>
        <member name="M:Godot.Rect2.Clip(Godot.Rect2)">
            <summary>
            Returns the intersection of this <see cref="T:Godot.Rect2"/> and <paramref name="b"/>.
            If the rectangles do not intersect, an empty <see cref="T:Godot.Rect2"/> is returned.
            </summary>
            <param name="b">The other <see cref="T:Godot.Rect2"/>.</param>
            <returns>The clipped <see cref="T:Godot.Rect2"/>.</returns>
        </member>
        <member name="M:Godot.Rect2.Encloses(Godot.Rect2)">
            <summary>
            Returns <see langword="true"/> if this <see cref="T:Godot.Rect2"/> completely encloses another one.
            </summary>
            <param name="b">The other <see cref="T:Godot.Rect2"/> that may be enclosed.</param>
            <returns>
            A <see langword="bool"/> for whether or not this <see cref="T:Godot.Rect2"/> encloses <paramref name="b"/>.
            </returns>
        </member>
        <member name="M:Godot.Rect2.Expand(Godot.Vector2)">
            <summary>
            Returns this <see cref="T:Godot.Rect2"/> expanded to include a given point.
            </summary>
            <param name="to">The point to include.</param>
            <returns>The expanded <see cref="T:Godot.Rect2"/>.</returns>
        </member>
        <member name="M:Godot.Rect2.GetArea">
            <summary>
            Returns the area of the <see cref="T:Godot.Rect2"/>.
            </summary>
            <returns>The area.</returns>
        </member>
        <member name="M:Godot.Rect2.GetCenter">
            <summary>
            Returns the center of the <see cref="T:Godot.Rect2"/>, which is equal
            to <see cref="P:Godot.Rect2.Position"/> + (<see cref="P:Godot.Rect2.Size"/> / 2).
            </summary>
            <returns>The center.</returns>
        </member>
        <member name="M:Godot.Rect2.Grow(System.Single)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Rect2"/> grown a given amount of units towards
            all the sides.
            </summary>
            <seealso cref="M:Godot.Rect2.GrowIndividual(System.Single,System.Single,System.Single,System.Single)"/>
            <seealso cref="M:Godot.Rect2.GrowMargin(Godot.Margin,System.Single)"/>
            <param name="by">The amount to grow by.</param>
            <returns>The grown <see cref="T:Godot.Rect2"/>.</returns>
        </member>
        <member name="M:Godot.Rect2.GrowIndividual(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Rect2"/> grown a given amount of units towards
            each direction individually.
            </summary>
            <seealso cref="M:Godot.Rect2.Grow(System.Single)"/>
            <seealso cref="M:Godot.Rect2.GrowMargin(Godot.Margin,System.Single)"/>
            <param name="left">The amount to grow by on the left.</param>
            <param name="top">The amount to grow by on the top.</param>
            <param name="right">The amount to grow by on the right.</param>
            <param name="bottom">The amount to grow by on the bottom.</param>
            <returns>The grown <see cref="T:Godot.Rect2"/>.</returns>
        </member>
        <member name="M:Godot.Rect2.GrowMargin(Godot.Margin,System.Single)">
            <summary>
            Returns a copy of the <see cref="T:Godot.Rect2"/> grown a given amount of units towards
            the <see cref="T:Godot.Margin"/> direction.
            </summary>
            <seealso cref="M:Godot.Rect2.Grow(System.Single)"/>
            <seealso cref="M:Godot.Rect2.GrowIndividual(System.Single,System.Single,System.Single,System.Single)"/>
            <param name="margin">The direction to grow in.</param>
            <param name="by">The amount to grow by.</param>
            <returns>The grown <see cref="T:Godot.Rect2"/>.</returns>
        </member>
        <member name="M:Godot.Rect2.HasNoArea">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Rect2"/> is flat or empty,
            or <see langword="false"/> otherwise.
            </summary>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.Rect2"/> has area.
            </returns>
        </member>
        <member name="M:Godot.Rect2.HasPoint(Godot.Vector2)">
            <summary>
            Returns <see langword="true"/> if the <see cref="T:Godot.Rect2"/> contains a point,
            or <see langword="false"/> otherwise.
            </summary>
            <param name="point">The point to check.</param>
            <returns>
            A <see langword="bool"/> for whether or not the <see cref="T:Godot.Rect2"/> contains <paramref name="point"/>.
            </returns>
        </member>
        <member name="M:Godot.Rect2.Intersects(Godot.Rect2,System.Boolean)">
             <summary>
             Returns <see langword="true"/> if the <see cref="T:Godot.Rect2"/> overlaps with <paramref name="b"/>
             (i.e. they have at least one point in common).
            
             If <paramref name="includeBorders"/> is <see langword="true"/>,
             they will also be considered overlapping if their borders touch,
             even without intersection.
             </summary>
             <param name="b">The other <see cref="T:Godot.Rect2"/> to check for intersections with.</param>
             <param name="includeBorders">Whether or not to consider borders.</param>
             <returns>A <see langword="bool"/> for whether or not they are intersecting.</returns>
        </member>
        <member name="M:Godot.Rect2.Merge(Godot.Rect2)">
            <summary>
            Returns a larger <see cref="T:Godot.Rect2"/> that contains this <see cref="T:Godot.Rect2"/> and <paramref name="b"/>.
            </summary>
            <param name="b">The other <see cref="T:Godot.Rect2"/>.</param>
            <returns>The merged <see cref="T:Godot.Rect2"/>.</returns>
        </member>
        <member name="M:Godot.Rect2.#ctor(Godot.Vector2,Godot.Vector2)">
            <summary>
            Constructs a <see cref="T:Godot.Rect2"/> from a position and size.
            </summary>
            <param name="position">The position.</param>
            <param name="size">The size.</param>
        </member>
        <member name="M:Godot.Rect2.#ctor(Godot.Vector2,System.Single,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Rect2"/> from a position, width, and height.
            </summary>
            <param name="position">The position.</param>
            <param name="width">The width.</param>
            <param name="height">The height.</param>
        </member>
        <member name="M:Godot.Rect2.#ctor(System.Single,System.Single,Godot.Vector2)">
            <summary>
            Constructs a <see cref="T:Godot.Rect2"/> from x, y, and size.
            </summary>
            <param name="x">The position's X coordinate.</param>
            <param name="y">The position's Y coordinate.</param>
            <param name="size">The size.</param>
        </member>
        <member name="M:Godot.Rect2.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a <see cref="T:Godot.Rect2"/> from x, y, width, and height.
            </summary>
            <param name="x">The position's X coordinate.</param>
            <param name="y">The position's Y coordinate.</param>
            <param name="width">The width.</param>
            <param name="height">The height.</param>
        </member>
        <member name="M:Godot.Rect2.op_Equality(Godot.Rect2,Godot.Rect2)">
            <summary>
            Returns <see langword="true"/> if the
            <see cref="T:Godot.Rect2"/>s are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Rect2.IsEqualApprox(Godot.Rect2)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left rect.</param>
            <param name="right">The right rect.</param>
            <returns>Whether or not the rects are exactly equal.</returns>
        </member>
        <member name="M:Godot.Rect2.op_Inequality(Godot.Rect2,Godot.Rect2)">
            <summary>
            Returns <see langword="true"/> if the
            <see cref="T:Godot.Rect2"/>s are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Rect2.IsEqualApprox(Godot.Rect2)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left rect.</param>
            <param name="right">The right rect.</param>
            <returns>Whether or not the rects are not equal.</returns>
        </member>
        <member name="M:Godot.Rect2.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if this rect and <paramref name="obj"/> are equal.
            </summary>
            <param name="obj">The other object to compare.</param>
            <returns>Whether or not the rect and the other object are exactly equal.</returns>
        </member>
        <member name="M:Godot.Rect2.Equals(Godot.Rect2)">
            <summary>
            Returns <see langword="true"/> if this rect and <paramref name="other"/> are equal.
            </summary>
            <param name="other">The other rect to compare.</param>
            <returns>Whether or not the rects are exactly equal.</returns>
        </member>
        <member name="M:Godot.Rect2.IsEqualApprox(Godot.Rect2)">
            <summary>
            Returns <see langword="true"/> if this rect and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Vector2.IsEqualApprox(Godot.Vector2)"/> on each component.
            </summary>
            <param name="other">The other rect to compare.</param>
            <returns>Whether or not the rects are approximately equal.</returns>
        </member>
        <member name="M:Godot.Rect2.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Rect2"/>.
            </summary>
            <returns>A hash code for this rect.</returns>
        </member>
        <member name="M:Godot.Rect2.ToString">
            <summary>
            Converts this <see cref="T:Godot.Rect2"/> to a string.
            </summary>
            <returns>A string representation of this rect.</returns>
        </member>
        <member name="M:Godot.Rect2.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Rect2"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this rect.</returns>
        </member>
        <member name="T:Godot.RID">
            <summary>
            The RID type is used to access the unique integer ID of a resource.
            They are opaque, which means they do not grant access to the associated
            resource by themselves. They are used by and with the low-level Server
            classes such as <see cref="T:Godot.VisualServer"/>.
            </summary>
        </member>
        <member name="M:Godot.RID.Dispose">
            <summary>
            Disposes of this <see cref="T:Godot.RID"/>.
            </summary>
        </member>
        <member name="P:Godot.RID.NativeInstance">
            <summary>
            The pointer to the native instance of this <see cref="T:Godot.RID"/>.
            </summary>
        </member>
        <member name="M:Godot.RID.#ctor(Godot.Object)">
            <summary>
            Constructs a new <see cref="T:Godot.RID"/> for the given <see cref="T:Godot.Object"/> <paramref name="from"/>.
            </summary>
        </member>
        <member name="M:Godot.RID.GetId">
            <summary>
            Returns the ID of the referenced resource.
            </summary>
            <returns>The ID of the referenced resource.</returns>
        </member>
        <member name="M:Godot.RID.ToString">
            <summary>
            Converts this <see cref="T:Godot.RID"/> to a string.
            </summary>
            <returns>A string representation of this RID.</returns>
        </member>
        <member name="T:Godot.StringExtensions">
            <summary>
            Extension methods to manipulate strings.
            </summary>
        </member>
        <member name="M:Godot.StringExtensions.BaseName(System.String)">
            <summary>
            If the string is a path to a file, return the path to the file without the extension.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Extension(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.GetBaseDir(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.GetFile(System.String)"/>
            <param name="instance">The path to a file.</param>
            <returns>The path to the file without the extension.</returns>
        </member>
        <member name="M:Godot.StringExtensions.BeginsWith(System.String,System.String)">
            <summary>
            Returns <see langword="true"/> if the strings begins
            with the given string <paramref name="text"/>.
            </summary>
            <param name="instance">The string to check.</param>
            <param name="text">The beginning string.</param>
            <returns>If the string begins with the given string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Bigrams(System.String)">
            <summary>
            Returns the bigrams (pairs of consecutive letters) of this string.
            </summary>
            <param name="instance">The string that will be used.</param>
            <returns>The bigrams of this string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.BinToInt(System.String)">
            <summary>
            Converts a string containing a binary number into an integer.
            Binary strings can either be prefixed with <c>0b</c> or not,
            and they can also start with a <c>-</c> before the optional prefix.
            </summary>
            <param name="instance">The string to convert.</param>
            <returns>The converted string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Count(System.String,System.String,System.Boolean,System.Int32,System.Int32)">
            <summary>
            Returns the amount of substrings <paramref name="what"/> in the string.
            </summary>
            <param name="instance">The string where the substring will be searched.</param>
            <param name="what">The substring that will be counted.</param>
            <param name="caseSensitive">If the search is case sensitive.</param>
            <param name="from">Index to start searching from.</param>
            <param name="to">Index to stop searching at.</param>
            <returns>Amount of substrings in the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.CEscape(System.String)">
            <summary>
            Returns a copy of the string with special characters escaped using the C language standard.
            </summary>
            <param name="instance">The string to escape.</param>
            <returns>The escaped string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.CUnescape(System.String)">
            <summary>
            Returns a copy of the string with escaped characters replaced by their meanings
            according to the C language standard.
            </summary>
            <param name="instance">The string to unescape.</param>
            <returns>The unescaped string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Capitalize(System.String)">
            <summary>
            Changes the case of some letters. Replace underscores with spaces, convert all letters
            to lowercase then capitalize first and every letter following the space character.
            For <c>capitalize camelCase mixed_with_underscores</c> it will return
            <c>Capitalize Camelcase Mixed With Underscores</c>.
            </summary>
            <param name="instance">The string to capitalize.</param>
            <returns>The capitalized string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.CasecmpTo(System.String,System.String)">
            <summary>
            Performs a case-sensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
            </summary>
            <seealso cref="M:Godot.StringExtensions.NocasecmpTo(System.String,System.String)"/>
            <seealso cref="M:Godot.StringExtensions.CompareTo(System.String,System.String,System.Boolean)"/>
            <param name="instance">The string to compare.</param>
            <param name="to">The other string to compare.</param>
            <returns>-1 if less, 0 if equal and +1 if greater.</returns>
        </member>
        <member name="M:Godot.StringExtensions.CompareTo(System.String,System.String,System.Boolean)">
            <summary>
            Performs a comparison to another string, return -1 if less, 0 if equal and +1 if greater.
            </summary>
            <param name="instance">The string to compare.</param>
            <param name="to">The other string to compare.</param>
            <param name="caseSensitive">
            If <see langword="true"/>, the comparison will be case sensitive.
            </param>
            <returns>-1 if less, 0 if equal and +1 if greater.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Empty(System.String)">
            <summary>
            Returns <see langword="true"/> if the string is empty.
            </summary>
        </member>
        <member name="M:Godot.StringExtensions.EndsWith(System.String,System.String)">
            <summary>
            Returns <see langword="true"/> if the strings ends
            with the given string <paramref name="text"/>.
            </summary>
            <param name="instance">The string to check.</param>
            <param name="text">The ending string.</param>
            <returns>If the string ends with the given string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Erase(System.Text.StringBuilder,System.Int32,System.Int32)">
            <summary>
            Erase <paramref name="chars"/> characters from the string starting from <paramref name="pos"/>.
            </summary>
            <param name="instance">The string to modify.</param>
            <param name="pos">Starting position from which to erase.</param>
            <param name="chars">Amount of characters to erase.</param>
        </member>
        <member name="M:Godot.StringExtensions.Extension(System.String)">
            <summary>
            Returns the extension without the leading period character (<c>.</c>)
            if the string is a valid file name or path. If the string does not contain
            an extension, returns an empty string instead.
            </summary>
            <example>
            <code>
            GD.Print("/path/to/file.txt".GetExtension())  // "txt"
            GD.Print("file.txt".GetExtension())  // "txt"
            GD.Print("file.sample.txt".GetExtension())  // "txt"
            GD.Print(".txt".GetExtension())  // "txt"
            GD.Print("file.txt.".GetExtension())  // "" (empty string)
            GD.Print("file.txt..".GetExtension())  // "" (empty string)
            GD.Print("txt".GetExtension())  // "" (empty string)
            GD.Print("".GetExtension())  // "" (empty string)
            </code>
            </example>
            <seealso cref="M:Godot.StringExtensions.BaseName(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.GetBaseDir(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.GetFile(System.String)"/>
            <param name="instance">The path to a file.</param>
            <returns>The extension of the file or an empty string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Find(System.String,System.String,System.Int32,System.Boolean)">
            <summary>
            Find the first occurrence of a substring. Optionally, the search starting position can be passed.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.Char,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindN(System.String,System.String,System.Int32)"/>
            <param name="instance">The string that will be searched.</param>
            <param name="what">The substring to find.</param>
            <param name="from">The search starting position.</param>
            <param name="caseSensitive">If <see langword="true"/>, the search is case sensitive.</param>
            <returns>The starting position of the substring, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Find(System.String,System.Char,System.Int32,System.Boolean)">
            <summary>
            Find the first occurrence of a char. Optionally, the search starting position can be passed.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.String,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindN(System.String,System.String,System.Int32)"/>
            <param name="instance">The string that will be searched.</param>
            <param name="what">The substring to find.</param>
            <param name="from">The search starting position.</param>
            <param name="caseSensitive">If <see langword="true"/>, the search is case sensitive.</param>
            <returns>The first instance of the char, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Boolean)">
            <summary>Find the last occurrence of a substring.</summary>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.String,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.Char,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindN(System.String,System.String,System.Int32)"/>
            <param name="instance">The string that will be searched.</param>
            <param name="what">The substring to find.</param>
            <param name="caseSensitive">If <see langword="true"/>, the search is case sensitive.</param>
            <returns>The starting position of the substring, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Int32,System.Boolean)">
            <summary>Find the last occurrence of a substring specifying the search starting position.</summary>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.String,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.Char,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindN(System.String,System.String,System.Int32)"/>
            <param name="instance">The string that will be searched.</param>
            <param name="what">The substring to find.</param>
            <param name="from">The search starting position.</param>
            <param name="caseSensitive">If <see langword="true"/>, the search is case sensitive.</param>
            <returns>The starting position of the substring, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.StringExtensions.FindN(System.String,System.String,System.Int32)">
            <summary>
            Find the first occurrence of a substring but search as case-insensitive.
            Optionally, the search starting position can be passed.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.String,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.Find(System.String,System.Char,System.Int32,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Boolean)"/>
            <seealso cref="M:Godot.StringExtensions.FindLast(System.String,System.String,System.Int32,System.Boolean)"/>
            <param name="instance">The string that will be searched.</param>
            <param name="what">The substring to find.</param>
            <param name="from">The search starting position.</param>
            <returns>The starting position of the substring, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.StringExtensions.GetBaseDir(System.String)">
            <summary>
            If the string is a path to a file, return the base directory.
            </summary>
            <seealso cref="M:Godot.StringExtensions.BaseName(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.Extension(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.GetFile(System.String)"/>
            <param name="instance">The path to a file.</param>
            <returns>The base directory.</returns>
        </member>
        <member name="M:Godot.StringExtensions.GetFile(System.String)">
            <summary>
            If the string is a path to a file, return the file and ignore the base directory.
            </summary>
            <seealso cref="M:Godot.StringExtensions.BaseName(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.Extension(System.String)"/>
            <seealso cref="M:Godot.StringExtensions.GetBaseDir(System.String)"/>
            <param name="instance">The path to a file.</param>
            <returns>The file name.</returns>
        </member>
        <member name="M:Godot.StringExtensions.GetStringFromASCII(System.Byte[])">
            <summary>
            Converts the given byte array of ASCII encoded text to a string.
            Faster alternative to <see cref="M:Godot.StringExtensions.GetStringFromUTF8(System.Byte[])"/> if the
            content is ASCII-only. Unlike the UTF-8 function this function
            maps every byte to a character in the array. Multibyte sequences
            will not be interpreted correctly. For parsing user input always
            use <see cref="M:Godot.StringExtensions.GetStringFromUTF8(System.Byte[])"/>.
            </summary>
            <param name="bytes">A byte array of ASCII characters (on the range of 0-127).</param>
            <returns>A string created from the bytes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.GetStringFromUTF8(System.Byte[])">
            <summary>
            Converts the given byte array of UTF-8 encoded text to a string.
            Slower than <see cref="M:Godot.StringExtensions.GetStringFromASCII(System.Byte[])"/> but supports UTF-8
            encoded data. Use this function if you are unsure about the
            source of the data. For user input this function
            should always be preferred.
            </summary>
            <param name="bytes">A byte array of UTF-8 characters (a character may take up multiple bytes).</param>
            <returns>A string created from the bytes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Hash(System.String)">
            <summary>
            Hash the string and return a 32 bits unsigned integer.
            </summary>
            <param name="instance">The string to hash.</param>
            <returns>The calculated hash of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.HexEncode(System.Byte)">
            <summary>
            Returns a hexadecimal representation of this byte as a string.
            </summary>
            <param name="b">The byte to encode.</param>
            <returns>The hexadecimal representation of this byte.</returns>
        </member>
        <member name="M:Godot.StringExtensions.HexEncode(System.Byte[])">
            <summary>
            Returns a hexadecimal representation of this byte array as a string.
            </summary>
            <param name="bytes">The byte array to encode.</param>
            <returns>The hexadecimal representation of this byte array.</returns>
        </member>
        <member name="M:Godot.StringExtensions.HexToInt(System.String)">
            <summary>
            Converts a string containing a hexadecimal number into an integer.
            Hexadecimal strings can either be prefixed with <c>0x</c> or not,
            and they can also start with a <c>-</c> before the optional prefix.
            </summary>
            <param name="instance">The string to convert.</param>
            <returns>The converted string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Insert(System.String,System.Int32,System.String)">
            <summary>
            Inserts a substring at a given position.
            </summary>
            <param name="instance">The string to modify.</param>
            <param name="pos">Position at which to insert the substring.</param>
            <param name="what">Substring to insert.</param>
            <returns>
            The string with <paramref name="what"/> inserted at the given
            position <paramref name="pos"/>.
            </returns>
        </member>
        <member name="M:Godot.StringExtensions.IsAbsPath(System.String)">
            <summary>
            Returns <see langword="true"/> if the string is a path to a file or
            directory and its starting point is explicitly defined. This includes
            <c>res://</c>, <c>user://</c>, <c>C:\</c>, <c>/</c>, etc.
            </summary>
            <seealso cref="M:Godot.StringExtensions.IsRelPath(System.String)"/>
            <param name="instance">The string to check.</param>
            <returns>If the string is an absolute path.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsRelPath(System.String)">
            <summary>
            Returns <see langword="true"/> if the string is a path to a file or
            directory and its starting point is implicitly defined within the
            context it is being used. The starting point may refer to the current
            directory (<c>./</c>), or the current <see cref="T:Godot.Node"/>.
            </summary>
            <seealso cref="M:Godot.StringExtensions.IsAbsPath(System.String)"/>
            <param name="instance">The string to check.</param>
            <returns>If the string is a relative path.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsSubsequenceOf(System.String,System.String,System.Boolean)">
            <summary>
            Check whether this string is a subsequence of the given string.
            </summary>
            <seealso cref="M:Godot.StringExtensions.IsSubsequenceOfI(System.String,System.String)"/>
            <param name="instance">The subsequence to search.</param>
            <param name="text">The string that contains the subsequence.</param>
            <param name="caseSensitive">If <see langword="true"/>, the check is case sensitive.</param>
            <returns>If the string is a subsequence of the given string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsSubsequenceOfI(System.String,System.String)">
            <summary>
            Check whether this string is a subsequence of the given string, ignoring case differences.
            </summary>
            <seealso cref="M:Godot.StringExtensions.IsSubsequenceOf(System.String,System.String,System.Boolean)"/>
            <param name="instance">The subsequence to search.</param>
            <param name="text">The string that contains the subsequence.</param>
            <returns>If the string is a subsequence of the given string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsValidFloat(System.String)">
            <summary>
            Check whether the string contains a valid <see langword="float"/>.
            </summary>
            <param name="instance">The string to check.</param>
            <returns>If the string contains a valid floating point number.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsValidHtmlColor(System.String)">
            <summary>
            Check whether the string contains a valid color in HTML notation.
            </summary>
            <param name="instance">The string to check.</param>
            <returns>If the string contains a valid HTML color.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsValidIdentifier(System.String)">
            <summary>
            Check whether the string is a valid identifier. As is common in
            programming languages, a valid identifier may contain only letters,
            digits and underscores (_) and the first character may not be a digit.
            </summary>
            <param name="instance">The string to check.</param>
            <returns>If the string contains a valid identifier.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsValidInteger(System.String)">
            <summary>
            Check whether the string contains a valid integer.
            </summary>
            <param name="instance">The string to check.</param>
            <returns>If the string contains a valid integer.</returns>
        </member>
        <member name="M:Godot.StringExtensions.IsValidIPAddress(System.String)">
            <summary>
            Check whether the string contains a valid IP address.
            </summary>
            <param name="instance">The string to check.</param>
            <returns>If the string contains a valid IP address.</returns>
        </member>
        <member name="M:Godot.StringExtensions.JSONEscape(System.String)">
            <summary>
            Returns a copy of the string with special characters escaped using the JSON standard.
            </summary>
            <param name="instance">The string to escape.</param>
            <returns>The escaped string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Left(System.String,System.Int32)">
            <summary>
            Returns an amount of characters from the left of the string.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Right(System.String,System.Int32)"/>
            <param name="instance">The original string.</param>
            <param name="pos">The position in the string where the left side ends.</param>
            <returns>The left side of the string from the given position.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Length(System.String)">
            <summary>
            Returns the length of the string in characters.
            </summary>
            <param name="instance">The string to check.</param>
            <returns>The length of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.LStrip(System.String,System.String)">
            <summary>
            Returns a copy of the string with characters removed from the left.
            </summary>
            <seealso cref="M:Godot.StringExtensions.RStrip(System.String,System.String)"/>
            <param name="instance">The string to remove characters from.</param>
            <param name="chars">The characters to be removed.</param>
            <returns>A copy of the string with characters removed from the left.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ExprMatch(System.String,System.String,System.Boolean)">
            <summary>
            Do a simple expression match, where '*' matches zero or more
            arbitrary characters and '?' matches any single character except '.'.
            </summary>
            <param name="instance">The string to check.</param>
            <param name="expr">Expression to check.</param>
            <param name="caseSensitive">
            If <see langword="true"/>, the check will be case sensitive.
            </param>
            <returns>If the expression has any matches.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Match(System.String,System.String,System.Boolean)">
            <summary>
            Do a simple case sensitive expression match, using ? and * wildcards
            (see <see cref="M:Godot.StringExtensions.ExprMatch(System.String,System.String,System.Boolean)"/>).
            </summary>
            <seealso cref="M:Godot.StringExtensions.MatchN(System.String,System.String)"/>
            <param name="instance">The string to check.</param>
            <param name="expr">Expression to check.</param>
            <param name="caseSensitive">
            If <see langword="true"/>, the check will be case sensitive.
            </param>
            <returns>If the expression has any matches.</returns>
        </member>
        <member name="M:Godot.StringExtensions.MatchN(System.String,System.String)">
            <summary>
            Do a simple case insensitive expression match, using ? and * wildcards
            (see <see cref="M:Godot.StringExtensions.ExprMatch(System.String,System.String,System.Boolean)"/>).
            </summary>
            <seealso cref="M:Godot.StringExtensions.Match(System.String,System.String,System.Boolean)"/>
            <param name="instance">The string to check.</param>
            <param name="expr">Expression to check.</param>
            <returns>If the expression has any matches.</returns>
        </member>
        <member name="M:Godot.StringExtensions.MD5Buffer(System.String)">
            <summary>
            Returns the MD5 hash of the string as an array of bytes.
            </summary>
            <seealso cref="M:Godot.StringExtensions.MD5Text(System.String)"/>
            <param name="instance">The string to hash.</param>
            <returns>The MD5 hash of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.MD5Text(System.String)">
            <summary>
            Returns the MD5 hash of the string as a string.
            </summary>
            <seealso cref="M:Godot.StringExtensions.MD5Buffer(System.String)"/>
            <param name="instance">The string to hash.</param>
            <returns>The MD5 hash of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.NocasecmpTo(System.String,System.String)">
            <summary>
            Perform a case-insensitive comparison to another string, return -1 if less, 0 if equal and +1 if greater.
            </summary>
            <seealso cref="M:Godot.StringExtensions.CasecmpTo(System.String,System.String)"/>
            <seealso cref="M:Godot.StringExtensions.CompareTo(System.String,System.String,System.Boolean)"/>
            <param name="instance">The string to compare.</param>
            <param name="to">The other string to compare.</param>
            <returns>-1 if less, 0 if equal and +1 if greater.</returns>
        </member>
        <member name="M:Godot.StringExtensions.OrdAt(System.String,System.Int32)">
            <summary>
            Returns the character code at position <paramref name="at"/>.
            </summary>
            <param name="instance">The string to check.</param>
            <param name="at">The position int the string for the character to check.</param>
            <returns>The character code.</returns>
        </member>
        <member name="M:Godot.StringExtensions.PadDecimals(System.String,System.Int32)">
            <summary>
            Format a number to have an exact number of <paramref name="digits"/>
            after the decimal point.
            </summary>
            <seealso cref="M:Godot.StringExtensions.PadZeros(System.String,System.Int32)"/>
            <param name="instance">The string to pad.</param>
            <param name="digits">Amount of digits after the decimal point.</param>
            <returns>The string padded with zeroes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.PadZeros(System.String,System.Int32)">
            <summary>
            Format a number to have an exact number of <paramref name="digits"/>
            before the decimal point.
            </summary>
            <seealso cref="M:Godot.StringExtensions.PadDecimals(System.String,System.Int32)"/>
            <param name="instance">The string to pad.</param>
            <param name="digits">Amount of digits before the decimal point.</param>
            <returns>The string padded with zeroes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.PercentDecode(System.String)">
            <summary>
            Decode a percent-encoded string. See <see cref="M:Godot.StringExtensions.PercentEncode(System.String)"/>.
            </summary>
        </member>
        <member name="M:Godot.StringExtensions.PercentEncode(System.String)">
            <summary>
            Percent-encode a string. This is meant to encode parameters in a URL
            when sending a HTTP GET request and bodies of form-urlencoded POST request.
            </summary>
            <seealso cref="M:Godot.StringExtensions.PercentDecode(System.String)"/>
        </member>
        <member name="M:Godot.StringExtensions.PlusFile(System.String,System.String)">
            <summary>
            If the string is a path, this concatenates <paramref name="file"/>
            at the end of the string as a subpath.
            E.g. <c>"this/is".PlusFile("path") == "this/is/path"</c>.
            </summary>
            <param name="instance">The path that will be concatenated.</param>
            <param name="file">File name to concatenate with the path.</param>
            <returns>The concatenated path with the given file name.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Replace(System.String,System.String,System.String)">
            <summary>
            Replace occurrences of a substring for different ones inside the string.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ReplaceN(System.String,System.String,System.String)"/>
            <param name="instance">The string to modify.</param>
            <param name="what">The substring to be replaced in the string.</param>
            <param name="forwhat">The substring that replaces <paramref name="what"/>.</param>
            <returns>The string with the substring occurrences replaced.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ReplaceN(System.String,System.String,System.String)">
            <summary>
            Replace occurrences of a substring for different ones inside the string, but search case-insensitive.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Replace(System.String,System.String,System.String)"/>
            <param name="instance">The string to modify.</param>
            <param name="what">The substring to be replaced in the string.</param>
            <param name="forwhat">The substring that replaces <paramref name="what"/>.</param>
            <returns>The string with the substring occurrences replaced.</returns>
        </member>
        <member name="M:Godot.StringExtensions.RFind(System.String,System.String,System.Int32)">
            <summary>
            Perform a search for a substring, but start from the end of the string instead of the beginning.
            </summary>
            <seealso cref="M:Godot.StringExtensions.RFindN(System.String,System.String,System.Int32)"/>
            <param name="instance">The string that will be searched.</param>
            <param name="what">The substring to search in the string.</param>
            <param name="from">The position at which to start searching.</param>
            <returns>The position at which the substring was found, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.StringExtensions.RFindN(System.String,System.String,System.Int32)">
            <summary>
            Perform a search for a substring, but start from the end of the string instead of the beginning.
            Also search case-insensitive.
            </summary>
            <seealso cref="M:Godot.StringExtensions.RFind(System.String,System.String,System.Int32)"/>
            <param name="instance">The string that will be searched.</param>
            <param name="what">The substring to search in the string.</param>
            <param name="from">The position at which to start searching.</param>
            <returns>The position at which the substring was found, or -1 if not found.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Right(System.String,System.Int32)">
            <summary>
            Returns the right side of the string from a given position.
            </summary>
            <seealso cref="M:Godot.StringExtensions.Left(System.String,System.Int32)"/>
            <param name="instance">The original string.</param>
            <param name="pos">The position in the string from which the right side starts.</param>
            <returns>The right side of the string from the given position.</returns>
        </member>
        <member name="M:Godot.StringExtensions.RStrip(System.String,System.String)">
            <summary>
            Returns a copy of the string with characters removed from the right.
            </summary>
            <seealso cref="M:Godot.StringExtensions.LStrip(System.String,System.String)"/>
            <param name="instance">The string to remove characters from.</param>
            <param name="chars">The characters to be removed.</param>
            <returns>A copy of the string with characters removed from the right.</returns>
        </member>
        <member name="M:Godot.StringExtensions.SHA256Buffer(System.String)">
            <summary>
            Returns the SHA-256 hash of the string as an array of bytes.
            </summary>
            <seealso cref="M:Godot.StringExtensions.SHA256Text(System.String)"/>
            <param name="instance">The string to hash.</param>
            <returns>The SHA-256 hash of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.SHA256Text(System.String)">
            <summary>
            Returns the SHA-256 hash of the string as a string.
            </summary>
            <seealso cref="M:Godot.StringExtensions.SHA256Buffer(System.String)"/>
            <param name="instance">The string to hash.</param>
            <returns>The SHA-256 hash of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Similarity(System.String,System.String)">
            <summary>
            Returns the similarity index of the text compared to this string.
            1 means totally similar and 0 means totally dissimilar.
            </summary>
            <param name="instance">The string to compare.</param>
            <param name="text">The other string to compare.</param>
            <returns>The similarity index.</returns>
        </member>
        <member name="M:Godot.StringExtensions.SimplifyPath(System.String)">
            <summary>
            Returns a simplified canonical path.
            </summary>
        </member>
        <member name="M:Godot.StringExtensions.Split(System.String,System.String,System.Boolean)">
            <summary>
            Split the string by a divisor string, return an array of the substrings.
            Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
            </summary>
            <seealso cref="M:Godot.StringExtensions.SplitFloats(System.String,System.String,System.Boolean)"/>
            <param name="instance">The string to split.</param>
            <param name="divisor">The divisor string that splits the string.</param>
            <param name="allowEmpty">
            If <see langword="true"/>, the array may include empty strings.
            </param>
            <returns>The array of strings split from the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.SplitFloats(System.String,System.String,System.Boolean)">
            <summary>
            Split the string in floats by using a divisor string, return an array of the substrings.
            Example "1,2.5,3" will return [1,2.5,3] if split by ",".
            </summary>
            <seealso cref="M:Godot.StringExtensions.Split(System.String,System.String,System.Boolean)"/>
            <param name="instance">The string to split.</param>
            <param name="divisor">The divisor string that splits the string.</param>
            <param name="allowEmpty">
            If <see langword="true"/>, the array may include empty floats.
            </param>
            <returns>The array of floats split from the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.StripEdges(System.String,System.Boolean,System.Boolean)">
            <summary>
            Returns a copy of the string stripped of any non-printable character at the beginning and the end.
            The optional arguments are used to toggle stripping on the left and right edges respectively.
            </summary>
            <param name="instance">The string to strip.</param>
            <param name="left">If the left side should be stripped.</param>
            <param name="right">If the right side should be stripped.</param>
            <returns>The string stripped of any non-printable characters.</returns>
        </member>
        <member name="M:Godot.StringExtensions.Substr(System.String,System.Int32,System.Int32)">
            <summary>
            Returns part of the string from the position <paramref name="from"/>, with length <paramref name="len"/>.
            </summary>
            <param name="instance">The string to slice.</param>
            <param name="from">The position in the string that the part starts from.</param>
            <param name="len">The length of the returned part.</param>
            <returns>
            Part of the string from the position <paramref name="from"/>, with length <paramref name="len"/>.
            </returns>
        </member>
        <member name="M:Godot.StringExtensions.ToAscii(System.String)">
            <summary>
            Converts the String (which is a character array) to PoolByteArray (which is an array of bytes).
            The conversion is speeded up in comparison to <see cref="M:Godot.StringExtensions.ToUTF8(System.String)"/> with the assumption
            that all the characters the String contains are only ASCII characters.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToUTF8(System.String)"/>
            <param name="instance">The string to convert.</param>
            <returns>The string as ASCII encoded bytes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToFloat(System.String)">
            <summary>
            Converts a string, containing a decimal number, into a <see langword="float" />.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToInt(System.String)"/>
            <param name="instance">The string to convert.</param>
            <returns>The number representation of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToInt(System.String)">
            <summary>
            Converts a string, containing an integer number, into an <see langword="int" />.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToFloat(System.String)"/>
            <param name="instance">The string to convert.</param>
            <returns>The number representation of the string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToLower(System.String)">
            <summary>
            Returns the string converted to lowercase.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToUpper(System.String)"/>
            <param name="instance">The string to convert.</param>
            <returns>The string converted to lowercase.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToUpper(System.String)">
            <summary>
            Returns the string converted to uppercase.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToLower(System.String)"/>
            <param name="instance">The string to convert.</param>
            <returns>The string converted to uppercase.</returns>
        </member>
        <member name="M:Godot.StringExtensions.ToUTF8(System.String)">
            <summary>
            Converts the String (which is an array of characters) to PoolByteArray (which is an array of bytes).
            The conversion is a bit slower than <see cref="M:Godot.StringExtensions.ToAscii(System.String)"/>, but supports all UTF-8 characters.
            Therefore, you should prefer this function over <see cref="M:Godot.StringExtensions.ToAscii(System.String)"/>.
            </summary>
            <seealso cref="M:Godot.StringExtensions.ToAscii(System.String)"/>
            <param name="instance">The string to convert.</param>
            <returns>The string as UTF-8 encoded bytes.</returns>
        </member>
        <member name="M:Godot.StringExtensions.XMLEscape(System.String)">
            <summary>
            Returns a copy of the string with special characters escaped using the XML standard.
            </summary>
            <seealso cref="M:Godot.StringExtensions.XMLUnescape(System.String)"/>
            <param name="instance">The string to escape.</param>
            <returns>The escaped string.</returns>
        </member>
        <member name="M:Godot.StringExtensions.XMLUnescape(System.String)">
            <summary>
            Returns a copy of the string with escaped characters replaced by their meanings
            according to the XML standard.
            </summary>
            <seealso cref="M:Godot.StringExtensions.XMLEscape(System.String)"/>
            <param name="instance">The string to unescape.</param>
            <returns>The unescaped string.</returns>
        </member>
        <member name="T:Godot.Transform">
             <summary>
             3×4 matrix (3 rows, 4 columns) used for 3D linear transformations.
             It can represent transformations such as translation, rotation, or scaling.
             It consists of a <see cref="T:Godot.Basis"/> (first 3 columns) and a
             <see cref="T:Godot.Vector3"/> for the origin (last column).
            
             For more information, read this documentation article:
             https://docs.godotengine.org/en/3.5/tutorials/math/matrices_and_transforms.html
             </summary>
        </member>
        <member name="F:Godot.Transform.basis">
            <summary>
            The <see cref="T:Godot.Basis"/> of this transform. Contains the X, Y, and Z basis
            vectors (columns 0 to 2) and is responsible for rotation and scale.
            </summary>
        </member>
        <member name="F:Godot.Transform.origin">
            <summary>
            The origin vector (column 3, the fourth column). Equivalent to array index <c>[3]</c>.
            </summary>
        </member>
        <member name="P:Godot.Transform.Item(System.Int32)">
            <summary>
            Access whole columns in the form of <see cref="T:Godot.Vector3"/>.
            The fourth column is the <see cref="F:Godot.Transform.origin"/> vector.
            </summary>
            <param name="column">Which column vector.</param>
        </member>
        <member name="P:Godot.Transform.Item(System.Int32,System.Int32)">
            <summary>
            Access matrix elements in column-major order.
            The fourth column is the <see cref="F:Godot.Transform.origin"/> vector.
            </summary>
            <param name="column">Which column, the matrix horizontal position.</param>
            <param name="row">Which row, the matrix vertical position.</param>
        </member>
        <member name="M:Godot.Transform.AffineInverse">
            <summary>
            Returns the inverse of the transform, under the assumption that
            the transformation is composed of rotation, scaling, and translation.
            </summary>
            <seealso cref="M:Godot.Transform.Inverse"/>
            <returns>The inverse transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform.InterpolateWith(Godot.Transform,System.Single)">
            <summary>
            Interpolates this transform to the other <paramref name="transform"/> by <paramref name="weight"/>.
            </summary>
            <param name="transform">The other transform.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The interpolated transform.</returns>
        </member>
        <member name="M:Godot.Transform.Inverse">
            <summary>
            Returns the inverse of the transform, under the assumption that
            the transformation is composed of rotation and translation
            (no scaling, use <see cref="M:Godot.Transform.AffineInverse"/> for transforms with scaling).
            </summary>
            <returns>The inverse matrix.</returns>
        </member>
        <member name="M:Godot.Transform.LookingAt(Godot.Vector3,Godot.Vector3)">
             <summary>
             Returns a copy of the transform rotated such that its
             -Z axis (forward) points towards the <paramref name="target"/> position.
            
             The transform will first be rotated around the given <paramref name="up"/> vector,
             and then fully aligned to the <paramref name="target"/> by a further rotation around
             an axis perpendicular to both the <paramref name="target"/> and <paramref name="up"/> vectors.
            
             Operations take place in global space.
             </summary>
             <param name="target">The object to look at.</param>
             <param name="up">The relative up direction.</param>
             <returns>The resulting transform.</returns>
        </member>
        <member name="M:Godot.Transform.Orthonormalized">
            <summary>
            Returns the transform with the basis orthogonal (90 degrees),
            and normalized axis vectors (scale of 1 or -1).
            </summary>
            <returns>The orthonormalized transform.</returns>
        </member>
        <member name="M:Godot.Transform.Rotated(Godot.Vector3,System.Single)">
            <summary>
            Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians),
            using matrix multiplication. The axis must be a normalized vector.
            </summary>
            <param name="axis">The axis to rotate around. Must be normalized.</param>
            <param name="angle">The angle to rotate, in radians.</param>
            <returns>The rotated transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform.Scaled(Godot.Vector3)">
            <summary>
            Scales the transform by the given 3D scaling factor, using matrix multiplication.
            </summary>
            <param name="scale">The scale to introduce.</param>
            <returns>The scaled transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform.Translated(Godot.Vector3)">
             <summary>
             Translates the transform by the given <paramref name="offset"/>,
             relative to the transform's basis vectors.
            
             Unlike <see cref="M:Godot.Transform.Rotated(Godot.Vector3,System.Single)"/> and <see cref="M:Godot.Transform.Scaled(Godot.Vector3)"/>,
             this does not use matrix multiplication.
             </summary>
             <param name="offset">The offset to translate by.</param>
             <returns>The translated matrix.</returns>
        </member>
        <member name="M:Godot.Transform.Xform(Godot.Vector3)">
            <summary>
            Returns a vector transformed (multiplied) by this transformation matrix.
            </summary>
            <seealso cref="M:Godot.Transform.XformInv(Godot.Vector3)"/>
            <param name="v">A vector to transform.</param>
            <returns>The transformed vector.</returns>
        </member>
        <member name="M:Godot.Transform.XformInv(Godot.Vector3)">
             <summary>
             Returns a vector transformed (multiplied) by the transposed transformation matrix.
            
             Note: This results in a multiplication by the inverse of the
             transformation matrix only if it represents a rotation-reflection.
             </summary>
             <seealso cref="M:Godot.Transform.Xform(Godot.Vector3)"/>
             <param name="v">A vector to inversely transform.</param>
             <returns>The inversely transformed vector.</returns>
        </member>
        <member name="P:Godot.Transform.Identity">
            <summary>
            The identity transform, with no translation, rotation, or scaling applied.
            This is used as a replacement for <c>Transform()</c> in GDScript.
            Do not use <c>new Transform()</c> with no arguments in C#, because it sets all values to zero.
            </summary>
            <value>Equivalent to <c>new Transform(Vector3.Right, Vector3.Up, Vector3.Back, Vector3.Zero)</c>.</value>
        </member>
        <member name="P:Godot.Transform.FlipX">
            <summary>
            The transform that will flip something along the X axis.
            </summary>
            <value>Equivalent to <c>new Transform(Vector3.Left, Vector3.Up, Vector3.Back, Vector3.Zero)</c>.</value>
        </member>
        <member name="P:Godot.Transform.FlipY">
            <summary>
            The transform that will flip something along the Y axis.
            </summary>
            <value>Equivalent to <c>new Transform(Vector3.Right, Vector3.Down, Vector3.Back, Vector3.Zero)</c>.</value>
        </member>
        <member name="P:Godot.Transform.FlipZ">
            <summary>
            The transform that will flip something along the Z axis.
            </summary>
            <value>Equivalent to <c>new Transform(Vector3.Right, Vector3.Up, Vector3.Forward, Vector3.Zero)</c>.</value>
        </member>
        <member name="M:Godot.Transform.#ctor(Godot.Vector3,Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            Constructs a transformation matrix from 4 vectors (matrix columns).
            </summary>
            <param name="column0">The X vector, or column index 0.</param>
            <param name="column1">The Y vector, or column index 1.</param>
            <param name="column2">The Z vector, or column index 2.</param>
            <param name="origin">The origin vector, or column index 3.</param>
        </member>
        <member name="M:Godot.Transform.#ctor(Godot.Quat,Godot.Vector3)">
            <summary>
            Constructs a transformation matrix from the given <paramref name="quaternion"/>
            and <paramref name="origin"/> vector.
            </summary>
            <param name="quaternion">The <see cref="T:Godot.Quat"/> to create the basis from.</param>
            <param name="origin">The origin vector, or column index 3.</param>
        </member>
        <member name="M:Godot.Transform.#ctor(Godot.Basis,Godot.Vector3)">
            <summary>
            Constructs a transformation matrix from the given <paramref name="basis"/> and
            <paramref name="origin"/> vector.
            </summary>
            <param name="basis">The <see cref="T:Godot.Basis"/> to create the basis from.</param>
            <param name="origin">The origin vector, or column index 3.</param>
        </member>
        <member name="M:Godot.Transform.op_Multiply(Godot.Transform,Godot.Transform)">
            <summary>
            Composes these two transformation matrices by multiplying them
            together. This has the effect of transforming the second transform
            (the child) by the first transform (the parent).
            </summary>
            <param name="left">The parent transform.</param>
            <param name="right">The child transform.</param>
            <returns>The composed transform.</returns>
        </member>
        <member name="M:Godot.Transform.op_Equality(Godot.Transform,Godot.Transform)">
            <summary>
            Returns <see langword="true"/> if the transforms are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform.IsEqualApprox(Godot.Transform)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left transform.</param>
            <param name="right">The right transform.</param>
            <returns>Whether or not the transforms are exactly equal.</returns>
        </member>
        <member name="M:Godot.Transform.op_Inequality(Godot.Transform,Godot.Transform)">
            <summary>
            Returns <see langword="true"/> if the transforms are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform.IsEqualApprox(Godot.Transform)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left transform.</param>
            <param name="right">The right transform.</param>
            <returns>Whether or not the transforms are not equal.</returns>
        </member>
        <member name="M:Godot.Transform.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the transform is exactly equal
            to the given object (<see paramref="obj"/>).
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform.IsEqualApprox(Godot.Transform)"/> instead, which is more reliable.
            </summary>
            <param name="obj">The object to compare with.</param>
            <returns>Whether or not the transform and the object are exactly equal.</returns>
        </member>
        <member name="M:Godot.Transform.Equals(Godot.Transform)">
            <summary>
            Returns <see langword="true"/> if the transforms are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform.IsEqualApprox(Godot.Transform)"/> instead, which is more reliable.
            </summary>
            <param name="other">The other transform to compare.</param>
            <returns>Whether or not the matrices are exactly equal.</returns>
        </member>
        <member name="M:Godot.Transform.IsEqualApprox(Godot.Transform)">
            <summary>
            Returns <see langword="true"/> if this transform and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)"/> on each component.
            </summary>
            <param name="other">The other transform to compare.</param>
            <returns>Whether or not the matrices are approximately equal.</returns>
        </member>
        <member name="M:Godot.Transform.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Transform"/>.
            </summary>
            <returns>A hash code for this transform.</returns>
        </member>
        <member name="M:Godot.Transform.ToString">
            <summary>
            Converts this <see cref="T:Godot.Transform"/> to a string.
            </summary>
            <returns>A string representation of this transform.</returns>
        </member>
        <member name="M:Godot.Transform.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Transform"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this transform.</returns>
        </member>
        <member name="T:Godot.Transform2D">
             <summary>
             2×3 matrix (2 rows, 3 columns) used for 2D linear transformations.
             It can represent transformations such as translation, rotation, or scaling.
             It consists of a three <see cref="T:Godot.Vector2"/> values: x, y, and the origin.
            
             For more information, read this documentation article:
             https://docs.godotengine.org/en/3.5/tutorials/math/matrices_and_transforms.html
             </summary>
        </member>
        <member name="F:Godot.Transform2D.x">
            <summary>
            The basis matrix's X vector (column 0). Equivalent to array index <c>[0]</c>.
            </summary>
        </member>
        <member name="F:Godot.Transform2D.y">
            <summary>
            The basis matrix's Y vector (column 1). Equivalent to array index <c>[1]</c>.
            </summary>
        </member>
        <member name="F:Godot.Transform2D.origin">
            <summary>
            The origin vector (column 2, the third column). Equivalent to array index <c>[2]</c>.
            The origin vector represents translation.
            </summary>
        </member>
        <member name="P:Godot.Transform2D.Rotation">
            <summary>
            The rotation of this transformation matrix.
            </summary>
            <value>Getting is equivalent to calling <see cref="M:Godot.Mathf.Atan2(System.Single,System.Single)"/> with the values of <see cref="F:Godot.Transform2D.x"/>.</value>
        </member>
        <member name="P:Godot.Transform2D.Scale">
            <summary>
            The scale of this transformation matrix.
            </summary>
            <value>Equivalent to the lengths of each column vector, but Y is negative if the determinant is negative.</value>
        </member>
        <member name="P:Godot.Transform2D.Item(System.Int32)">
            <summary>
            Access whole columns in the form of <see cref="T:Godot.Vector2"/>.
            The third column is the <see cref="F:Godot.Transform2D.origin"/> vector.
            </summary>
            <param name="column">Which column vector.</param>
        </member>
        <member name="P:Godot.Transform2D.Item(System.Int32,System.Int32)">
            <summary>
            Access matrix elements in column-major order.
            The third column is the <see cref="F:Godot.Transform2D.origin"/> vector.
            </summary>
            <param name="column">Which column, the matrix horizontal position.</param>
            <param name="row">Which row, the matrix vertical position.</param>
        </member>
        <member name="M:Godot.Transform2D.AffineInverse">
            <summary>
            Returns the inverse of the transform, under the assumption that
            the transformation is composed of rotation, scaling, and translation.
            </summary>
            <seealso cref="M:Godot.Transform2D.Inverse"/>
            <returns>The inverse transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.BasisDeterminant">
             <summary>
             Returns the determinant of the basis matrix. If the basis is
             uniformly scaled, its determinant is the square of the scale.
            
             A negative determinant means the Y scale is negative.
             A zero determinant means the basis isn't invertible,
             and is usually considered invalid.
             </summary>
             <returns>The determinant of the basis matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.BasisXform(Godot.Vector2)">
            <summary>
            Returns a vector transformed (multiplied) by the basis matrix.
            This method does not account for translation (the <see cref="F:Godot.Transform2D.origin"/> vector).
            </summary>
            <seealso cref="M:Godot.Transform2D.BasisXformInv(Godot.Vector2)"/>
            <param name="v">A vector to transform.</param>
            <returns>The transformed vector.</returns>
        </member>
        <member name="M:Godot.Transform2D.BasisXformInv(Godot.Vector2)">
             <summary>
             Returns a vector transformed (multiplied) by the inverse basis matrix.
             This method does not account for translation (the <see cref="F:Godot.Transform2D.origin"/> vector).
            
             Note: This results in a multiplication by the inverse of the
             basis matrix only if it represents a rotation-reflection.
             </summary>
             <seealso cref="M:Godot.Transform2D.BasisXform(Godot.Vector2)"/>
             <param name="v">A vector to inversely transform.</param>
             <returns>The inversely transformed vector.</returns>
        </member>
        <member name="M:Godot.Transform2D.InterpolateWith(Godot.Transform2D,System.Single)">
            <summary>
            Interpolates this transform to the other <paramref name="transform"/> by <paramref name="weight"/>.
            </summary>
            <param name="transform">The other transform.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The interpolated transform.</returns>
        </member>
        <member name="M:Godot.Transform2D.Inverse">
            <summary>
            Returns the inverse of the transform, under the assumption that
            the transformation is composed of rotation and translation
            (no scaling, use <see cref="M:Godot.Transform2D.AffineInverse"/> for transforms with scaling).
            </summary>
            <returns>The inverse matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.Orthonormalized">
            <summary>
            Returns the transform with the basis orthogonal (90 degrees),
            and normalized axis vectors (scale of 1 or -1).
            </summary>
            <returns>The orthonormalized transform.</returns>
        </member>
        <member name="M:Godot.Transform2D.Rotated(System.Single)">
            <summary>
            Rotates the transform by <paramref name="angle"/> (in radians), using matrix multiplication.
            </summary>
            <param name="angle">The angle to rotate, in radians.</param>
            <returns>The rotated transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.Scaled(Godot.Vector2)">
            <summary>
            Scales the transform by the given scaling factor, using matrix multiplication.
            </summary>
            <param name="scale">The scale to introduce.</param>
            <returns>The scaled transformation matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.Translated(Godot.Vector2)">
             <summary>
             Translates the transform by the given <paramref name="offset"/>,
             relative to the transform's basis vectors.
            
             Unlike <see cref="M:Godot.Transform2D.Rotated(System.Single)"/> and <see cref="M:Godot.Transform2D.Scaled(Godot.Vector2)"/>,
             this does not use matrix multiplication.
             </summary>
             <param name="offset">The offset to translate by.</param>
             <returns>The translated matrix.</returns>
        </member>
        <member name="M:Godot.Transform2D.Xform(Godot.Vector2)">
            <summary>
            Returns a vector transformed (multiplied) by this transformation matrix.
            </summary>
            <seealso cref="M:Godot.Transform2D.XformInv(Godot.Vector2)"/>
            <param name="v">A vector to transform.</param>
            <returns>The transformed vector.</returns>
        </member>
        <member name="M:Godot.Transform2D.XformInv(Godot.Vector2)">
            <summary>
            Returns a vector transformed (multiplied) by the inverse transformation matrix.
            </summary>
            <seealso cref="M:Godot.Transform2D.Xform(Godot.Vector2)"/>
            <param name="v">A vector to inversely transform.</param>
            <returns>The inversely transformed vector.</returns>
        </member>
        <member name="P:Godot.Transform2D.Identity">
            <summary>
            The identity transform, with no translation, rotation, or scaling applied.
            This is used as a replacement for <c>Transform2D()</c> in GDScript.
            Do not use <c>new Transform2D()</c> with no arguments in C#, because it sets all values to zero.
            </summary>
            <value>Equivalent to <c>new Transform2D(Vector2.Right, Vector2.Down, Vector2.Zero)</c>.</value>
        </member>
        <member name="P:Godot.Transform2D.FlipX">
            <summary>
            The transform that will flip something along the X axis.
            </summary>
            <value>Equivalent to <c>new Transform2D(Vector2.Left, Vector2.Down, Vector2.Zero)</c>.</value>
        </member>
        <member name="P:Godot.Transform2D.FlipY">
            <summary>
            The transform that will flip something along the Y axis.
            </summary>
            <value>Equivalent to <c>new Transform2D(Vector2.Right, Vector2.Up, Vector2.Zero)</c>.</value>
        </member>
        <member name="M:Godot.Transform2D.#ctor(Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            Constructs a transformation matrix from 3 vectors (matrix columns).
            </summary>
            <param name="xAxis">The X vector, or column index 0.</param>
            <param name="yAxis">The Y vector, or column index 1.</param>
            <param name="originPos">The origin vector, or column index 2.</param>
        </member>
        <member name="M:Godot.Transform2D.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a transformation matrix from the given components.
            Arguments are named such that xy is equal to calling x.y
            </summary>
            <param name="xx">The X component of the X column vector, accessed via <c>t.x.x</c> or <c>[0][0]</c>.</param>
            <param name="xy">The Y component of the X column vector, accessed via <c>t.x.y</c> or <c>[0][1]</c>.</param>
            <param name="yx">The X component of the Y column vector, accessed via <c>t.y.x</c> or <c>[1][0]</c>.</param>
            <param name="yy">The Y component of the Y column vector, accessed via <c>t.y.y</c> or <c>[1][1]</c>.</param>
            <param name="ox">The X component of the origin vector, accessed via <c>t.origin.x</c> or <c>[2][0]</c>.</param>
            <param name="oy">The Y component of the origin vector, accessed via <c>t.origin.y</c> or <c>[2][1]</c>.</param>
        </member>
        <member name="M:Godot.Transform2D.#ctor(System.Single,Godot.Vector2)">
            <summary>
            Constructs a transformation matrix from a <paramref name="rotation"/> value and
            <paramref name="origin"/> vector.
            </summary>
            <param name="rotation">The rotation of the new transform, in radians.</param>
            <param name="origin">The origin vector, or column index 2.</param>
        </member>
        <member name="M:Godot.Transform2D.op_Multiply(Godot.Transform2D,Godot.Transform2D)">
            <summary>
            Composes these two transformation matrices by multiplying them
            together. This has the effect of transforming the second transform
            (the child) by the first transform (the parent).
            </summary>
            <param name="left">The parent transform.</param>
            <param name="right">The child transform.</param>
            <returns>The composed transform.</returns>
        </member>
        <member name="M:Godot.Transform2D.op_Multiply(Godot.Transform2D,Godot.Vector2)">
            <summary>
            Returns a Vector2 transformed (multiplied) by transformation matrix.
            </summary>
            <param name="transform">The transformation to apply.</param>
            <param name="vector">A Vector2 to transform.</param>
            <returns>The transformed Vector2.</returns>
        </member>
        <member name="M:Godot.Transform2D.op_Multiply(Godot.Vector2,Godot.Transform2D)">
            <summary>
            Returns a Vector2 transformed (multiplied) by the inverse transformation matrix.
            </summary>
            <param name="vector">A Vector2 to inversely transform.</param>
            <param name="transform">The transformation to apply.</param>
            <returns>The inversely transformed Vector2.</returns>
        </member>
        <member name="M:Godot.Transform2D.op_Multiply(Godot.Transform2D,Godot.Rect2)">
            <summary>
            Returns a Rect2 transformed (multiplied) by transformation matrix.
            </summary>
            <param name="transform">The transformation to apply.</param>
            <param name="rect">A Rect2 to transform.</param>
            <returns>The transformed Rect2.</returns>
        </member>
        <member name="M:Godot.Transform2D.op_Multiply(Godot.Rect2,Godot.Transform2D)">
            <summary>
            Returns a Rect2 transformed (multiplied) by the inverse transformation matrix.
            </summary>
            <param name="rect">A Rect2 to inversely transform.</param>
            <param name="transform">The transformation to apply.</param>
            <returns>The inversely transformed Rect2.</returns>
        </member>
        <member name="M:Godot.Transform2D.op_Multiply(Godot.Transform2D,Godot.Vector2[])">
            <summary>
            Returns a copy of the given Vector2[] transformed (multiplied) by transformation matrix.
            </summary>
            <param name="transform">The transformation to apply.</param>
            <param name="array">A Vector2[] to transform.</param>
            <returns>The transformed copy of the Vector2[].</returns>
        </member>
        <member name="M:Godot.Transform2D.op_Multiply(Godot.Vector2[],Godot.Transform2D)">
            <summary>
            Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix.
            </summary>
            <param name="array">A Vector2[] to inversely transform.</param>
            <param name="transform">The transformation to apply.</param>
            <returns>The inversely transformed copy of the Vector2[].</returns>
        </member>
        <member name="M:Godot.Transform2D.op_Equality(Godot.Transform2D,Godot.Transform2D)">
            <summary>
            Returns <see langword="true"/> if the transforms are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform2D.IsEqualApprox(Godot.Transform2D)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left transform.</param>
            <param name="right">The right transform.</param>
            <returns>Whether or not the transforms are exactly equal.</returns>
        </member>
        <member name="M:Godot.Transform2D.op_Inequality(Godot.Transform2D,Godot.Transform2D)">
            <summary>
            Returns <see langword="true"/> if the transforms are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform2D.IsEqualApprox(Godot.Transform2D)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left transform.</param>
            <param name="right">The right transform.</param>
            <returns>Whether or not the transforms are not equal.</returns>
        </member>
        <member name="M:Godot.Transform2D.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the transform is exactly equal
            to the given object (<see paramref="obj"/>).
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform2D.IsEqualApprox(Godot.Transform2D)"/> instead, which is more reliable.
            </summary>
            <param name="obj">The object to compare with.</param>
            <returns>Whether or not the transform and the object are exactly equal.</returns>
        </member>
        <member name="M:Godot.Transform2D.Equals(Godot.Transform2D)">
            <summary>
            Returns <see langword="true"/> if the transforms are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Transform2D.IsEqualApprox(Godot.Transform2D)"/> instead, which is more reliable.
            </summary>
            <param name="other">The other transform to compare.</param>
            <returns>Whether or not the matrices are exactly equal.</returns>
        </member>
        <member name="M:Godot.Transform2D.IsEqualApprox(Godot.Transform2D)">
            <summary>
            Returns <see langword="true"/> if this transform and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Vector2.IsEqualApprox(Godot.Vector2)"/> on each component.
            </summary>
            <param name="other">The other transform to compare.</param>
            <returns>Whether or not the matrices are approximately equal.</returns>
        </member>
        <member name="M:Godot.Transform2D.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Transform2D"/>.
            </summary>
            <returns>A hash code for this transform.</returns>
        </member>
        <member name="M:Godot.Transform2D.ToString">
            <summary>
            Converts this <see cref="T:Godot.Transform2D"/> to a string.
            </summary>
            <returns>A string representation of this transform.</returns>
        </member>
        <member name="M:Godot.Transform2D.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Transform2D"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this transform.</returns>
        </member>
        <member name="T:Godot.UnhandledExceptionArgs">
            <summary>
            Event arguments for when unhandled exceptions occur.
            </summary>
        </member>
        <member name="P:Godot.UnhandledExceptionArgs.Exception">
            <summary>
            Exception object.
            </summary>
        </member>
        <member name="T:Godot.Vector2">
            <summary>
            2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
            </summary>
        </member>
        <member name="T:Godot.Vector2.Axis">
            <summary>
            Enumerated index values for the axes.
            Returned by <see cref="M:Godot.Vector2.MaxAxis"/> and <see cref="M:Godot.Vector2.MinAxis"/>.
            </summary>
        </member>
        <member name="F:Godot.Vector2.Axis.X">
            <summary>
            The vector's X axis.
            </summary>
        </member>
        <member name="F:Godot.Vector2.Axis.Y">
            <summary>
            The vector's Y axis.
            </summary>
        </member>
        <member name="F:Godot.Vector2.x">
            <summary>
            The vector's X component. Also accessible by using the index position <c>[0]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector2.y">
            <summary>
            The vector's Y component. Also accessible by using the index position <c>[1]</c>.
            </summary>
        </member>
        <member name="P:Godot.Vector2.Item(System.Int32)">
            <summary>
            Access vector components using their index.
            </summary>
            <exception cref="T:System.IndexOutOfRangeException">
            Thrown when the given the <paramref name="index"/> is not 0 or 1.
            </exception>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Vector2.x"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Vector2.y"/>.
            </value>
        </member>
        <member name="M:Godot.Vector2.Abs">
            <summary>
            Returns a new vector with all components in absolute values (i.e. positive).
            </summary>
            <returns>A vector with <see cref="M:Godot.Mathf.Abs(System.Single)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector2.Angle">
             <summary>
             Returns this vector's angle with respect to the X axis, or (1, 0) vector, in radians.
            
             Equivalent to the result of <see cref="M:Godot.Mathf.Atan2(System.Single,System.Single)"/> when
             called with the vector's <see cref="F:Godot.Vector2.y"/> and <see cref="F:Godot.Vector2.x"/> as parameters: <c>Mathf.Atan2(v.y, v.x)</c>.
             </summary>
             <returns>The angle of this vector, in radians.</returns>
        </member>
        <member name="M:Godot.Vector2.AngleTo(Godot.Vector2)">
            <summary>
            Returns the angle to the given vector, in radians.
            </summary>
            <param name="to">The other vector to compare this vector to.</param>
            <returns>The angle between the two vectors, in radians.</returns>
        </member>
        <member name="M:Godot.Vector2.AngleToPoint(Godot.Vector2)">
            <summary>
            Returns the angle between the line connecting the two points and the X axis, in radians.
            </summary>
            <param name="to">The other vector to compare this vector to.</param>
            <returns>The angle between the two vectors, in radians.</returns>
        </member>
        <member name="M:Godot.Vector2.Aspect">
            <summary>
            Returns the aspect ratio of this vector, the ratio of <see cref="F:Godot.Vector2.x"/> to <see cref="F:Godot.Vector2.y"/>.
            </summary>
            <returns>The <see cref="F:Godot.Vector2.x"/> component divided by the <see cref="F:Godot.Vector2.y"/> component.</returns>
        </member>
        <member name="M:Godot.Vector2.Bounce(Godot.Vector2)">
            <summary>
            Returns the vector "bounced off" from a plane defined by the given normal.
            </summary>
            <param name="normal">The normal vector defining the plane to bounce off. Must be normalized.</param>
            <returns>The bounced vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Ceil">
            <summary>
            Returns a new vector with all components rounded up (towards positive infinity).
            </summary>
            <returns>A vector with <see cref="M:Godot.Mathf.Ceil(System.Single)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector2.Clamped(System.Single)">
            <summary>
            Returns the vector with a maximum length by limiting its length to <paramref name="length"/>.
            </summary>
            <param name="length">The length to limit to.</param>
            <returns>The vector with its length limited.</returns>
        </member>
        <member name="M:Godot.Vector2.Cross(Godot.Vector2)">
            <summary>
            Returns the cross product of this vector and <paramref name="b"/>.
            </summary>
            <param name="b">The other vector.</param>
            <returns>The cross product value.</returns>
        </member>
        <member name="M:Godot.Vector2.CubicInterpolate(Godot.Vector2,Godot.Vector2,Godot.Vector2,System.Single)">
            <summary>
            Performs a cubic interpolation between vectors <paramref name="preA"/>, this vector,
            <paramref name="b"/>, and <paramref name="postB"/>, by the given amount <paramref name="weight"/>.
            </summary>
            <param name="b">The destination vector.</param>
            <param name="preA">A vector before this vector.</param>
            <param name="postB">A vector after <paramref name="b"/>.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The interpolated vector.</returns>
        </member>
        <member name="M:Godot.Vector2.DirectionTo(Godot.Vector2)">
            <summary>
            Returns the normalized vector pointing from this vector to <paramref name="b"/>.
            </summary>
            <param name="b">The other vector to point towards.</param>
            <returns>The direction from this vector to <paramref name="b"/>.</returns>
        </member>
        <member name="M:Godot.Vector2.DistanceSquaredTo(Godot.Vector2)">
            <summary>
            Returns the squared distance between this vector and <paramref name="to"/>.
            This method runs faster than <see cref="M:Godot.Vector2.DistanceTo(Godot.Vector2)"/>, so prefer it if
            you need to compare vectors or need the squared distance for some formula.
            </summary>
            <param name="to">The other vector to use.</param>
            <returns>The squared distance between the two vectors.</returns>
        </member>
        <member name="M:Godot.Vector2.DistanceTo(Godot.Vector2)">
            <summary>
            Returns the distance between this vector and <paramref name="to"/>.
            </summary>
            <param name="to">The other vector to use.</param>
            <returns>The distance between the two vectors.</returns>
        </member>
        <member name="M:Godot.Vector2.Dot(Godot.Vector2)">
            <summary>
            Returns the dot product of this vector and <paramref name="with"/>.
            </summary>
            <param name="with">The other vector to use.</param>
            <returns>The dot product of the two vectors.</returns>
        </member>
        <member name="M:Godot.Vector2.Floor">
            <summary>
            Returns a new vector with all components rounded down (towards negative infinity).
            </summary>
            <returns>A vector with <see cref="M:Godot.Mathf.Floor(System.Single)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector2.Inverse">
            <summary>
            Returns the inverse of this vector. This is the same as <c>new Vector2(1 / v.x, 1 / v.y)</c>.
            </summary>
            <returns>The inverse of this vector.</returns>
        </member>
        <member name="M:Godot.Vector2.IsNormalized">
            <summary>
            Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise.
            </summary>
            <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
        </member>
        <member name="M:Godot.Vector2.Length">
            <summary>
            Returns the length (magnitude) of this vector.
            </summary>
            <seealso cref="M:Godot.Vector2.LengthSquared"/>
            <returns>The length of this vector.</returns>
        </member>
        <member name="M:Godot.Vector2.LengthSquared">
            <summary>
            Returns the squared length (squared magnitude) of this vector.
            This method runs faster than <see cref="M:Godot.Vector2.Length"/>, so prefer it if
            you need to compare vectors or need the squared length for some formula.
            </summary>
            <returns>The squared length of this vector.</returns>
        </member>
        <member name="M:Godot.Vector2.LinearInterpolate(Godot.Vector2,System.Single)">
            <summary>
            Returns the result of the linear interpolation between
            this vector and <paramref name="to"/> by amount <paramref name="weight"/>.
            </summary>
            <param name="to">The destination vector for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The resulting vector of the interpolation.</returns>
        </member>
        <member name="M:Godot.Vector2.LinearInterpolate(Godot.Vector2,Godot.Vector2)">
            <summary>
            Returns the result of the linear interpolation between
            this vector and <paramref name="to"/> by the vector amount <paramref name="weight"/>.
            </summary>
            <param name="to">The destination vector for interpolation.</param>
            <param name="weight">
            A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.
            </param>
            <returns>The resulting vector of the interpolation.</returns>
        </member>
        <member name="M:Godot.Vector2.LimitLength(System.Single)">
            <summary>
            Returns the vector with a maximum length by limiting its length to <paramref name="length"/>.
            </summary>
            <param name="length">The length to limit to.</param>
            <returns>The vector with its length limited.</returns>
        </member>
        <member name="M:Godot.Vector2.MaxAxis">
            <summary>
            Returns the axis of the vector's largest value. See <see cref="T:Godot.Vector2.Axis"/>.
            If both components are equal, this method returns <see cref="F:Godot.Vector2.Axis.X"/>.
            </summary>
            <returns>The index of the largest axis.</returns>
        </member>
        <member name="M:Godot.Vector2.MinAxis">
            <summary>
            Returns the axis of the vector's smallest value. See <see cref="T:Godot.Vector2.Axis"/>.
            If both components are equal, this method returns <see cref="F:Godot.Vector2.Axis.Y"/>.
            </summary>
            <returns>The index of the smallest axis.</returns>
        </member>
        <member name="M:Godot.Vector2.MoveToward(Godot.Vector2,System.Single)">
            <summary>
            Moves this vector toward <paramref name="to"/> by the fixed <paramref name="delta"/> amount.
            </summary>
            <param name="to">The vector to move towards.</param>
            <param name="delta">The amount to move towards by.</param>
            <returns>The resulting vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Normalized">
            <summary>
            Returns the vector scaled to unit length. Equivalent to <c>v / v.Length()</c>.
            </summary>
            <returns>A normalized version of the vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Perpendicular">
            <summary>
            Returns a perpendicular vector rotated 90 degrees counter-clockwise
            compared to the original, with the same length.
            </summary>
            <returns>The perpendicular vector.</returns>
        </member>
        <member name="M:Godot.Vector2.PosMod(System.Single)">
            <summary>
            Returns a vector composed of the <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/> of this vector's components
            and <paramref name="mod"/>.
            </summary>
            <param name="mod">A value representing the divisor of the operation.</param>
            <returns>
            A vector with each component <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/> by <paramref name="mod"/>.
            </returns>
        </member>
        <member name="M:Godot.Vector2.PosMod(Godot.Vector2)">
            <summary>
            Returns a vector composed of the <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/> of this vector's components
            and <paramref name="modv"/>'s components.
            </summary>
            <param name="modv">A vector representing the divisors of the operation.</param>
            <returns>
            A vector with each component <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/> by <paramref name="modv"/>'s components.
            </returns>
        </member>
        <member name="M:Godot.Vector2.Project(Godot.Vector2)">
            <summary>
            Returns this vector projected onto another vector <paramref name="onNormal"/>.
            </summary>
            <param name="onNormal">The vector to project onto.</param>
            <returns>The projected vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Reflect(Godot.Vector2)">
            <summary>
            Returns this vector reflected from a plane defined by the given <paramref name="normal"/>.
            </summary>
            <param name="normal">The normal vector defining the plane to reflect from. Must be normalized.</param>
            <returns>The reflected vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Rotated(System.Single)">
            <summary>
            Rotates this vector by <paramref name="angle"/> radians.
            </summary>
            <param name="angle">The angle to rotate by, in radians.</param>
            <returns>The rotated vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Round">
            <summary>
            Returns this vector with all components rounded to the nearest integer,
            with halfway cases rounded towards the nearest multiple of two.
            </summary>
            <returns>The rounded vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Sign">
            <summary>
            Returns a vector with each component set to one or negative one, depending
            on the signs of this vector's components, or zero if the component is zero,
            by calling <see cref="M:Godot.Mathf.Sign(System.Single)"/> on each component.
            </summary>
            <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
        </member>
        <member name="M:Godot.Vector2.Slerp(Godot.Vector2,System.Single)">
             <summary>
             Returns the result of the spherical linear interpolation between
             this vector and <paramref name="to"/> by amount <paramref name="weight"/>.
            
             Note: Both vectors must be normalized.
             </summary>
             <param name="to">The destination vector for interpolation. Must be normalized.</param>
             <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
             <returns>The resulting vector of the interpolation.</returns>
        </member>
        <member name="M:Godot.Vector2.Slide(Godot.Vector2)">
            <summary>
            Returns this vector slid along a plane defined by the given <paramref name="normal"/>.
            </summary>
            <param name="normal">The normal vector defining the plane to slide on.</param>
            <returns>The slid vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Snapped(Godot.Vector2)">
            <summary>
            Returns this vector with each component snapped to the nearest multiple of <paramref name="step"/>.
            This can also be used to round to an arbitrary number of decimals.
            </summary>
            <param name="step">A vector value representing the step size to snap to.</param>
            <returns>The snapped vector.</returns>
        </member>
        <member name="M:Godot.Vector2.Tangent">
            <summary>
            Returns a perpendicular vector rotated 90 degrees counter-clockwise
            compared to the original, with the same length.
            Deprecated, will be replaced by <see cref="M:Godot.Vector2.Perpendicular"/> in 4.0.
            </summary>
            <returns>The perpendicular vector.</returns>
        </member>
        <member name="P:Godot.Vector2.Zero">
            <summary>
            Zero vector, a vector with all components set to <c>0</c>.
            </summary>
            <value>Equivalent to <c>new Vector2(0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector2.NegOne">
            <summary>
            Deprecated, please use a negative sign with <see cref="P:Godot.Vector2.One"/> instead.
            </summary>
            <value>Equivalent to <c>new Vector2(-1, -1)</c>.</value>
        </member>
        <member name="P:Godot.Vector2.One">
            <summary>
            One vector, a vector with all components set to <c>1</c>.
            </summary>
            <value>Equivalent to <c>new Vector2(1, 1)</c>.</value>
        </member>
        <member name="P:Godot.Vector2.Inf">
            <summary>
            Infinity vector, a vector with all components set to <see cref="F:Godot.Mathf.Inf"/>.
            </summary>
            <value>Equivalent to <c>new Vector2(Mathf.Inf, Mathf.Inf)</c>.</value>
        </member>
        <member name="P:Godot.Vector2.Up">
            <summary>
            Up unit vector. Y is down in 2D, so this vector points -Y.
            </summary>
            <value>Equivalent to <c>new Vector2(0, -1)</c>.</value>
        </member>
        <member name="P:Godot.Vector2.Down">
            <summary>
            Down unit vector. Y is down in 2D, so this vector points +Y.
            </summary>
            <value>Equivalent to <c>new Vector2(0, 1)</c>.</value>
        </member>
        <member name="P:Godot.Vector2.Right">
            <summary>
            Right unit vector. Represents the direction of right.
            </summary>
            <value>Equivalent to <c>new Vector2(1, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector2.Left">
            <summary>
            Left unit vector. Represents the direction of left.
            </summary>
            <value>Equivalent to <c>new Vector2(-1, 0)</c>.</value>
        </member>
        <member name="M:Godot.Vector2.#ctor(System.Single,System.Single)">
            <summary>
            Constructs a new <see cref="T:Godot.Vector2"/> with the given components.
            </summary>
            <param name="x">The vector's X component.</param>
            <param name="y">The vector's Y component.</param>
        </member>
        <member name="M:Godot.Vector2.#ctor(Godot.Vector2)">
            <summary>
            Constructs a new <see cref="T:Godot.Vector2"/> from an existing <see cref="T:Godot.Vector2"/>.
            </summary>
            <param name="v">The existing <see cref="T:Godot.Vector2"/>.</param>
        </member>
        <member name="M:Godot.Vector2.op_Addition(Godot.Vector2,Godot.Vector2)">
            <summary>
            Adds each component of the <see cref="T:Godot.Vector2"/>
            with the components of the given <see cref="T:Godot.Vector2"/>.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>The added vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Subtraction(Godot.Vector2,Godot.Vector2)">
            <summary>
            Subtracts each component of the <see cref="T:Godot.Vector2"/>
            by the components of the given <see cref="T:Godot.Vector2"/>.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>The subtracted vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_UnaryNegation(Godot.Vector2)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Vector2"/>.
            This is the same as writing <c>new Vector2(-v.x, -v.y)</c>.
            This operation flips the direction of the vector while
            keeping the same magnitude.
            With floats, the number zero can be either positive or negative.
            </summary>
            <param name="vec">The vector to negate/flip.</param>
            <returns>The negated/flipped vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Multiply(Godot.Vector2,System.Single)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector2"/>
            by the given <see cref="T:System.Single"/>.
            </summary>
            <param name="vec">The vector to multiply.</param>
            <param name="scale">The scale to multiply by.</param>
            <returns>The multiplied vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Multiply(System.Single,Godot.Vector2)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector2"/>
            by the given <see cref="T:System.Single"/>.
            </summary>
            <param name="scale">The scale to multiply by.</param>
            <param name="vec">The vector to multiply.</param>
            <returns>The multiplied vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Multiply(Godot.Vector2,Godot.Vector2)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector2"/>
            by the components of the given <see cref="T:Godot.Vector2"/>.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>The multiplied vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Division(Godot.Vector2,System.Single)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector2"/>
            by the given <see cref="T:System.Single"/>.
            </summary>
            <param name="vec">The dividend vector.</param>
            <param name="divisor">The divisor value.</param>
            <returns>The divided vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Division(Godot.Vector2,Godot.Vector2)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector2"/>
            by the components of the given <see cref="T:Godot.Vector2"/>.
            </summary>
            <param name="vec">The dividend vector.</param>
            <param name="divisorv">The divisor vector.</param>
            <returns>The divided vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Modulus(Godot.Vector2,System.Single)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector2"/>
            with the components of the given <see cref="T:System.Single"/>.
            This operation uses truncated division, which is often not desired
            as it does not work well with negative numbers.
            Consider using <see cref="M:Godot.Vector2.PosMod(System.Single)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector2(10, -20) % 7); // Prints "(3, -6)"
            </code>
            </example>
            <param name="vec">The dividend vector.</param>
            <param name="divisor">The divisor value.</param>
            <returns>The remainder vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Modulus(Godot.Vector2,Godot.Vector2)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector2"/>
            with the components of the given <see cref="T:Godot.Vector2"/>.
            This operation uses truncated division, which is often not desired
            as it does not work well with negative numbers.
            Consider using <see cref="M:Godot.Vector2.PosMod(Godot.Vector2)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector2(10, -20) % new Vector2(7, 8)); // Prints "(3, -4)"
            </code>
            </example>
            <param name="vec">The dividend vector.</param>
            <param name="divisorv">The divisor vector.</param>
            <returns>The remainder vector.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Equality(Godot.Vector2,Godot.Vector2)">
            <summary>
            Returns <see langword="true"/> if the vectors are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector2.IsEqualApprox(Godot.Vector2)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the vectors are exactly equal.</returns>
        </member>
        <member name="M:Godot.Vector2.op_Inequality(Godot.Vector2,Godot.Vector2)">
            <summary>
            Returns <see langword="true"/> if the vectors are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector2.IsEqualApprox(Godot.Vector2)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the vectors are not equal.</returns>
        </member>
        <member name="M:Godot.Vector2.op_LessThan(Godot.Vector2,Godot.Vector2)">
            <summary>
            Compares two <see cref="T:Godot.Vector2"/> vectors by first checking if
            the X value of the <paramref name="left"/> vector is less than
            the X value of the <paramref name="right"/> vector.
            If the X values are exactly equal, then it repeats this check
            with the Y values of the two vectors.
            This operator is useful for sorting vectors.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the left is less than the right.</returns>
        </member>
        <member name="M:Godot.Vector2.op_GreaterThan(Godot.Vector2,Godot.Vector2)">
            <summary>
            Compares two <see cref="T:Godot.Vector2"/> vectors by first checking if
            the X value of the <paramref name="left"/> vector is greater than
            the X value of the <paramref name="right"/> vector.
            If the X values are exactly equal, then it repeats this check
            with the Y values of the two vectors.
            This operator is useful for sorting vectors.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the left is greater than the right.</returns>
        </member>
        <member name="M:Godot.Vector2.op_LessThanOrEqual(Godot.Vector2,Godot.Vector2)">
            <summary>
            Compares two <see cref="T:Godot.Vector2"/> vectors by first checking if
            the X value of the <paramref name="left"/> vector is less than
            or equal to the X value of the <paramref name="right"/> vector.
            If the X values are exactly equal, then it repeats this check
            with the Y values of the two vectors.
            This operator is useful for sorting vectors.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the left is less than or equal to the right.</returns>
        </member>
        <member name="M:Godot.Vector2.op_GreaterThanOrEqual(Godot.Vector2,Godot.Vector2)">
            <summary>
            Compares two <see cref="T:Godot.Vector2"/> vectors by first checking if
            the X value of the <paramref name="left"/> vector is greater than
            or equal to the X value of the <paramref name="right"/> vector.
            If the X values are exactly equal, then it repeats this check
            with the Y values of the two vectors.
            This operator is useful for sorting vectors.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the left is greater than or equal to the right.</returns>
        </member>
        <member name="M:Godot.Vector2.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the vector is exactly equal
            to the given object (<see paramref="obj"/>).
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector2.IsEqualApprox(Godot.Vector2)"/> instead, which is more reliable.
            </summary>
            <param name="obj">The object to compare with.</param>
            <returns>Whether or not the vector and the object are equal.</returns>
        </member>
        <member name="M:Godot.Vector2.Equals(Godot.Vector2)">
            <summary>
            Returns <see langword="true"/> if the vectors are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector2.IsEqualApprox(Godot.Vector2)"/> instead, which is more reliable.
            </summary>
            <param name="other">The other vector.</param>
            <returns>Whether or not the vectors are exactly equal.</returns>
        </member>
        <member name="M:Godot.Vector2.IsEqualApprox(Godot.Vector2)">
            <summary>
            Returns <see langword="true"/> if this vector and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single)"/> on each component.
            </summary>
            <param name="other">The other vector to compare.</param>
            <returns>Whether or not the vectors are approximately equal.</returns>
        </member>
        <member name="M:Godot.Vector2.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Vector2"/>.
            </summary>
            <returns>A hash code for this vector.</returns>
        </member>
        <member name="M:Godot.Vector2.ToString">
            <summary>
            Converts this <see cref="T:Godot.Vector2"/> to a string.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="M:Godot.Vector2.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Vector2"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="T:Godot.Vector3">
            <summary>
            3-element structure that can be used to represent positions in 3D space or any other pair of numeric values.
            </summary>
        </member>
        <member name="T:Godot.Vector3.Axis">
            <summary>
            Enumerated index values for the axes.
            Returned by <see cref="M:Godot.Vector3.MaxAxis"/> and <see cref="M:Godot.Vector3.MinAxis"/>.
            </summary>
        </member>
        <member name="F:Godot.Vector3.Axis.X">
            <summary>
            The vector's X axis.
            </summary>
        </member>
        <member name="F:Godot.Vector3.Axis.Y">
            <summary>
            The vector's Y axis.
            </summary>
        </member>
        <member name="F:Godot.Vector3.Axis.Z">
            <summary>
            The vector's Z axis.
            </summary>
        </member>
        <member name="F:Godot.Vector3.x">
            <summary>
            The vector's X component. Also accessible by using the index position <c>[0]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector3.y">
            <summary>
            The vector's Y component. Also accessible by using the index position <c>[1]</c>.
            </summary>
        </member>
        <member name="F:Godot.Vector3.z">
            <summary>
            The vector's Z component. Also accessible by using the index position <c>[2]</c>.
            </summary>
        </member>
        <member name="P:Godot.Vector3.Item(System.Int32)">
            <summary>
            Access vector components using their index.
            </summary>
            <exception cref="T:System.IndexOutOfRangeException">
            Thrown when the given the <paramref name="index"/> is not 0, 1 or 2.
            </exception>
            <value>
            <c>[0]</c> is equivalent to <see cref="F:Godot.Vector3.x"/>,
            <c>[1]</c> is equivalent to <see cref="F:Godot.Vector3.y"/>,
            <c>[2]</c> is equivalent to <see cref="F:Godot.Vector3.z"/>.
            </value>
        </member>
        <member name="M:Godot.Vector3.Abs">
            <summary>
            Returns a new vector with all components in absolute values (i.e. positive).
            </summary>
            <returns>A vector with <see cref="M:Godot.Mathf.Abs(System.Single)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector3.AngleTo(Godot.Vector3)">
            <summary>
            Returns the unsigned minimum angle to the given vector, in radians.
            </summary>
            <param name="to">The other vector to compare this vector to.</param>
            <returns>The unsigned angle between the two vectors, in radians.</returns>
        </member>
        <member name="M:Godot.Vector3.Bounce(Godot.Vector3)">
            <summary>
            Returns this vector "bounced off" from a plane defined by the given normal.
            </summary>
            <param name="normal">The normal vector defining the plane to bounce off. Must be normalized.</param>
            <returns>The bounced vector.</returns>
        </member>
        <member name="M:Godot.Vector3.Ceil">
            <summary>
            Returns a new vector with all components rounded up (towards positive infinity).
            </summary>
            <returns>A vector with <see cref="M:Godot.Mathf.Ceil(System.Single)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector3.Cross(Godot.Vector3)">
            <summary>
            Returns the cross product of this vector and <paramref name="b"/>.
            </summary>
            <param name="b">The other vector.</param>
            <returns>The cross product vector.</returns>
        </member>
        <member name="M:Godot.Vector3.CubicInterpolate(Godot.Vector3,Godot.Vector3,Godot.Vector3,System.Single)">
            <summary>
            Performs a cubic interpolation between vectors <paramref name="preA"/>, this vector,
            <paramref name="b"/>, and <paramref name="postB"/>, by the given amount <paramref name="weight"/>.
            </summary>
            <param name="b">The destination vector.</param>
            <param name="preA">A vector before this vector.</param>
            <param name="postB">A vector after <paramref name="b"/>.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The interpolated vector.</returns>
        </member>
        <member name="M:Godot.Vector3.DirectionTo(Godot.Vector3)">
            <summary>
            Returns the normalized vector pointing from this vector to <paramref name="b"/>.
            </summary>
            <param name="b">The other vector to point towards.</param>
            <returns>The direction from this vector to <paramref name="b"/>.</returns>
        </member>
        <member name="M:Godot.Vector3.DistanceSquaredTo(Godot.Vector3)">
            <summary>
            Returns the squared distance between this vector and <paramref name="b"/>.
            This method runs faster than <see cref="M:Godot.Vector3.DistanceTo(Godot.Vector3)"/>, so prefer it if
            you need to compare vectors or need the squared distance for some formula.
            </summary>
            <param name="b">The other vector to use.</param>
            <returns>The squared distance between the two vectors.</returns>
        </member>
        <member name="M:Godot.Vector3.DistanceTo(Godot.Vector3)">
            <summary>
            Returns the distance between this vector and <paramref name="b"/>.
            </summary>
            <seealso cref="M:Godot.Vector3.DistanceSquaredTo(Godot.Vector3)"/>
            <param name="b">The other vector to use.</param>
            <returns>The distance between the two vectors.</returns>
        </member>
        <member name="M:Godot.Vector3.Dot(Godot.Vector3)">
            <summary>
            Returns the dot product of this vector and <paramref name="b"/>.
            </summary>
            <param name="b">The other vector to use.</param>
            <returns>The dot product of the two vectors.</returns>
        </member>
        <member name="M:Godot.Vector3.Floor">
            <summary>
            Returns a new vector with all components rounded down (towards negative infinity).
            </summary>
            <returns>A vector with <see cref="M:Godot.Mathf.Floor(System.Single)"/> called on each component.</returns>
        </member>
        <member name="M:Godot.Vector3.Inverse">
            <summary>
            Returns the inverse of this vector. This is the same as <c>new Vector3(1 / v.x, 1 / v.y, 1 / v.z)</c>.
            </summary>
            <returns>The inverse of this vector.</returns>
        </member>
        <member name="M:Godot.Vector3.IsNormalized">
            <summary>
            Returns <see langword="true"/> if the vector is normalized, and <see langword="false"/> otherwise.
            </summary>
            <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
        </member>
        <member name="M:Godot.Vector3.Length">
            <summary>
            Returns the length (magnitude) of this vector.
            </summary>
            <seealso cref="M:Godot.Vector3.LengthSquared"/>
            <returns>The length of this vector.</returns>
        </member>
        <member name="M:Godot.Vector3.LengthSquared">
            <summary>
            Returns the squared length (squared magnitude) of this vector.
            This method runs faster than <see cref="M:Godot.Vector3.Length"/>, so prefer it if
            you need to compare vectors or need the squared length for some formula.
            </summary>
            <returns>The squared length of this vector.</returns>
        </member>
        <member name="M:Godot.Vector3.LinearInterpolate(Godot.Vector3,System.Single)">
            <summary>
            Returns the result of the linear interpolation between
            this vector and <paramref name="to"/> by amount <paramref name="weight"/>.
            </summary>
            <param name="to">The destination vector for interpolation.</param>
            <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The resulting vector of the interpolation.</returns>
        </member>
        <member name="M:Godot.Vector3.LinearInterpolate(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns the result of the linear interpolation between
            this vector and <paramref name="to"/> by the vector amount <paramref name="weight"/>.
            </summary>
            <param name="to">The destination vector for interpolation.</param>
            <param name="weight">A vector with components on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
            <returns>The resulting vector of the interpolation.</returns>
        </member>
        <member name="M:Godot.Vector3.LimitLength(System.Single)">
            <summary>
            Returns the vector with a maximum length by limiting its length to <paramref name="length"/>.
            </summary>
            <param name="length">The length to limit to.</param>
            <returns>The vector with its length limited.</returns>
        </member>
        <member name="M:Godot.Vector3.MaxAxis">
            <summary>
            Returns the axis of the vector's largest value. See <see cref="T:Godot.Vector3.Axis"/>.
            If all components are equal, this method returns <see cref="F:Godot.Vector3.Axis.X"/>.
            </summary>
            <returns>The index of the largest axis.</returns>
        </member>
        <member name="M:Godot.Vector3.MinAxis">
            <summary>
            Returns the axis of the vector's smallest value. See <see cref="T:Godot.Vector3.Axis"/>.
            If all components are equal, this method returns <see cref="F:Godot.Vector3.Axis.Z"/>.
            </summary>
            <returns>The index of the smallest axis.</returns>
        </member>
        <member name="M:Godot.Vector3.MoveToward(Godot.Vector3,System.Single)">
            <summary>
            Moves this vector toward <paramref name="to"/> by the fixed <paramref name="delta"/> amount.
            </summary>
            <param name="to">The vector to move towards.</param>
            <param name="delta">The amount to move towards by.</param>
            <returns>The resulting vector.</returns>
        </member>
        <member name="M:Godot.Vector3.Normalized">
            <summary>
            Returns the vector scaled to unit length. Equivalent to <c>v / v.Length()</c>.
            </summary>
            <returns>A normalized version of the vector.</returns>
        </member>
        <member name="M:Godot.Vector3.Outer(Godot.Vector3)">
            <summary>
            Returns the outer product with <paramref name="b"/>.
            </summary>
            <param name="b">The other vector.</param>
            <returns>A <see cref="T:Godot.Basis"/> representing the outer product matrix.</returns>
        </member>
        <member name="M:Godot.Vector3.PosMod(System.Single)">
            <summary>
            Returns a vector composed of the <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/> of this vector's components
            and <paramref name="mod"/>.
            </summary>
            <param name="mod">A value representing the divisor of the operation.</param>
            <returns>
            A vector with each component <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/> by <paramref name="mod"/>.
            </returns>
        </member>
        <member name="M:Godot.Vector3.PosMod(Godot.Vector3)">
            <summary>
            Returns a vector composed of the <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/> of this vector's components
            and <paramref name="modv"/>'s components.
            </summary>
            <param name="modv">A vector representing the divisors of the operation.</param>
            <returns>
            A vector with each component <see cref="M:Godot.Mathf.PosMod(System.Single,System.Single)"/> by <paramref name="modv"/>'s components.
            </returns>
        </member>
        <member name="M:Godot.Vector3.Project(Godot.Vector3)">
            <summary>
            Returns this vector projected onto another vector <paramref name="onNormal"/>.
            </summary>
            <param name="onNormal">The vector to project onto.</param>
            <returns>The projected vector.</returns>
        </member>
        <member name="M:Godot.Vector3.Reflect(Godot.Vector3)">
            <summary>
            Returns this vector reflected from a plane defined by the given <paramref name="normal"/>.
            </summary>
            <param name="normal">The normal vector defining the plane to reflect from. Must be normalized.</param>
            <returns>The reflected vector.</returns>
        </member>
        <member name="M:Godot.Vector3.Rotated(Godot.Vector3,System.Single)">
            <summary>
            Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="angle"/> (in radians).
            The <paramref name="axis"/> vector must be a normalized vector.
            </summary>
            <param name="axis">The vector to rotate around. Must be normalized.</param>
            <param name="angle">The angle to rotate by, in radians.</param>
            <returns>The rotated vector.</returns>
        </member>
        <member name="M:Godot.Vector3.Round">
            <summary>
            Returns this vector with all components rounded to the nearest integer,
            with halfway cases rounded towards the nearest multiple of two.
            </summary>
            <returns>The rounded vector.</returns>
        </member>
        <member name="M:Godot.Vector3.Sign">
            <summary>
            Returns a vector with each component set to one or negative one, depending
            on the signs of this vector's components, or zero if the component is zero,
            by calling <see cref="M:Godot.Mathf.Sign(System.Single)"/> on each component.
            </summary>
            <returns>A vector with all components as either <c>1</c>, <c>-1</c>, or <c>0</c>.</returns>
        </member>
        <member name="M:Godot.Vector3.SignedAngleTo(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns the signed angle to the given vector, in radians.
            The sign of the angle is positive in a counter-clockwise
            direction and negative in a clockwise direction when viewed
            from the side specified by the <paramref name="axis"/>.
            </summary>
            <param name="to">The other vector to compare this vector to.</param>
            <param name="axis">The reference axis to use for the angle sign.</param>
            <returns>The signed angle between the two vectors, in radians.</returns>
        </member>
        <member name="M:Godot.Vector3.Slerp(Godot.Vector3,System.Single)">
             <summary>
             Returns the result of the spherical linear interpolation between
             this vector and <paramref name="to"/> by amount <paramref name="weight"/>.
            
             Note: Both vectors must be normalized.
             </summary>
             <param name="to">The destination vector for interpolation. Must be normalized.</param>
             <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
             <returns>The resulting vector of the interpolation.</returns>
        </member>
        <member name="M:Godot.Vector3.Slide(Godot.Vector3)">
            <summary>
            Returns this vector slid along a plane defined by the given <paramref name="normal"/>.
            </summary>
            <param name="normal">The normal vector defining the plane to slide on.</param>
            <returns>The slid vector.</returns>
        </member>
        <member name="M:Godot.Vector3.Snapped(Godot.Vector3)">
            <summary>
            Returns this vector with each component snapped to the nearest multiple of <paramref name="step"/>.
            This can also be used to round to an arbitrary number of decimals.
            </summary>
            <param name="step">A vector value representing the step size to snap to.</param>
            <returns>The snapped vector.</returns>
        </member>
        <member name="M:Godot.Vector3.ToDiagonalMatrix">
             <summary>
             Returns a diagonal matrix with the vector as main diagonal.
            
             This is equivalent to a <see cref="T:Godot.Basis"/> with no rotation or shearing and
             this vector's components set as the scale.
             </summary>
             <returns>A <see cref="T:Godot.Basis"/> with the vector as its main diagonal.</returns>
        </member>
        <member name="P:Godot.Vector3.Zero">
            <summary>
            Zero vector, a vector with all components set to <c>0</c>.
            </summary>
            <value>Equivalent to <c>new Vector3(0, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.One">
            <summary>
            One vector, a vector with all components set to <c>1</c>.
            </summary>
            <value>Equivalent to <c>new Vector3(1, 1, 1)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.NegOne">
            <summary>
            Deprecated, please use a negative sign with <see cref="P:Godot.Vector3.One"/> instead.
            </summary>
            <value>Equivalent to <c>new Vector3(-1, -1, -1)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.Inf">
            <summary>
            Infinity vector, a vector with all components set to <see cref="F:Godot.Mathf.Inf"/>.
            </summary>
            <value>Equivalent to <c>new Vector3(Mathf.Inf, Mathf.Inf, Mathf.Inf)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.Up">
            <summary>
            Up unit vector.
            </summary>
            <value>Equivalent to <c>new Vector3(0, 1, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.Down">
            <summary>
            Down unit vector.
            </summary>
            <value>Equivalent to <c>new Vector3(0, -1, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.Right">
            <summary>
            Right unit vector. Represents the local direction of right,
            and the global direction of east.
            </summary>
            <value>Equivalent to <c>new Vector3(1, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.Left">
            <summary>
            Left unit vector. Represents the local direction of left,
            and the global direction of west.
            </summary>
            <value>Equivalent to <c>new Vector3(-1, 0, 0)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.Forward">
            <summary>
            Forward unit vector. Represents the local direction of forward,
            and the global direction of north.
            </summary>
            <value>Equivalent to <c>new Vector3(0, 0, -1)</c>.</value>
        </member>
        <member name="P:Godot.Vector3.Back">
            <summary>
            Back unit vector. Represents the local direction of back,
            and the global direction of south.
            </summary>
            <value>Equivalent to <c>new Vector3(0, 0, 1)</c>.</value>
        </member>
        <member name="M:Godot.Vector3.#ctor(System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new <see cref="T:Godot.Vector3"/> with the given components.
            </summary>
            <param name="x">The vector's X component.</param>
            <param name="y">The vector's Y component.</param>
            <param name="z">The vector's Z component.</param>
        </member>
        <member name="M:Godot.Vector3.#ctor(Godot.Vector3)">
            <summary>
            Constructs a new <see cref="T:Godot.Vector3"/> from an existing <see cref="T:Godot.Vector3"/>.
            </summary>
            <param name="v">The existing <see cref="T:Godot.Vector3"/>.</param>
        </member>
        <member name="M:Godot.Vector3.op_Addition(Godot.Vector3,Godot.Vector3)">
            <summary>
            Adds each component of the <see cref="T:Godot.Vector3"/>
            with the components of the given <see cref="T:Godot.Vector3"/>.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>The added vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Subtraction(Godot.Vector3,Godot.Vector3)">
            <summary>
            Subtracts each component of the <see cref="T:Godot.Vector3"/>
            by the components of the given <see cref="T:Godot.Vector3"/>.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>The subtracted vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_UnaryNegation(Godot.Vector3)">
            <summary>
            Returns the negative value of the <see cref="T:Godot.Vector3"/>.
            This is the same as writing <c>new Vector3(-v.x, -v.y, -v.z)</c>.
            This operation flips the direction of the vector while
            keeping the same magnitude.
            With floats, the number zero can be either positive or negative.
            </summary>
            <param name="vec">The vector to negate/flip.</param>
            <returns>The negated/flipped vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Multiply(Godot.Vector3,System.Single)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector3"/>
            by the given <see cref="T:System.Single"/>.
            </summary>
            <param name="vec">The vector to multiply.</param>
            <param name="scale">The scale to multiply by.</param>
            <returns>The multiplied vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Multiply(System.Single,Godot.Vector3)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector3"/>
            by the given <see cref="T:System.Single"/>.
            </summary>
            <param name="scale">The scale to multiply by.</param>
            <param name="vec">The vector to multiply.</param>
            <returns>The multiplied vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Multiply(Godot.Vector3,Godot.Vector3)">
            <summary>
            Multiplies each component of the <see cref="T:Godot.Vector3"/>
            by the components of the given <see cref="T:Godot.Vector3"/>.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>The multiplied vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Division(Godot.Vector3,System.Single)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector3"/>
            by the given <see cref="T:System.Single"/>.
            </summary>
            <param name="vec">The dividend vector.</param>
            <param name="divisor">The divisor value.</param>
            <returns>The divided vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Division(Godot.Vector3,Godot.Vector3)">
            <summary>
            Divides each component of the <see cref="T:Godot.Vector3"/>
            by the components of the given <see cref="T:Godot.Vector3"/>.
            </summary>
            <param name="vec">The dividend vector.</param>
            <param name="divisorv">The divisor vector.</param>
            <returns>The divided vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Modulus(Godot.Vector3,System.Single)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector3"/>
            with the components of the given <see cref="T:System.Single"/>.
            This operation uses truncated division, which is often not desired
            as it does not work well with negative numbers.
            Consider using <see cref="M:Godot.Vector3.PosMod(System.Single)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector3(10, -20, 30) % 7); // Prints "(3, -6, 2)"
            </code>
            </example>
            <param name="vec">The dividend vector.</param>
            <param name="divisor">The divisor value.</param>
            <returns>The remainder vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Modulus(Godot.Vector3,Godot.Vector3)">
            <summary>
            Gets the remainder of each component of the <see cref="T:Godot.Vector3"/>
            with the components of the given <see cref="T:Godot.Vector3"/>.
            This operation uses truncated division, which is often not desired
            as it does not work well with negative numbers.
            Consider using <see cref="M:Godot.Vector3.PosMod(Godot.Vector3)"/> instead
            if you want to handle negative numbers.
            </summary>
            <example>
            <code>
            GD.Print(new Vector3(10, -20, 30) % new Vector3(7, 8, 9)); // Prints "(3, -4, 3)"
            </code>
            </example>
            <param name="vec">The dividend vector.</param>
            <param name="divisorv">The divisor vector.</param>
            <returns>The remainder vector.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Equality(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns <see langword="true"/> if the vectors are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the vectors are exactly equal.</returns>
        </member>
        <member name="M:Godot.Vector3.op_Inequality(Godot.Vector3,Godot.Vector3)">
            <summary>
            Returns <see langword="true"/> if the vectors are not equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)"/> instead, which is more reliable.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the vectors are not equal.</returns>
        </member>
        <member name="M:Godot.Vector3.op_LessThan(Godot.Vector3,Godot.Vector3)">
            <summary>
            Compares two <see cref="T:Godot.Vector3"/> vectors by first checking if
            the X value of the <paramref name="left"/> vector is less than
            the X value of the <paramref name="right"/> vector.
            If the X values are exactly equal, then it repeats this check
            with the Y values of the two vectors, and then with the Z values.
            This operator is useful for sorting vectors.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the left is less than the right.</returns>
        </member>
        <member name="M:Godot.Vector3.op_GreaterThan(Godot.Vector3,Godot.Vector3)">
            <summary>
            Compares two <see cref="T:Godot.Vector3"/> vectors by first checking if
            the X value of the <paramref name="left"/> vector is greater than
            the X value of the <paramref name="right"/> vector.
            If the X values are exactly equal, then it repeats this check
            with the Y values of the two vectors, and then with the Z values.
            This operator is useful for sorting vectors.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the left is greater than the right.</returns>
        </member>
        <member name="M:Godot.Vector3.op_LessThanOrEqual(Godot.Vector3,Godot.Vector3)">
            <summary>
            Compares two <see cref="T:Godot.Vector3"/> vectors by first checking if
            the X value of the <paramref name="left"/> vector is less than
            or equal to the X value of the <paramref name="right"/> vector.
            If the X values are exactly equal, then it repeats this check
            with the Y values of the two vectors, and then with the Z values.
            This operator is useful for sorting vectors.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the left is less than or equal to the right.</returns>
        </member>
        <member name="M:Godot.Vector3.op_GreaterThanOrEqual(Godot.Vector3,Godot.Vector3)">
            <summary>
            Compares two <see cref="T:Godot.Vector3"/> vectors by first checking if
            the X value of the <paramref name="left"/> vector is greater than
            or equal to the X value of the <paramref name="right"/> vector.
            If the X values are exactly equal, then it repeats this check
            with the Y values of the two vectors, and then with the Z values.
            This operator is useful for sorting vectors.
            </summary>
            <param name="left">The left vector.</param>
            <param name="right">The right vector.</param>
            <returns>Whether or not the left is greater than or equal to the right.</returns>
        </member>
        <member name="M:Godot.Vector3.Equals(System.Object)">
            <summary>
            Returns <see langword="true"/> if the vector is exactly equal
            to the given object (<see paramref="obj"/>).
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)"/> instead, which is more reliable.
            </summary>
            <param name="obj">The object to compare with.</param>
            <returns>Whether or not the vector and the object are equal.</returns>
        </member>
        <member name="M:Godot.Vector3.Equals(Godot.Vector3)">
            <summary>
            Returns <see langword="true"/> if the vectors are exactly equal.
            Note: Due to floating-point precision errors, consider using
            <see cref="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)"/> instead, which is more reliable.
            </summary>
            <param name="other">The other vector.</param>
            <returns>Whether or not the vectors are exactly equal.</returns>
        </member>
        <member name="M:Godot.Vector3.IsEqualApprox(Godot.Vector3)">
            <summary>
            Returns <see langword="true"/> if this vector and <paramref name="other"/> are approximately equal,
            by running <see cref="M:Godot.Mathf.IsEqualApprox(System.Single,System.Single)"/> on each component.
            </summary>
            <param name="other">The other vector to compare.</param>
            <returns>Whether or not the vectors are approximately equal.</returns>
        </member>
        <member name="M:Godot.Vector3.GetHashCode">
            <summary>
            Serves as the hash function for <see cref="T:Godot.Vector3"/>.
            </summary>
            <returns>A hash code for this vector.</returns>
        </member>
        <member name="M:Godot.Vector3.ToString">
            <summary>
            Converts this <see cref="T:Godot.Vector3"/> to a string.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="M:Godot.Vector3.ToString(System.String)">
            <summary>
            Converts this <see cref="T:Godot.Vector3"/> to a string with the given <paramref name="format"/>.
            </summary>
            <returns>A string representation of this vector.</returns>
        </member>
        <member name="F:Godot.Margin.Left">
            <summary>
            <para>Left margin, usually used for <see cref="T:Godot.Control"/> or <see cref="T:Godot.StyleBox"/>-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.Margin.Top">
            <summary>
            <para>Top margin, usually used for <see cref="T:Godot.Control"/> or <see cref="T:Godot.StyleBox"/>-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.Margin.Right">
            <summary>
            <para>Right margin, usually used for <see cref="T:Godot.Control"/> or <see cref="T:Godot.StyleBox"/>-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.Margin.Bottom">
            <summary>
            <para>Bottom margin, usually used for <see cref="T:Godot.Control"/> or <see cref="T:Godot.StyleBox"/>-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.Corner.TopLeft">
            <summary>
            <para>Top-left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.Corner.TopRight">
            <summary>
            <para>Top-right corner.</para>
            </summary>
        </member>
        <member name="F:Godot.Corner.BottomRight">
            <summary>
            <para>Bottom-right corner.</para>
            </summary>
        </member>
        <member name="F:Godot.Corner.BottomLeft">
            <summary>
            <para>Bottom-left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.Orientation.Vertical">
            <summary>
            <para>General vertical alignment, usually used for <see cref="T:Godot.Separator"/>, <see cref="T:Godot.ScrollBar"/>, <see cref="T:Godot.Slider"/>, etc.</para>
            </summary>
        </member>
        <member name="F:Godot.Orientation.Horizontal">
            <summary>
            <para>General horizontal alignment, usually used for <see cref="T:Godot.Separator"/>, <see cref="T:Godot.ScrollBar"/>, <see cref="T:Godot.Slider"/>, etc.</para>
            </summary>
        </member>
        <member name="F:Godot.HAlign.Left">
            <summary>
            <para>Horizontal left alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.HAlign.Center">
            <summary>
            <para>Horizontal center alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.HAlign.Right">
            <summary>
            <para>Horizontal right alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.VAlign.Top">
            <summary>
            <para>Vertical top alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.VAlign.Center">
            <summary>
            <para>Vertical center alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.VAlign.Bottom">
            <summary>
            <para>Vertical bottom alignment, usually for text-derived classes.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Escape">
            <summary>
            <para>Escape key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Tab">
            <summary>
            <para>Tab key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Backtab">
            <summary>
            <para>Shift + Tab key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Backspace">
            <summary>
            <para>Backspace key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Enter">
            <summary>
            <para>Return key (on the main keyboard).</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.KpEnter">
            <summary>
            <para>Enter key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Insert">
            <summary>
            <para>Insert key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Delete">
            <summary>
            <para>Delete key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Pause">
            <summary>
            <para>Pause key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Print">
            <summary>
            <para>Print Screen key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Sysreq">
            <summary>
            <para>System Request key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Clear">
            <summary>
            <para>Clear key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Home">
            <summary>
            <para>Home key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.End">
            <summary>
            <para>End key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Left">
            <summary>
            <para>Left arrow key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Up">
            <summary>
            <para>Up arrow key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Right">
            <summary>
            <para>Right arrow key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Down">
            <summary>
            <para>Down arrow key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Pageup">
            <summary>
            <para>Page Up key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Pagedown">
            <summary>
            <para>Page Down key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Shift">
            <summary>
            <para>Shift key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Control">
            <summary>
            <para>Control key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Meta">
            <summary>
            <para>Meta key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Alt">
            <summary>
            <para>Alt key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Capslock">
            <summary>
            <para>Caps Lock key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Numlock">
            <summary>
            <para>Num Lock key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Scrolllock">
            <summary>
            <para>Scroll Lock key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F1">
            <summary>
            <para>F1 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F2">
            <summary>
            <para>F2 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F3">
            <summary>
            <para>F3 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F4">
            <summary>
            <para>F4 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F5">
            <summary>
            <para>F5 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F6">
            <summary>
            <para>F6 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F7">
            <summary>
            <para>F7 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F8">
            <summary>
            <para>F8 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F9">
            <summary>
            <para>F9 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F10">
            <summary>
            <para>F10 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F11">
            <summary>
            <para>F11 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F12">
            <summary>
            <para>F12 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F13">
            <summary>
            <para>F13 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F14">
            <summary>
            <para>F14 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F15">
            <summary>
            <para>F15 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F16">
            <summary>
            <para>F16 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.KpMultiply">
            <summary>
            <para>Multiply (*) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.KpDivide">
            <summary>
            <para>Divide (/) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.KpSubtract">
            <summary>
            <para>Subtract (-) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.KpPeriod">
            <summary>
            <para>Period (.) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.KpAdd">
            <summary>
            <para>Add (+) key on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp0">
            <summary>
            <para>Number 0 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp1">
            <summary>
            <para>Number 1 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp2">
            <summary>
            <para>Number 2 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp3">
            <summary>
            <para>Number 3 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp4">
            <summary>
            <para>Number 4 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp5">
            <summary>
            <para>Number 5 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp6">
            <summary>
            <para>Number 6 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp7">
            <summary>
            <para>Number 7 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp8">
            <summary>
            <para>Number 8 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Kp9">
            <summary>
            <para>Number 9 on the numeric keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.SuperL">
            <summary>
            <para>Left Super key (Windows key).</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.SuperR">
            <summary>
            <para>Right Super key (Windows key).</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Menu">
            <summary>
            <para>Context menu key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.HyperL">
            <summary>
            <para>Left Hyper key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.HyperR">
            <summary>
            <para>Right Hyper key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Help">
            <summary>
            <para>Help key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.DirectionL">
            <summary>
            <para>Left Direction key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.DirectionR">
            <summary>
            <para>Right Direction key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Back">
            <summary>
            <para>Media back key. Not to be confused with the Back button on an Android device.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Forward">
            <summary>
            <para>Media forward key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Stop">
            <summary>
            <para>Media stop key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Refresh">
            <summary>
            <para>Media refresh key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Volumedown">
            <summary>
            <para>Volume down key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Volumemute">
            <summary>
            <para>Mute volume key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Volumeup">
            <summary>
            <para>Volume up key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Bassboost">
            <summary>
            <para>Bass Boost key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Bassup">
            <summary>
            <para>Bass up key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Bassdown">
            <summary>
            <para>Bass down key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Trebleup">
            <summary>
            <para>Treble up key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Trebledown">
            <summary>
            <para>Treble down key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Mediaplay">
            <summary>
            <para>Media play key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Mediastop">
            <summary>
            <para>Media stop key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Mediaprevious">
            <summary>
            <para>Previous song key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Medianext">
            <summary>
            <para>Next song key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Mediarecord">
            <summary>
            <para>Media record key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Homepage">
            <summary>
            <para>Home page key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Favorites">
            <summary>
            <para>Favorites key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Search">
            <summary>
            <para>Search key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Standby">
            <summary>
            <para>Standby key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Openurl">
            <summary>
            <para>Open URL / Launch Browser key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launchmail">
            <summary>
            <para>Launch Mail key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launchmedia">
            <summary>
            <para>Launch Media key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch0">
            <summary>
            <para>Launch Shortcut 0 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch1">
            <summary>
            <para>Launch Shortcut 1 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch2">
            <summary>
            <para>Launch Shortcut 2 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch3">
            <summary>
            <para>Launch Shortcut 3 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch4">
            <summary>
            <para>Launch Shortcut 4 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch5">
            <summary>
            <para>Launch Shortcut 5 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch6">
            <summary>
            <para>Launch Shortcut 6 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch7">
            <summary>
            <para>Launch Shortcut 7 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch8">
            <summary>
            <para>Launch Shortcut 8 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launch9">
            <summary>
            <para>Launch Shortcut 9 key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launcha">
            <summary>
            <para>Launch Shortcut A key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launchb">
            <summary>
            <para>Launch Shortcut B key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launchc">
            <summary>
            <para>Launch Shortcut C key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launchd">
            <summary>
            <para>Launch Shortcut D key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launche">
            <summary>
            <para>Launch Shortcut E key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Launchf">
            <summary>
            <para>Launch Shortcut F key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Unknown">
            <summary>
            <para>Unknown key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Space">
            <summary>
            <para>Space key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Exclam">
            <summary>
            <para>! key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Quotedbl">
            <summary>
            <para>" key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Numbersign">
            <summary>
            <para># key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Dollar">
            <summary>
            <para>$ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Percent">
            <summary>
            <para>% key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ampersand">
            <summary>
            <para>&amp; key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Apostrophe">
            <summary>
            <para>' key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Parenleft">
            <summary>
            <para>( key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Parenright">
            <summary>
            <para>) key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Asterisk">
            <summary>
            <para>* key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Plus">
            <summary>
            <para>+ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Comma">
            <summary>
            <para>, key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Minus">
            <summary>
            <para>- key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Period">
            <summary>
            <para>. key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Slash">
            <summary>
            <para>/ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key0">
            <summary>
            <para>Number 0.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key1">
            <summary>
            <para>Number 1.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key2">
            <summary>
            <para>Number 2.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key3">
            <summary>
            <para>Number 3.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key4">
            <summary>
            <para>Number 4.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key5">
            <summary>
            <para>Number 5.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key6">
            <summary>
            <para>Number 6.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key7">
            <summary>
            <para>Number 7.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key8">
            <summary>
            <para>Number 8.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Key9">
            <summary>
            <para>Number 9.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Colon">
            <summary>
            <para>: key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Semicolon">
            <summary>
            <para>; key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Less">
            <summary>
            <para>&lt; key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Equal">
            <summary>
            <para>= key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Greater">
            <summary>
            <para>&gt; key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Question">
            <summary>
            <para>? key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.At">
            <summary>
            <para>@ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.A">
            <summary>
            <para>A key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.B">
            <summary>
            <para>B key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.C">
            <summary>
            <para>C key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.D">
            <summary>
            <para>D key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.E">
            <summary>
            <para>E key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.F">
            <summary>
            <para>F key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.G">
            <summary>
            <para>G key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.H">
            <summary>
            <para>H key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.I">
            <summary>
            <para>I key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.J">
            <summary>
            <para>J key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.K">
            <summary>
            <para>K key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.L">
            <summary>
            <para>L key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.M">
            <summary>
            <para>M key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.N">
            <summary>
            <para>N key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.O">
            <summary>
            <para>O key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.P">
            <summary>
            <para>P key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Q">
            <summary>
            <para>Q key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.R">
            <summary>
            <para>R key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.S">
            <summary>
            <para>S key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.T">
            <summary>
            <para>T key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.U">
            <summary>
            <para>U key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.V">
            <summary>
            <para>V key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.W">
            <summary>
            <para>W key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.X">
            <summary>
            <para>X key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Y">
            <summary>
            <para>Y key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Z">
            <summary>
            <para>Z key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Bracketleft">
            <summary>
            <para>[ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Backslash">
            <summary>
            <para>\ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Bracketright">
            <summary>
            <para>] key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Asciicircum">
            <summary>
            <para>^ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Underscore">
            <summary>
            <para>_ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Quoteleft">
            <summary>
            <para>` key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Braceleft">
            <summary>
            <para>{ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Bar">
            <summary>
            <para>| key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Braceright">
            <summary>
            <para>} key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Asciitilde">
            <summary>
            <para>~ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Nobreakspace">
            <summary>
            <para>Non-breakable space key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Exclamdown">
            <summary>
            <para>¡ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Cent">
            <summary>
            <para>¢ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Sterling">
            <summary>
            <para>£ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Currency">
            <summary>
            <para>¤ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Yen">
            <summary>
            <para>¥ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Brokenbar">
            <summary>
            <para>¦ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Section">
            <summary>
            <para>§ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Diaeresis">
            <summary>
            <para>¨ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Copyright">
            <summary>
            <para>© key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ordfeminine">
            <summary>
            <para>ª key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Guillemotleft">
            <summary>
            <para>« key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Notsign">
            <summary>
            <para>¬ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Hyphen">
            <summary>
            <para>Soft hyphen key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Registered">
            <summary>
            <para>® key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Macron">
            <summary>
            <para>¯ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Degree">
            <summary>
            <para>° key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Plusminus">
            <summary>
            <para>± key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Twosuperior">
            <summary>
            <para>² key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Threesuperior">
            <summary>
            <para>³ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Acute">
            <summary>
            <para>´ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Mu">
            <summary>
            <para>µ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Paragraph">
            <summary>
            <para>¶ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Periodcentered">
            <summary>
            <para>· key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Cedilla">
            <summary>
            <para>¸ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Onesuperior">
            <summary>
            <para>¹ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Masculine">
            <summary>
            <para>º key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Guillemotright">
            <summary>
            <para>» key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Onequarter">
            <summary>
            <para>¼ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Onehalf">
            <summary>
            <para>½ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Threequarters">
            <summary>
            <para>¾ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Questiondown">
            <summary>
            <para>¿ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Agrave">
            <summary>
            <para>À key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Aacute">
            <summary>
            <para>Á key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Acircumflex">
            <summary>
            <para>Â key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Atilde">
            <summary>
            <para>Ã key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Adiaeresis">
            <summary>
            <para>Ä key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Aring">
            <summary>
            <para>Å key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ae">
            <summary>
            <para>Æ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ccedilla">
            <summary>
            <para>Ç key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Egrave">
            <summary>
            <para>È key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Eacute">
            <summary>
            <para>É key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ecircumflex">
            <summary>
            <para>Ê key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ediaeresis">
            <summary>
            <para>Ë key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Igrave">
            <summary>
            <para>Ì key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Iacute">
            <summary>
            <para>Í key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Icircumflex">
            <summary>
            <para>Î key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Idiaeresis">
            <summary>
            <para>Ï key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Eth">
            <summary>
            <para>Ð key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ntilde">
            <summary>
            <para>Ñ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ograve">
            <summary>
            <para>Ò key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Oacute">
            <summary>
            <para>Ó key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ocircumflex">
            <summary>
            <para>Ô key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Otilde">
            <summary>
            <para>Õ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Odiaeresis">
            <summary>
            <para>Ö key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Multiply">
            <summary>
            <para>× key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ooblique">
            <summary>
            <para>Ø key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ugrave">
            <summary>
            <para>Ù key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Uacute">
            <summary>
            <para>Ú key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ucircumflex">
            <summary>
            <para>Û key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Udiaeresis">
            <summary>
            <para>Ü key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Yacute">
            <summary>
            <para>Ý key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Thorn">
            <summary>
            <para>Þ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ssharp">
            <summary>
            <para>ß key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Division">
            <summary>
            <para>÷ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyList.Ydiaeresis">
            <summary>
            <para>ÿ key.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.CodeMask">
            <summary>
            <para>Key Code mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.ModifierMask">
            <summary>
            <para>Modifier key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskShift">
            <summary>
            <para>Shift key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskAlt">
            <summary>
            <para>Alt key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskMeta">
            <summary>
            <para>Meta key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskCtrl">
            <summary>
            <para>Ctrl key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskCmd">
            <summary>
            <para>Command key mask. On macOS, this is equivalent to <see cref="F:Godot.KeyModifierMask.MaskMeta"/>. On other platforms, this is equivalent to <see cref="F:Godot.KeyModifierMask.MaskCtrl"/>. This mask should be preferred to <see cref="F:Godot.KeyModifierMask.MaskMeta"/> or <see cref="F:Godot.KeyModifierMask.MaskCtrl"/> for system shortcuts as it handles all platforms correctly.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskKpad">
            <summary>
            <para>Keypad key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.KeyModifierMask.MaskGroupSwitch">
            <summary>
            <para>Group Switch key mask.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.Left">
            <summary>
            <para>Primary mouse button, usually the left button.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.Right">
            <summary>
            <para>Secondary mouse button, usually the right button.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.Middle">
            <summary>
            <para>Middle mouse button.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.Xbutton1">
            <summary>
            <para>Extra mouse button 1 (only present on some mice).</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.Xbutton2">
            <summary>
            <para>Extra mouse button 2 (only present on some mice).</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.WheelUp">
            <summary>
            <para>Mouse wheel up.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.WheelDown">
            <summary>
            <para>Mouse wheel down.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.WheelLeft">
            <summary>
            <para>Mouse wheel left button (only present on some mice).</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.WheelRight">
            <summary>
            <para>Mouse wheel right button (only present on some mice).</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.MaskLeft">
            <summary>
            <para>Primary mouse button mask, usually for the left button.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.MaskRight">
            <summary>
            <para>Secondary mouse button mask, usually for the right button.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.MaskMiddle">
            <summary>
            <para>Middle mouse button mask.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.MaskXbutton1">
            <summary>
            <para>Extra mouse button 1 mask.</para>
            </summary>
        </member>
        <member name="F:Godot.ButtonList.MaskXbutton2">
            <summary>
            <para>Extra mouse button 2 mask.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.InvalidOption">
            <summary>
            <para>Invalid button or axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button0">
            <summary>
            <para>Gamepad button 0.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button1">
            <summary>
            <para>Gamepad button 1.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button2">
            <summary>
            <para>Gamepad button 2.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button3">
            <summary>
            <para>Gamepad button 3.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button4">
            <summary>
            <para>Gamepad button 4.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button5">
            <summary>
            <para>Gamepad button 5.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button6">
            <summary>
            <para>Gamepad button 6.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button7">
            <summary>
            <para>Gamepad button 7.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button8">
            <summary>
            <para>Gamepad button 8.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button9">
            <summary>
            <para>Gamepad button 9.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button10">
            <summary>
            <para>Gamepad button 10.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button11">
            <summary>
            <para>Gamepad button 11.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button12">
            <summary>
            <para>Gamepad button 12.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button13">
            <summary>
            <para>Gamepad button 13.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button14">
            <summary>
            <para>Gamepad button 14.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button15">
            <summary>
            <para>Gamepad button 15.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button16">
            <summary>
            <para>Gamepad button 16.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button17">
            <summary>
            <para>Gamepad button 17.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button18">
            <summary>
            <para>Gamepad button 18.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button19">
            <summary>
            <para>Gamepad button 19.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button20">
            <summary>
            <para>Gamepad button 20.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button21">
            <summary>
            <para>Gamepad button 21.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Button22">
            <summary>
            <para>Gamepad button 22.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.ButtonMax">
            <summary>
            <para>The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms:</para>
            <para>- Android: Up to 36 buttons.</para>
            <para>- Linux: Up to 80 buttons.</para>
            <para>- Windows and macOS: Up to 128 buttons.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.SonyCircle">
            <summary>
            <para>DualShock circle button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.SonyX">
            <summary>
            <para>DualShock X button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.SonySquare">
            <summary>
            <para>DualShock square button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.SonyTriangle">
            <summary>
            <para>DualShock triangle button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.XboxB">
            <summary>
            <para>Xbox controller B button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.XboxA">
            <summary>
            <para>Xbox controller A button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.XboxX">
            <summary>
            <para>Xbox controller X button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.XboxY">
            <summary>
            <para>Xbox controller Y button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.DsA">
            <summary>
            <para>Nintendo controller A button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.DsB">
            <summary>
            <para>Nintendo controller B button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.DsX">
            <summary>
            <para>Nintendo controller X button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.DsY">
            <summary>
            <para>Nintendo controller Y button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.VrGrip">
            <summary>
            <para>Grip (side) buttons on a VR controller.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.VrPad">
            <summary>
            <para>Push down on the touchpad or main joystick on a VR controller.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.VrTrigger">
            <summary>
            <para>Trigger on a VR controller.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.OculusAx">
            <summary>
            <para>A button on the right Oculus Touch controller, X button on the left controller (also when used in OpenVR).</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.OculusBy">
            <summary>
            <para>B button on the right Oculus Touch controller, Y button on the left controller (also when used in OpenVR).</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.OculusMenu">
            <summary>
            <para>Menu button on either Oculus Touch controller.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.OpenvrMenu">
            <summary>
            <para>Menu button in OpenVR (Except when Oculus Touch controllers are used).</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Select">
            <summary>
            <para>Gamepad button Select.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Start">
            <summary>
            <para>Gamepad button Start.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.DpadUp">
            <summary>
            <para>Gamepad DPad up.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.DpadDown">
            <summary>
            <para>Gamepad DPad down.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.DpadLeft">
            <summary>
            <para>Gamepad DPad left.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.DpadRight">
            <summary>
            <para>Gamepad DPad right.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Guide">
            <summary>
            <para>Gamepad SDL guide button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Misc1">
            <summary>
            <para>Gamepad SDL miscellaneous button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Paddle1">
            <summary>
            <para>Gamepad SDL paddle 1 button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Paddle2">
            <summary>
            <para>Gamepad SDL paddle 2 button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Paddle3">
            <summary>
            <para>Gamepad SDL paddle 3 button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Paddle4">
            <summary>
            <para>Gamepad SDL paddle 4 button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Touchpad">
            <summary>
            <para>Gamepad SDL touchpad button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.L">
            <summary>
            <para>Gamepad left Shoulder button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.L2">
            <summary>
            <para>Gamepad left trigger.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.L3">
            <summary>
            <para>Gamepad left stick click.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.R">
            <summary>
            <para>Gamepad right Shoulder button.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.R2">
            <summary>
            <para>Gamepad right trigger.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.R3">
            <summary>
            <para>Gamepad right stick click.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis0">
            <summary>
            <para>Gamepad left stick horizontal axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis1">
            <summary>
            <para>Gamepad left stick vertical axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis2">
            <summary>
            <para>Gamepad right stick horizontal axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis3">
            <summary>
            <para>Gamepad right stick vertical axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis4">
            <summary>
            <para>Generic gamepad axis 4.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis5">
            <summary>
            <para>Generic gamepad axis 5.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis6">
            <summary>
            <para>Gamepad left trigger analog axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis7">
            <summary>
            <para>Gamepad right trigger analog axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis8">
            <summary>
            <para>Generic gamepad axis 8.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.Axis9">
            <summary>
            <para>Generic gamepad axis 9.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.AxisMax">
            <summary>
            <para>Represents the maximum number of joystick axes supported.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.AnalogLx">
            <summary>
            <para>Gamepad left stick horizontal axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.AnalogLy">
            <summary>
            <para>Gamepad left stick vertical axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.AnalogRx">
            <summary>
            <para>Gamepad right stick horizontal axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.AnalogRy">
            <summary>
            <para>Gamepad right stick vertical axis.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.AnalogL2">
            <summary>
            <para>Gamepad left analog trigger.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.AnalogR2">
            <summary>
            <para>Gamepad right analog trigger.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.VrAnalogTrigger">
            <summary>
            <para>VR Controller analog trigger.</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.VrAnalogGrip">
            <summary>
            <para>VR Controller analog grip (side buttons).</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.OpenvrTouchpadx">
            <summary>
            <para>OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR controllers).</para>
            </summary>
        </member>
        <member name="F:Godot.JoystickList.OpenvrTouchpady">
            <summary>
            <para>OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR controllers).</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.NoteOff">
            <summary>
            <para>MIDI note OFF message. See the documentation of <see cref="T:Godot.InputEventMIDI"/> for information of how to use MIDI inputs.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.NoteOn">
            <summary>
            <para>MIDI note ON message. See the documentation of <see cref="T:Godot.InputEventMIDI"/> for information of how to use MIDI inputs.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.Aftertouch">
            <summary>
            <para>MIDI aftertouch message. This message is most often sent by pressing down on the key after it "bottoms out".</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.ControlChange">
            <summary>
            <para>MIDI control change message. This message is sent when a controller value changes. Controllers include devices such as pedals and levers.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.ProgramChange">
            <summary>
            <para>MIDI program change message. This message sent when the program patch number changes.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.ChannelPressure">
            <summary>
            <para>MIDI channel pressure message. This message is most often sent by pressing down on the key after it "bottoms out". This message is different from polyphonic after-touch as it indicates the highest pressure across all keys.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.PitchBend">
            <summary>
            <para>MIDI pitch bend message. This message is sent to indicate a change in the pitch bender (wheel or lever, typically).</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.SystemExclusive">
            <summary>
            <para>MIDI system exclusive message. This has behavior exclusive to the device you're receiving input from. Getting this data is not implemented in Godot.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.QuarterFrame">
            <summary>
            <para>MIDI quarter frame message. Contains timing information that is used to synchronize MIDI devices. Getting this data is not implemented in Godot.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.SongPositionPointer">
            <summary>
            <para>MIDI song position pointer message. Gives the number of 16th notes since the start of the song. Getting this data is not implemented in Godot.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.SongSelect">
            <summary>
            <para>MIDI song select message. Specifies which sequence or song is to be played. Getting this data is not implemented in Godot.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.TuneRequest">
            <summary>
            <para>MIDI tune request message. Upon receiving a tune request, all analog synthesizers should tune their oscillators.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.TimingClock">
            <summary>
            <para>MIDI timing clock message. Sent 24 times per quarter note when synchronization is required.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.Start">
            <summary>
            <para>MIDI start message. Start the current sequence playing. This message will be followed with Timing Clocks.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.Continue">
            <summary>
            <para>MIDI continue message. Continue at the point the sequence was stopped.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.Stop">
            <summary>
            <para>MIDI stop message. Stop the current sequence.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.ActiveSensing">
            <summary>
            <para>MIDI active sensing message. This message is intended to be sent repeatedly to tell the receiver that a connection is alive.</para>
            </summary>
        </member>
        <member name="F:Godot.MidiMessageList.SystemReset">
            <summary>
            <para>MIDI system reset message. Reset all receivers in the system to power-up status. It should not be sent on power-up itself.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Ok">
            <summary>
            <para>Methods that return <see cref="T:Godot.Error"/> return <see cref="F:Godot.Error.Ok"/> when no error occurred. Note that many functions don't return an error code but will print error messages to standard output.</para>
            <para>Since <see cref="F:Godot.Error.Ok"/> has value 0, and all other failure codes are positive integers, it can also be used in boolean checks, e.g.:</para>
            <para><code>
            var err = method_that_returns_error()
            if err != OK:
                print("Failure!")
            # Or, equivalent:
            if err:
                print("Still failing!")
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.Error.Failed">
            <summary>
            <para>Generic error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Unavailable">
            <summary>
            <para>Unavailable error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Unconfigured">
            <summary>
            <para>Unconfigured error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Unauthorized">
            <summary>
            <para>Unauthorized error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.ParameterRangeError">
            <summary>
            <para>Parameter range error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.OutOfMemory">
            <summary>
            <para>Out of memory (OOM) error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileNotFound">
            <summary>
            <para>File: Not found error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileBadDrive">
            <summary>
            <para>File: Bad drive error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileBadPath">
            <summary>
            <para>File: Bad path error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileNoPermission">
            <summary>
            <para>File: No permission error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileAlreadyInUse">
            <summary>
            <para>File: Already in use error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileCantOpen">
            <summary>
            <para>File: Can't open error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileCantWrite">
            <summary>
            <para>File: Can't write error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileCantRead">
            <summary>
            <para>File: Can't read error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileUnrecognized">
            <summary>
            <para>File: Unrecognized error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileCorrupt">
            <summary>
            <para>File: Corrupt error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileMissingDependencies">
            <summary>
            <para>File: Missing dependencies error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.FileEof">
            <summary>
            <para>File: End of file (EOF) error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.CantOpen">
            <summary>
            <para>Can't open error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.CantCreate">
            <summary>
            <para>Can't create error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.QueryFailed">
            <summary>
            <para>Query failed error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.AlreadyInUse">
            <summary>
            <para>Already in use error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Locked">
            <summary>
            <para>Locked error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Timeout">
            <summary>
            <para>Timeout error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.CantConnect">
            <summary>
            <para>Can't connect error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.CantResolve">
            <summary>
            <para>Can't resolve error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.ConnectionError">
            <summary>
            <para>Connection error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.CantAcquireResource">
            <summary>
            <para>Can't acquire resource error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.CantFork">
            <summary>
            <para>Can't fork process error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.InvalidData">
            <summary>
            <para>Invalid data error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.InvalidParameter">
            <summary>
            <para>Invalid parameter error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.AlreadyExists">
            <summary>
            <para>Already exists error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.DoesNotExist">
            <summary>
            <para>Does not exist error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.DatabaseCantRead">
            <summary>
            <para>Database: Read error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.DatabaseCantWrite">
            <summary>
            <para>Database: Write error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.CompilationFailed">
            <summary>
            <para>Compilation failed error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.MethodNotFound">
            <summary>
            <para>Method not found error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.LinkFailed">
            <summary>
            <para>Linking failed error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.ScriptFailed">
            <summary>
            <para>Script failed error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.CyclicLink">
            <summary>
            <para>Cycling link (import cycle) error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.InvalidDeclaration">
            <summary>
            <para>Invalid declaration error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.DuplicateSymbol">
            <summary>
            <para>Duplicate symbol error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.ParseError">
            <summary>
            <para>Parse error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Busy">
            <summary>
            <para>Busy error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Skip">
            <summary>
            <para>Skip error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Help">
            <summary>
            <para>Help error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.Bug">
            <summary>
            <para>Bug error.</para>
            </summary>
        </member>
        <member name="F:Godot.Error.PrinterOnFire">
            <summary>
            <para>Printer on fire error. (This is an easter egg, no engine methods return this error code.)</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.None">
            <summary>
            <para>No hint for the edited property.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Range">
            <summary>
            <para>Hints that an integer or float property should be within a range specified via the hint string <c>"min,max"</c> or <c>"min,max,step"</c>. The hint string can optionally include <c>"or_greater"</c> and/or <c>"or_lesser"</c> to allow manual input going respectively above the max or below the min values. Example: <c>"-360,360,1,or_greater,or_lesser"</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.ExpRange">
            <summary>
            <para>Hints that a float property should be within an exponential range specified via the hint string <c>"min,max"</c> or <c>"min,max,step"</c>. The hint string can optionally include <c>"or_greater"</c> and/or <c>"or_lesser"</c> to allow manual input going respectively above the max or below the min values. Example: <c>"0.01,100,0.01,or_greater"</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Enum">
            <summary>
            <para>Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string.</para>
            <para>The hint string is a comma separated list of names such as <c>"Hello,Something,Else"</c>. Whitespaces are not removed from either end of a name. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending <c>:integer</c> to the name, e.g. <c>"Zero,One,Three:3,Four,Six:6"</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.EnumSuggestion">
            <summary>
            <para>Hints that a string property can be an enumerated value to pick in a list specified via a hint string such as <c>"Hello,Something,Else"</c>.</para>
            <para>Unlike <see cref="F:Godot.PropertyHint.Enum"/> a property with this hint still accepts arbitrary values and can be empty. The list of values serves to suggest possible values.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.ExpEasing">
            <summary>
            <para>Hints that a float property should be edited via an exponential easing function. The hint string can include <c>"attenuation"</c> to flip the curve horizontally and/or <c>"inout"</c> to also include in/out easing.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Length">
            <summary>
            <para>Deprecated hint, unused.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Link">
            <summary>
            <para>Hints that a vector property should allow linking values (e.g. to edit both <c>x</c> and <c>y</c> together).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.KeyAccel">
            <summary>
            <para>Deprecated hint, unused.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Flags">
            <summary>
            <para>Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like <c>"Bit0,Bit1,Bit2,,Bit4"</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Layers2dRender">
            <summary>
            <para>Hints that an integer property is a bitmask using the optionally named 2D render layers.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Layers2dPhysics">
            <summary>
            <para>Hints that an integer property is a bitmask using the optionally named 2D physics layers.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Layers2dNavigation">
            <summary>
            <para>Hints that an integer property is a bitmask using the optionally named 2D navigation layers.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Layers3dRender">
            <summary>
            <para>Hints that an integer property is a bitmask using the optionally named 3D render layers.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Layers3dPhysics">
            <summary>
            <para>Hints that an integer property is a bitmask using the optionally named 3D physics layers.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Layers3dNavigation">
            <summary>
            <para>Hints that an integer property is a bitmask using the optionally named 3D navigation layers.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.File">
            <summary>
            <para>Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like <c>"*.png,*.jpg"</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.Dir">
            <summary>
            <para>Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.GlobalFile">
            <summary>
            <para>Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like <c>"*.png,*.jpg"</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.GlobalDir">
            <summary>
            <para>Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.ResourceType">
            <summary>
            <para>Hints that a property is an instance of a <see cref="T:Godot.Resource"/>-derived type, optionally specified via the hint string (e.g. <c>"Texture"</c>). Editing it will show a popup menu of valid resource types to instantiate.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.MultilineText">
            <summary>
            <para>Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.PlaceholderText">
            <summary>
            <para>Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.ColorNoAlpha">
            <summary>
            <para>Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.ImageCompressLossy">
            <summary>
            <para>Hints that an image is compressed using lossy compression.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.ImageCompressLossless">
            <summary>
            <para>Hints that an image is compressed using lossless compression.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.TypeString">
            <summary>
            <para>Hint that a property represents a particular type. If a property is <see cref="F:Godot.Variant.Type.String"/>, allows to set a type from the create dialog. If you need to create an <see cref="T:Godot.Collections.Array"/> to contain elements of a specific type, the <c>hint_string</c> must encode nested types using <c>":"</c> and <c>"/"</c> for specifying <see cref="T:Godot.Resource"/> types. For instance:</para>
            <para><code>
            hint_string = "%s:" % [TYPE_INT] # Array of inteters.
            hint_string = "%s:%s:" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array of floats.
            hint_string = "%s/%s:Resource" % [TYPE_OBJECT, TYPE_OBJECT] # Array of resources.
            hint_string = "%s:%s/%s:Resource" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] # Two-dimensional array of resources.
            </code></para>
            <para>Note: The final colon is required to specify for properly detecting built-in types.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyHint.LocaleId">
            <summary>
            <para>Hints that a string property is a locale code. Editing it will show a locale dialog for picking language and country.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Storage">
            <summary>
            <para>The property is serialized and saved in the scene file (default).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Editor">
            <summary>
            <para>The property is shown in the editor inspector (default).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Network">
            <summary>
            <para>Deprecated usage flag, unused.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.EditorHelper">
            <summary>
            <para>Deprecated usage flag, unused.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Checkable">
            <summary>
            <para>The property can be checked in the editor inspector.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Checked">
            <summary>
            <para>The property is checked in the editor inspector.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Internationalized">
            <summary>
            <para>The property is a translatable string.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Group">
            <summary>
            <para>Used to group properties together in the editor. See <see cref="!:Godot.EditorInspector"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Category">
            <summary>
            <para>Used to categorize properties together in the editor.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.NoInstanceState">
            <summary>
            <para>The property does not save its state in <see cref="T:Godot.PackedScene"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.RestartIfChanged">
            <summary>
            <para>Editing the property prompts the user for restarting the editor.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.ScriptVariable">
            <summary>
            <para>The property is a script variable which should be serialized and saved in the scene file.</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Default">
            <summary>
            <para>Default usage (storage, editor and network).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.DefaultIntl">
            <summary>
            <para>Default usage for translatable strings (storage, editor, network and internationalized).</para>
            </summary>
        </member>
        <member name="F:Godot.PropertyUsageFlags.Noeditor">
            <summary>
            <para>Default usage but without showing the property in the editor (storage, network).</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Normal">
            <summary>
            <para>Flag for a normal method.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Editor">
            <summary>
            <para>Flag for an editor method.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Noscript">
            <summary>
            <para>Deprecated method flag, unused.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Const">
            <summary>
            <para>Flag for a constant method.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Reverse">
            <summary>
            <para>Deprecated method flag, unused.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Virtual">
            <summary>
            <para>Flag for a virtual method.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.FromScript">
            <summary>
            <para>Deprecated method flag, unused.</para>
            </summary>
        </member>
        <member name="F:Godot.MethodFlags.Default">
            <summary>
            <para>Default method flags.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Nil">
            <summary>
            <para>Variable is <c>null</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Bool">
            <summary>
            <para>Variable is of type <see cref="T:System.Boolean"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Int">
            <summary>
            <para>Variable is of type <see cref="T:System.Int32"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Real">
            <summary>
            <para>Variable is of type <see cref="T:System.Single"/> (real).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.String">
            <summary>
            <para>Variable is of type <see cref="T:System.String"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Vector2">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector2"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Rect2">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Rect2"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Vector3">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector3"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Transform2d">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Plane">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Plane"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Quat">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Quat"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Aabb">
            <summary>
            <para>Variable is of type <see cref="T:Godot.AABB"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Basis">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Basis"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Transform">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Transform"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Color">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.NodePath">
            <summary>
            <para>Variable is of type <see cref="T:Godot.NodePath"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Rid">
            <summary>
            <para>Variable is of type <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Object">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Object"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Dictionary">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Collections.Dictionary"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Array">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Collections.Array"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.RawArray">
            <summary>
            <para>Variable is of type <see cref="T:System.Byte"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.IntArray">
            <summary>
            <para>Variable is of type <see cref="T:System.Int32"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.RealArray">
            <summary>
            <para>Variable is of type <see cref="T:System.Single"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.StringArray">
            <summary>
            <para>Variable is of type <see cref="T:System.String"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Vector2Array">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector2"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Vector3Array">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Vector3"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.ColorArray">
            <summary>
            <para>Variable is of type <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Type.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Variant.Type"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Equal">
            <summary>
            <para>Equality operator (<c>==</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.NotEqual">
            <summary>
            <para>Inequality operator (<c>!=</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Less">
            <summary>
            <para>Less than operator (<c>&lt;</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.LessEqual">
            <summary>
            <para>Less than or equal operator (<c>&lt;=</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Greater">
            <summary>
            <para>Greater than operator (<c>&gt;</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.GreaterEqual">
            <summary>
            <para>Greater than or equal operator (<c>&gt;=</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Add">
            <summary>
            <para>Addition operator (<c>+</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Subtract">
            <summary>
            <para>Subtraction operator (<c>-</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Multiply">
            <summary>
            <para>Multiplication operator (<c>*</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Divide">
            <summary>
            <para>Division operator (<c>/</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Negate">
            <summary>
            <para>Unary negation operator (<c>-</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Positive">
            <summary>
            <para>Unary plus operator (<c>+</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Module">
            <summary>
            <para>Remainder/modulo operator (<c>%</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.StringConcat">
            <summary>
            <para>String concatenation operator (<c>+</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.ShiftLeft">
            <summary>
            <para>Left shift operator (<c>&lt;&lt;</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.ShiftRight">
            <summary>
            <para>Right shift operator (<c>&gt;&gt;</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.BitAnd">
            <summary>
            <para>Bitwise AND operator (<c>&amp;</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.BitOr">
            <summary>
            <para>Bitwise OR operator (<c>|</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.BitXor">
            <summary>
            <para>Bitwise XOR operator (<c>^</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.BitNegate">
            <summary>
            <para>Bitwise NOT operator (<c>~</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.And">
            <summary>
            <para>Logical AND operator (<c>and</c> or <c>&amp;&amp;</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Or">
            <summary>
            <para>Logical OR operator (<c>or</c> or <c>||</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Xor">
            <summary>
            <para>Logical XOR operator (not implemented in GDScript).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Not">
            <summary>
            <para>Logical NOT operator (<c>not</c> or <c>!</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.In">
            <summary>
            <para>Logical IN operator (<c>in</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.Variant.Operator.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Variant.Operator"/> enum.</para>
            </summary>
        </member>
        <member name="T:Godot.AESContext">
            <summary>
            <para>This class provides access to AES encryption/decryption of raw data. Both AES-ECB and AES-CBC mode are supported.</para>
            <para><code>
            extends Node
            
            var aes = AESContext.new()
            
            func _ready():
                var key = "My secret key!!!" # Key must be either 16 or 32 bytes.
                var data = "My secret text!!" # Data size must be multiple of 16 bytes, apply padding if needed.
                # Encrypt ECB
                aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())
                var encrypted = aes.update(data.to_utf8())
                aes.finish()
                # Decrypt ECB
                aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())
                var decrypted = aes.update(encrypted)
                aes.finish()
                # Check ECB
                assert(decrypted == data.to_utf8())
            
                var iv = "My secret iv!!!!" # IV must be of exactly 16 bytes.
                # Encrypt CBC
                aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())
                encrypted = aes.update(data.to_utf8())
                aes.finish()
                # Decrypt CBC
                aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())
                decrypted = aes.update(encrypted)
                aes.finish()
                # Check CBC
                assert(decrypted == data.to_utf8())
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.AESContext.Mode.EcbEncrypt">
            <summary>
            <para>AES electronic codebook encryption mode.</para>
            </summary>
        </member>
        <member name="F:Godot.AESContext.Mode.EcbDecrypt">
            <summary>
            <para>AES electronic codebook decryption mode.</para>
            </summary>
        </member>
        <member name="F:Godot.AESContext.Mode.CbcEncrypt">
            <summary>
            <para>AES cipher blocker chaining encryption mode.</para>
            </summary>
        </member>
        <member name="F:Godot.AESContext.Mode.CbcDecrypt">
            <summary>
            <para>AES cipher blocker chaining decryption mode.</para>
            </summary>
        </member>
        <member name="F:Godot.AESContext.Mode.Max">
            <summary>
            <para>Maximum value for the mode enum.</para>
            </summary>
        </member>
        <member name="M:Godot.AESContext.Start(Godot.AESContext.Mode,System.Byte[],System.Byte[])">
            <summary>
            <para>Start the AES context in the given <c>mode</c>. A <c>key</c> of either 16 or 32 bytes must always be provided, while an <c>iv</c> (initialization vector) of exactly 16 bytes, is only needed when <c>mode</c> is either <see cref="F:Godot.AESContext.Mode.CbcEncrypt"/> or <see cref="F:Godot.AESContext.Mode.CbcDecrypt"/>.</para>
            </summary>
            <param name="iv">If the parameter is null, then the default value is Array.Empty&lt;byte&gt;()</param>
        </member>
        <member name="M:Godot.AESContext.Update(System.Byte[])">
            <summary>
            <para>Run the desired operation for this AES context. Will return a <see cref="T:System.Byte"/> containing the result of encrypting (or decrypting) the given <c>src</c>. See <see cref="M:Godot.AESContext.Start(Godot.AESContext.Mode,System.Byte[],System.Byte[])"/> for mode of operation.</para>
            <para>Note: The size of <c>src</c> must be a multiple of 16. Apply some padding if needed.</para>
            </summary>
        </member>
        <member name="M:Godot.AESContext.GetIvState">
            <summary>
            <para>Get the current IV state for this context (IV gets updated when calling <see cref="M:Godot.AESContext.Update(System.Byte[])"/>). You normally don't need this function.</para>
            <para>Note: This function only makes sense when the context is started with <see cref="F:Godot.AESContext.Mode.CbcEncrypt"/> or <see cref="F:Godot.AESContext.Mode.CbcDecrypt"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AESContext.Finish">
            <summary>
            <para>Close this AES context so it can be started again. See <see cref="M:Godot.AESContext.Start(Godot.AESContext.Mode,System.Byte[],System.Byte[])"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.ARVRAnchor">
            <summary>
            <para>The <see cref="T:Godot.ARVRAnchor"/> point is a spatial node that maps a real world location identified by the AR platform to a position within the game world. For example, as long as plane detection in ARKit is on, ARKit will identify and update the position of planes (tables, floors, etc) and create anchors for them.</para>
            <para>This node is mapped to one of the anchors through its unique ID. When you receive a signal that a new anchor is available, you should add this node to your scene for that anchor. You can predefine nodes and set the ID; the nodes will simply remain on 0,0,0 until a plane is recognized.</para>
            <para>Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRAnchor.AnchorId">
            <summary>
            <para>The anchor's ID. You can set this before the anchor itself exists. The first anchor gets an ID of <c>1</c>, the second an ID of <c>2</c>, etc. When anchors get removed, the engine can then assign the corresponding ID to new anchors. The most common situation where anchors "disappear" is when the AR server identifies that two anchors represent different parts of the same plane and merges them.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRAnchor.GetAnchorName">
            <summary>
            <para>Returns the name given to this anchor.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRAnchor.GetIsActive">
            <summary>
            <para>Returns <c>true</c> if the anchor is being tracked and <c>false</c> if no anchor with this ID is currently known.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRAnchor.GetSize">
            <summary>
            <para>Returns the estimated size of the plane that was detected. Say when the anchor relates to a table in the real world, this is the estimated size of the surface of that table.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRAnchor.GetPlane">
            <summary>
            <para>Returns a plane aligned with our anchor; handy for intersection testing.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRAnchor.GetMesh">
            <summary>
            <para>If provided by the <see cref="T:Godot.ARVRInterface"/>, this returns a mesh object for the anchor. For an anchor, this can be a shape related to the object being tracked or it can be a mesh that provides topology related to the anchor and can be used to create shadows/reflections on surfaces or for generating collision shapes.</para>
            </summary>
        </member>
        <member name="T:Godot.ARVRCamera">
            <summary>
            <para>This is a helper spatial node for our camera; note that, if stereoscopic rendering is applicable (VR-HMD), most of the camera properties are ignored, as the HMD information overrides them. The only properties that can be trusted are the near and far planes.</para>
            <para>The position and orientation of this node is automatically updated by the ARVR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the ARVR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the ARVRCamera can lag a few milliseconds behind what is used for rendering as a result.</para>
            </summary>
        </member>
        <member name="T:Godot.ARVRController">
            <summary>
            <para>This is a helper spatial node that is linked to the tracking of controllers. It also offers several handy passthroughs to the state of buttons and such on the controllers.</para>
            <para>Controllers are linked by their ID. You can create controller nodes before the controllers are available. If your game always uses two controllers (one for each hand), you can predefine the controllers with ID 1 and 2; they will become active as soon as the controllers are identified. If you expect additional controllers to be used, you should react to the signals and add ARVRController nodes to your scene.</para>
            <para>The position of the controller node is automatically updated by the <see cref="T:Godot.ARVRServer"/>. This makes this node ideal to add child nodes to visualize the controller.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRController.ControllerId">
            <summary>
            <para>The controller's ID.</para>
            <para>A controller ID of 0 is unbound and will always result in an inactive node. Controller ID 1 is reserved for the first controller that identifies itself as the left-hand controller and ID 2 is reserved for the first controller that identifies itself as the right-hand controller.</para>
            <para>For any other controller that the <see cref="T:Godot.ARVRServer"/> detects, we continue with controller ID 3.</para>
            <para>When a controller is turned off, its slot is freed. This ensures controllers will keep the same ID even when controllers with lower IDs are turned off.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRController.Rumble">
            <summary>
            <para>The degree to which the controller vibrates. Ranges from <c>0.0</c> to <c>1.0</c>. If changed, updates <see cref="P:Godot.ARVRPositionalTracker.Rumble"/> accordingly.</para>
            <para>This is a useful property to animate if you want the controller to vibrate for a limited duration.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRController.GetControllerName">
            <summary>
            <para>If active, returns the name of the associated controller if provided by the AR/VR SDK used.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRController.GetJoystickId">
            <summary>
            <para>Returns the ID of the joystick object bound to this. Every controller tracked by the <see cref="T:Godot.ARVRServer"/> that has buttons and axis will also be registered as a joystick within Godot. This means that all the normal joystick tracking and input mapping will work for buttons and axis found on the AR/VR controllers. This ID is purely offered as information so you can link up the controller with its joystick entry.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRController.IsButtonPressed(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the button at index <c>button</c> is pressed. See <see cref="T:Godot.JoystickList"/>, in particular the <c>JOY_VR_*</c> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRController.GetJoystickAxis(System.Int32)">
            <summary>
            <para>Returns the value of the given axis for things like triggers, touchpads, etc. that are embedded into the controller.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRController.GetIsActive">
            <summary>
            <para>Returns <c>true</c> if the bound controller is active. ARVR systems attempt to track active controllers.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRController.GetHand">
            <summary>
            <para>Returns the hand holding this controller, if known. See <see cref="T:Godot.ARVRPositionalTracker.TrackerHand"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRController.GetMesh">
            <summary>
            <para>If provided by the <see cref="T:Godot.ARVRInterface"/>, this returns a mesh associated with the controller. This can be used to visualize the controller.</para>
            </summary>
        </member>
        <member name="T:Godot.ARVRInterface">
            <summary>
            <para>This class needs to be implemented to make an AR or VR platform available to Godot and these should be implemented as C++ modules or GDNative modules (note that for GDNative the subclass ARVRScriptInterface should be used). Part of the interface is exposed to GDScript so you can detect, enable and configure an AR or VR platform.</para>
            <para>Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through <see cref="T:Godot.ARVRServer"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Tracking_status.NormalTracking">
            <summary>
            <para>Tracking is behaving as expected.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Tracking_status.ExcessiveMotion">
            <summary>
            <para>Tracking is hindered by excessive motion (the player is moving faster than tracking can keep up).</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Tracking_status.InsufficientFeatures">
            <summary>
            <para>Tracking is hindered by insufficient features, it's too dark (for camera-based tracking), player is blocked, etc.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Tracking_status.UnknownTracking">
            <summary>
            <para>We don't know the status of the tracking or this interface does not provide feedback.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Tracking_status.NotTracking">
            <summary>
            <para>Tracking is not functional (camera not plugged in or obscured, lighthouses turned off, etc.).</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Eyes.Mono">
            <summary>
            <para>Mono output, this is mostly used internally when retrieving positioning information for our camera node or when stereo scopic rendering is not supported.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Eyes.Left">
            <summary>
            <para>Left eye output, this is mostly used internally when rendering the image for the left eye and obtaining positioning and projection information.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Eyes.Right">
            <summary>
            <para>Right eye output, this is mostly used internally when rendering the image for the right eye and obtaining positioning and projection information.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Capabilities.None">
            <summary>
            <para>No ARVR capabilities.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Capabilities.Mono">
            <summary>
            <para>This interface can work with normal rendering output (non-HMD based AR).</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Capabilities.Stereo">
            <summary>
            <para>This interface supports stereoscopic rendering.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Capabilities.Ar">
            <summary>
            <para>This interface supports AR (video background and real world tracking).</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRInterface.Capabilities.External">
            <summary>
            <para>This interface outputs to an external device. If the main viewport is used, the on screen output is an unmodified buffer of either the left or right eye (stretched if the viewport size is not changed to the same aspect ratio of <see cref="M:Godot.ARVRInterface.GetRenderTargetsize"/>). Using a separate viewport node frees up the main viewport for other purposes.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRInterface.InterfaceIsPrimary">
            <summary>
            <para><c>true</c> if this is the primary interface.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRInterface.InterfaceIsInitialized">
            <summary>
            <para><c>true</c> if this interface been initialized.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRInterface.ArIsAnchorDetectionEnabled">
            <summary>
            <para>On an AR interface, <c>true</c> if anchor detection is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.GetName">
            <summary>
            <para>Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc).</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.GetCapabilities">
            <summary>
            <para>Returns a combination of <see cref="T:Godot.ARVRInterface.Capabilities"/> flags providing information about the capabilities of this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.Initialize">
            <summary>
            <para>Call this to initialize this interface. The first interface that is initialized is identified as the primary interface and it will be used for rendering output.</para>
            <para>After initializing the interface you want to use you then need to enable the AR/VR mode of a viewport and rendering should commence.</para>
            <para>Note: You must enable the AR/VR mode on the main viewport for any device that uses the main output of Godot, such as for mobile VR.</para>
            <para>If you do this for a platform that handles its own output (such as OpenVR) Godot will show just one eye without distortion on screen. Alternatively, you can add a separate viewport node to your scene and enable AR/VR on that viewport. It will be used to output to the HMD, leaving you free to do anything you like in the main window, such as using a separate camera as a spectator camera or rendering something completely different.</para>
            <para>While currently not used, you can activate additional interfaces. You may wish to do this if you want to track controllers from other platforms. However, at this point in time only one interface can render to an HMD.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.Uninitialize">
            <summary>
            <para>Turns the interface off.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.GetTrackingStatus">
            <summary>
            <para>If supported, returns the status of our tracking. This will allow you to provide feedback to the user whether there are issues with positional tracking.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.GetRenderTargetsize">
            <summary>
            <para>Returns the resolution at which we should render our intermediate results before things like lens distortion are applied by the VR platform.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.IsStereo">
            <summary>
            <para>Returns <c>true</c> if the current output of this interface is in stereo.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.GetTransformForEye(Godot.ARVRInterface.Eyes,Godot.Transform)">
            <summary>
            <para>Returns the transform for an eye multiplied by <c>transform</c>. The usual value for <c>transform</c> is the global_transform of the current ARVROrigin.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRInterface.GetCameraFeedId">
            <summary>
            <para>If this is an AR interface that requires displaying a camera feed as the background, this method returns the feed ID in the <see cref="T:Godot.CameraServer"/> for this interface.</para>
            </summary>
        </member>
        <member name="T:Godot.ARVRInterfaceGDNative">
            <summary>
            <para>This is a wrapper class for GDNative implementations of the ARVR interface. To use a GDNative ARVR interface, simply instantiate this object and set your GDNative library containing the ARVR interface implementation.</para>
            </summary>
        </member>
        <member name="T:Godot.ARVROrigin">
            <summary>
            <para>This is a special node within the AR/VR system that maps the physical location of the center of our tracking space to the virtual location within our game world.</para>
            <para>There should be only one of these nodes in your scene and you must have one. All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct children of this node for spatial tracking to work correctly.</para>
            <para>It is the position of this node that you update when your character needs to move through your game world while we're not moving in the real world. Movement in the real world is always in relation to this origin point.</para>
            <para>For example, if your character is driving a car, the ARVROrigin node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVROrigin.WorldScale">
            <summary>
            <para>Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.</para>
            <para>Note: This method is a passthrough to the <see cref="T:Godot.ARVRServer"/> itself.</para>
            </summary>
        </member>
        <member name="T:Godot.ARVRPositionalTracker">
            <summary>
            <para>An instance of this object represents a device that is tracked, such as a controller or anchor point. HMDs aren't represented here as they are handled internally.</para>
            <para>As controllers are turned on and the AR/VR interface detects them, instances of this object are automatically added to this list of active tracking objects accessible through the <see cref="T:Godot.ARVRServer"/>.</para>
            <para>The <see cref="T:Godot.ARVRController"/> and <see cref="T:Godot.ARVRAnchor"/> both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRPositionalTracker.TrackerHand.HandUnknown">
            <summary>
            <para>The hand this tracker is held in is unknown or not applicable.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRPositionalTracker.TrackerHand.LeftHand">
            <summary>
            <para>This tracker is the left hand controller.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRPositionalTracker.TrackerHand.RightHand">
            <summary>
            <para>This tracker is the right hand controller.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRPositionalTracker.Rumble">
            <summary>
            <para>The degree to which the tracker rumbles. Ranges from <c>0.0</c> to <c>1.0</c> with precision <c>.01</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetType">
            <summary>
            <para>Returns the tracker's type.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetTrackerId">
            <summary>
            <para>Returns the internal tracker ID. This uniquely identifies the tracker per tracker type and matches the ID you need to specify for nodes such as the <see cref="T:Godot.ARVRController"/> and <see cref="T:Godot.ARVRAnchor"/> nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetName">
            <summary>
            <para>Returns the controller or anchor point's name if available.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetJoyId">
            <summary>
            <para>If this is a controller that is being tracked, the controller will also be represented by a joystick entry with this ID.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetTracksOrientation">
            <summary>
            <para>Returns <c>true</c> if this device tracks orientation.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetOrientation">
            <summary>
            <para>Returns the controller's orientation matrix.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetTracksPosition">
            <summary>
            <para>Returns <c>true</c> if this device tracks position.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetPosition">
            <summary>
            <para>Returns the world-space controller position.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetHand">
            <summary>
            <para>Returns the hand holding this tracker, if known. See <see cref="T:Godot.ARVRPositionalTracker.TrackerHand"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetTransform(System.Boolean)">
            <summary>
            <para>Returns the transform combining this device's orientation and position.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRPositionalTracker.GetMesh">
            <summary>
            <para>Returns the mesh related to a controller or anchor point if one is available.</para>
            </summary>
        </member>
        <member name="T:Godot.ARVRServer">
            <summary>
            <para>The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.RotationMode.ResetFullRotation">
            <summary>
            <para>Fully reset the orientation of the HMD. Regardless of what direction the user is looking to in the real world. The user will look dead ahead in the virtual world.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.RotationMode.ResetButKeepTilt">
            <summary>
            <para>Resets the orientation but keeps the tilt of the device. So if we're looking down, we keep looking down but heading will be reset.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.RotationMode.DontResetRotation">
            <summary>
            <para>Does not reset the orientation of the HMD, only the position of the player gets centered.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.TrackerType.Controller">
            <summary>
            <para>The tracker tracks the location of a controller.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.TrackerType.Basestation">
            <summary>
            <para>The tracker tracks the location of a base station.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.TrackerType.Anchor">
            <summary>
            <para>The tracker tracks the location and size of an AR anchor.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.TrackerType.AnyKnown">
            <summary>
            <para>Used internally to filter trackers of any known type.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.TrackerType.Unknown">
            <summary>
            <para>Used internally if we haven't set the tracker type yet.</para>
            </summary>
        </member>
        <member name="F:Godot.ARVRServer.TrackerType.Any">
            <summary>
            <para>Used internally to select all trackers.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRServer.WorldScale">
            <summary>
            <para>Allows you to adjust the scale to your game's units. Most AR/VR platforms assume a scale of 1 game world unit = 1 real world meter.</para>
            </summary>
        </member>
        <member name="P:Godot.ARVRServer.PrimaryInterface">
            <summary>
            <para>The primary <see cref="T:Godot.ARVRInterface"/> currently bound to the <see cref="T:Godot.ARVRServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetReferenceFrame">
            <summary>
            <para>Returns the reference frame transform. Mostly used internally and exposed for GDNative build interfaces.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.CenterOnHmd(Godot.ARVRServer.RotationMode,System.Boolean)">
            <summary>
            <para>This is an important function to understand correctly. AR and VR platforms all handle positioning slightly differently.</para>
            <para>For platforms that do not offer spatial tracking, our origin point (0,0,0) is the location of our HMD, but you have little control over the direction the player is facing in the real world.</para>
            <para>For platforms that do offer spatial tracking, our origin point depends very much on the system. For OpenVR, our origin point is usually the center of the tracking space, on the ground. For other platforms, it's often the location of the tracking camera.</para>
            <para>This method allows you to center your tracker on the location of the HMD. It will take the current location of the HMD and use that to adjust all your tracking data; in essence, realigning the real world to your player's current position in the game world.</para>
            <para>For this method to produce usable results, tracking information must be available. This often takes a few frames after starting your game.</para>
            <para>You should call this method after a few seconds have passed. For instance, when the user requests a realignment of the display holding a designated button on a controller for a short period of time, or when implementing a teleport mechanism.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetHmdTransform">
            <summary>
            <para>Returns the primary interface's transformation.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.AddInterface(Godot.ARVRInterface)">
            <summary>
            <para>Registers an <see cref="T:Godot.ARVRInterface"/> object.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.ClearPrimaryInterfaceIf(Godot.ARVRInterface)">
            <summary>
            <para>Clears our current primary interface if it is set to the provided interface.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetInterfaceCount">
            <summary>
            <para>Returns the number of interfaces currently registered with the AR/VR server. If your project supports multiple AR/VR platforms, you can look through the available interface, and either present the user with a selection or simply try to initialize each interface and use the first one that returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.RemoveInterface(Godot.ARVRInterface)">
            <summary>
            <para>Removes this interface.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetInterface(System.Int32)">
            <summary>
            <para>Returns the interface registered at a given index in our list of interfaces.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetInterfaces">
            <summary>
            <para>Returns a list of available interfaces the ID and name of each interface.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.FindInterface(System.String)">
            <summary>
            <para>Finds an interface by its name. For instance, if your project uses capabilities of an AR/VR platform, you can find the interface for that platform by name and initialize it.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetTrackerCount">
            <summary>
            <para>Returns the number of trackers currently registered.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetTracker(System.Int32)">
            <summary>
            <para>Returns the positional tracker at the given ID.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.AddTracker(Godot.ARVRPositionalTracker)">
            <summary>
            <para>Registers a new <see cref="T:Godot.ARVRPositionalTracker"/> that tracks a spatial location in real space.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.RemoveTracker(Godot.ARVRPositionalTracker)">
            <summary>
            <para>Removes this positional tracker.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetLastProcessUsec">
            <summary>
            <para>Returns the absolute timestamp (in μs) of the last <see cref="T:Godot.ARVRServer"/> process callback. The value comes from an internal call to <see cref="M:Godot.OS.GetTicksUsec"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetLastCommitUsec">
            <summary>
            <para>Returns the absolute timestamp (in μs) of the last <see cref="T:Godot.ARVRServer"/> commit of the AR/VR eyes to <see cref="T:Godot.VisualServer"/>. The value comes from an internal call to <see cref="M:Godot.OS.GetTicksUsec"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ARVRServer.GetLastFrameUsec">
            <summary>
            <para>Returns the duration (in μs) of the last frame. This is computed as the difference between <see cref="M:Godot.ARVRServer.GetLastCommitUsec"/> and <see cref="M:Godot.ARVRServer.GetLastProcessUsec"/> when committing.</para>
            </summary>
        </member>
        <member name="T:Godot.AStar">
            <summary>
            <para>A* (A star) is a computer algorithm that is widely used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A* implementation uses points in three-dimensional space and Euclidean distances by default.</para>
            <para>You must add points manually with <see cref="M:Godot.AStar.AddPoint(System.Int32,Godot.Vector3,System.Single)"/> and create segments manually with <see cref="M:Godot.AStar.ConnectPoints(System.Int32,System.Int32,System.Boolean)"/>. Then you can test if there is a path between two points with the <see cref="M:Godot.AStar.ArePointsConnected(System.Int32,System.Int32,System.Boolean)"/> function, get a path containing indices by <see cref="M:Godot.AStar.GetIdPath(System.Int32,System.Int32)"/>, or one containing actual coordinates with <see cref="M:Godot.AStar.GetPointPath(System.Int32,System.Int32)"/>.</para>
            <para>It is also possible to use non-Euclidean distances. To do so, create a class that extends <c>AStar</c> and override methods <see cref="M:Godot.AStar._ComputeCost(System.Int32,System.Int32)"/> and <see cref="M:Godot.AStar._EstimateCost(System.Int32,System.Int32)"/>. Both take two indices and return a length, as is shown in the following example.</para>
            <para><code>
            class MyAStar:
                extends AStar
            
                func _compute_cost(u, v):
                    return abs(u - v)
            
                func _estimate_cost(u, v):
                    return min(0, abs(u - v) - 1)
            </code></para>
            <para><see cref="M:Godot.AStar._EstimateCost(System.Int32,System.Int32)"/> should return a lower bound of the distance, i.e. <c>_estimate_cost(u, v) &lt;= _compute_cost(u, v)</c>. This serves as a hint to the algorithm because the custom <c>_compute_cost</c> might be computation-heavy. If this is not the case, make <see cref="M:Godot.AStar._EstimateCost(System.Int32,System.Int32)"/> return the same value as <see cref="M:Godot.AStar._ComputeCost(System.Int32,System.Int32)"/> to provide the algorithm with the most accurate information.</para>
            <para>If the default <see cref="M:Godot.AStar._EstimateCost(System.Int32,System.Int32)"/> and <see cref="M:Godot.AStar._ComputeCost(System.Int32,System.Int32)"/> methods are used, or if the supplied <see cref="M:Godot.AStar._EstimateCost(System.Int32,System.Int32)"/> method returns a lower bound of the cost, then the paths returned by A* will be the lowest-cost paths. Here, the cost of a path equals the sum of the <see cref="M:Godot.AStar._ComputeCost(System.Int32,System.Int32)"/> results of all segments in the path multiplied by the <c>weight_scale</c>s of the endpoints of the respective segments. If the default methods are used and the <c>weight_scale</c>s of all points are set to <c>1.0</c>, then this equals the sum of Euclidean distances of all segments in the path.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar._ComputeCost(System.Int32,System.Int32)">
            <summary>
            <para>Called when computing the cost between two connected points.</para>
            <para>Note that this function is hidden in the default <c>AStar</c> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar._EstimateCost(System.Int32,System.Int32)">
            <summary>
            <para>Called when estimating the cost between a point and the path's ending point.</para>
            <para>Note that this function is hidden in the default <c>AStar</c> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetAvailablePointId">
            <summary>
            <para>Returns the next available point ID with no point associated to it.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.AddPoint(System.Int32,Godot.Vector3,System.Single)">
            <summary>
            <para>Adds a new point at the given position with the given identifier. The <c>id</c> must be 0 or larger, and the <c>weight_scale</c> must be 0.0 or greater.</para>
            <para>The <c>weight_scale</c> is multiplied by the result of <see cref="M:Godot.AStar._ComputeCost(System.Int32,System.Int32)"/> when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower <c>weight_scale</c>s to form a path.</para>
            <para><code>
            var astar = AStar.new()
            astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
            </code></para>
            <para>If there already exists a point for the given <c>id</c>, its position and weight scale are updated to the given values.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetPointPosition(System.Int32)">
            <summary>
            <para>Returns the position of the point associated with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.SetPointPosition(System.Int32,Godot.Vector3)">
            <summary>
            <para>Sets the <c>position</c> for the point with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetPointWeightScale(System.Int32)">
            <summary>
            <para>Returns the weight scale of the point associated with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.SetPointWeightScale(System.Int32,System.Single)">
            <summary>
            <para>Sets the <c>weight_scale</c> for the point with the given <c>id</c>. The <c>weight_scale</c> is multiplied by the result of <see cref="M:Godot.AStar._ComputeCost(System.Int32,System.Int32)"/> when determining the overall cost of traveling across a segment from a neighboring point to this point.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.RemovePoint(System.Int32)">
            <summary>
            <para>Removes the point associated with the given <c>id</c> from the points pool.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.HasPoint(System.Int32)">
            <summary>
            <para>Returns whether a point associated with the given <c>id</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetPointConnections(System.Int32)">
            <summary>
            <para>Returns an array with the IDs of the points that form the connection with the given point.</para>
            <para><code>
            var astar = AStar.new()
            astar.add_point(1, Vector3(0, 0, 0))
            astar.add_point(2, Vector3(0, 1, 0))
            astar.add_point(3, Vector3(1, 1, 0))
            astar.add_point(4, Vector3(2, 0, 0))
            
            astar.connect_points(1, 2, true)
            astar.connect_points(1, 3, true)
            
            var neighbors = astar.get_point_connections(1) # Returns [2, 3]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetPoints">
            <summary>
            <para>Returns an array of all points.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.SetPointDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.IsPointDisabled(System.Int32)">
            <summary>
            <para>Returns whether a point is disabled or not for pathfinding. By default, all points are enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.ConnectPoints(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Creates a segment between the given points. If <c>bidirectional</c> is <c>false</c>, only movement from <c>id</c> to <c>to_id</c> is allowed, not the reverse direction.</para>
            <para><code>
            var astar = AStar.new()
            astar.add_point(1, Vector3(1, 1, 0))
            astar.add_point(2, Vector3(0, 5, 0))
            astar.connect_points(1, 2, false)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AStar.DisconnectPoints(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Deletes the segment between the given points. If <c>bidirectional</c> is <c>false</c>, only movement from <c>id</c> to <c>to_id</c> is prevented, and a unidirectional segment possibly remains.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.ArePointsConnected(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns whether the two given points are directly connected by a segment. If <c>bidirectional</c> is <c>false</c>, returns whether movement from <c>id</c> to <c>to_id</c> is possible through this segment.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetPointCount">
            <summary>
            <para>Returns the number of points currently in the points pool.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetPointCapacity">
            <summary>
            <para>Returns the capacity of the structure backing the points, useful in conjunction with <c>reserve_space</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.ReserveSpace(System.Int32)">
            <summary>
            <para>Reserves space internally for <c>num_nodes</c> points, useful if you're adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.Clear">
            <summary>
            <para>Clears all the points and segments.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetClosestPoint(Godot.Vector3,System.Boolean)">
            <summary>
            <para>Returns the ID of the closest point to <c>to_position</c>, optionally taking disabled points into account. Returns <c>-1</c> if there are no points in the points pool.</para>
            <para>Note: If several points are the closest to <c>to_position</c>, the one with the smallest ID will be returned, ensuring a deterministic result.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetClosestPositionInSegment(Godot.Vector3)">
            <summary>
            <para>Returns the closest position to <c>to_position</c> that resides inside a segment between two connected points.</para>
            <para><code>
            var astar = AStar.new()
            astar.add_point(1, Vector3(0, 0, 0))
            astar.add_point(2, Vector3(0, 5, 0))
            astar.connect_points(1, 2)
            var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns (0, 3, 0)
            </code></para>
            <para>The result is in the segment that goes from <c>y = 0</c> to <c>y = 5</c>. It's the closest position in the segment to the given point.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetPointPath(System.Int32,System.Int32)">
            <summary>
            <para>Returns an array with the points that are in the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.</para>
            <para>Note: This method is not thread-safe. If called from a <see cref="T:Godot.Thread"/>, it will return an empty <see cref="T:Godot.Vector3"/> and will print an error message.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar.GetIdPath(System.Int32,System.Int32)">
            <summary>
            <para>Returns an array with the IDs of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.</para>
            <para><code>
            var astar = AStar.new()
            astar.add_point(1, Vector3(0, 0, 0))
            astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1
            astar.add_point(3, Vector3(1, 1, 0))
            astar.add_point(4, Vector3(2, 0, 0))
            
            astar.connect_points(1, 2, false)
            astar.connect_points(2, 3, false)
            astar.connect_points(4, 3, false)
            astar.connect_points(1, 4, false)
            
            var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]
            </code></para>
            <para>If you change the 2nd point's weight to 3, then the result will be <c>[1, 4, 3]</c> instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2.</para>
            </summary>
        </member>
        <member name="T:Godot.AStar2D">
            <summary>
            <para>This is a wrapper for the <see cref="T:Godot.AStar"/> class which uses 2D vectors instead of 3D vectors.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D._ComputeCost(System.Int32,System.Int32)">
            <summary>
            <para>Called when computing the cost between two connected points.</para>
            <para>Note that this function is hidden in the default <c>AStar2D</c> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D._EstimateCost(System.Int32,System.Int32)">
            <summary>
            <para>Called when estimating the cost between a point and the path's ending point.</para>
            <para>Note that this function is hidden in the default <c>AStar2D</c> class.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetAvailablePointId">
            <summary>
            <para>Returns the next available point ID with no point associated to it.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.AddPoint(System.Int32,Godot.Vector2,System.Single)">
            <summary>
            <para>Adds a new point at the given position with the given identifier. The <c>id</c> must be 0 or larger, and the <c>weight_scale</c> must be 0.0 or greater.</para>
            <para>The <c>weight_scale</c> is multiplied by the result of <see cref="M:Godot.AStar2D._ComputeCost(System.Int32,System.Int32)"/> when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower <c>weight_scale</c>s to form a path.</para>
            <para><code>
            var astar = AStar2D.new()
            astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with weight_scale 4 and id 1
            </code></para>
            <para>If there already exists a point for the given <c>id</c>, its position and weight scale are updated to the given values.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPointPosition(System.Int32)">
            <summary>
            <para>Returns the position of the point associated with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.SetPointPosition(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the <c>position</c> for the point with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPointWeightScale(System.Int32)">
            <summary>
            <para>Returns the weight scale of the point associated with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.SetPointWeightScale(System.Int32,System.Single)">
            <summary>
            <para>Sets the <c>weight_scale</c> for the point with the given <c>id</c>. The <c>weight_scale</c> is multiplied by the result of <see cref="M:Godot.AStar2D._ComputeCost(System.Int32,System.Int32)"/> when determining the overall cost of traveling across a segment from a neighboring point to this point.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.RemovePoint(System.Int32)">
            <summary>
            <para>Removes the point associated with the given <c>id</c> from the points pool.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.HasPoint(System.Int32)">
            <summary>
            <para>Returns whether a point associated with the given <c>id</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPointConnections(System.Int32)">
            <summary>
            <para>Returns an array with the IDs of the points that form the connection with the given point.</para>
            <para><code>
            var astar = AStar2D.new()
            astar.add_point(1, Vector2(0, 0))
            astar.add_point(2, Vector2(0, 1))
            astar.add_point(3, Vector2(1, 1))
            astar.add_point(4, Vector2(2, 0))
            
            astar.connect_points(1, 2, true)
            astar.connect_points(1, 3, true)
            
            var neighbors = astar.get_point_connections(1) # Returns [2, 3]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPoints">
            <summary>
            <para>Returns an array of all points.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.SetPointDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.IsPointDisabled(System.Int32)">
            <summary>
            <para>Returns whether a point is disabled or not for pathfinding. By default, all points are enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.ConnectPoints(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Creates a segment between the given points. If <c>bidirectional</c> is <c>false</c>, only movement from <c>id</c> to <c>to_id</c> is allowed, not the reverse direction.</para>
            <para><code>
            var astar = AStar2D.new()
            astar.add_point(1, Vector2(1, 1))
            astar.add_point(2, Vector2(0, 5))
            astar.connect_points(1, 2, false)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.DisconnectPoints(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Deletes the segment between the given points. If <c>bidirectional</c> is <c>false</c>, only movement from <c>id</c> to <c>to_id</c> is prevented, and a unidirectional segment possibly remains.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.ArePointsConnected(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns whether there is a connection/segment between the given points. If <c>bidirectional</c> is <c>false</c>, returns whether movement from <c>id</c> to <c>to_id</c> is possible through this segment.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPointCount">
            <summary>
            <para>Returns the number of points currently in the points pool.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPointCapacity">
            <summary>
            <para>Returns the capacity of the structure backing the points, useful in conjunction with <c>reserve_space</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.ReserveSpace(System.Int32)">
            <summary>
            <para>Reserves space internally for <c>num_nodes</c> points, useful if you're adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.Clear">
            <summary>
            <para>Clears all the points and segments.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetClosestPoint(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Returns the ID of the closest point to <c>to_position</c>, optionally taking disabled points into account. Returns <c>-1</c> if there are no points in the points pool.</para>
            <para>Note: If several points are the closest to <c>to_position</c>, the one with the smallest ID will be returned, ensuring a deterministic result.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetClosestPositionInSegment(Godot.Vector2)">
            <summary>
            <para>Returns the closest position to <c>to_position</c> that resides inside a segment between two connected points.</para>
            <para><code>
            var astar = AStar2D.new()
            astar.add_point(1, Vector2(0, 0))
            astar.add_point(2, Vector2(0, 5))
            astar.connect_points(1, 2)
            var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, 3)
            </code></para>
            <para>The result is in the segment that goes from <c>y = 0</c> to <c>y = 5</c>. It's the closest position in the segment to the given point.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetPointPath(System.Int32,System.Int32)">
            <summary>
            <para>Returns an array with the points that are in the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path.</para>
            <para>Note: This method is not thread-safe. If called from a <see cref="T:Godot.Thread"/>, it will return an empty <see cref="T:Godot.Vector2"/> and will print an error message.</para>
            </summary>
        </member>
        <member name="M:Godot.AStar2D.GetIdPath(System.Int32,System.Int32)">
            <summary>
            <para>Returns an array with the IDs of the points that form the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path.</para>
            <para><code>
            var astar = AStar2D.new()
            astar.add_point(1, Vector2(0, 0))
            astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1
            astar.add_point(3, Vector2(1, 1))
            astar.add_point(4, Vector2(2, 0))
            
            astar.connect_points(1, 2, false)
            astar.connect_points(2, 3, false)
            astar.connect_points(4, 3, false)
            astar.connect_points(1, 4, false)
            
            var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]
            </code></para>
            <para>If you change the 2nd point's weight to 3, then the result will be <c>[1, 4, 3]</c> instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2.</para>
            </summary>
        </member>
        <member name="T:Godot.AcceptDialog">
            <summary>
            <para>This dialog is useful for small notifications to the user about an event. It can only be accepted or closed, with the same result.</para>
            </summary>
        </member>
        <member name="P:Godot.AcceptDialog.DialogText">
            <summary>
            <para>The text displayed by the dialog.</para>
            </summary>
        </member>
        <member name="P:Godot.AcceptDialog.DialogHideOnOk">
            <summary>
            <para>If <c>true</c>, the dialog is hidden when the OK button is pressed. You can set it to <c>false</c> if you want to do e.g. input validation when receiving the <c>confirmed</c> signal, and handle hiding the dialog in your own logic.</para>
            <para>Note: Some nodes derived from this class can have a different default value, and potentially their own built-in logic overriding this setting. For example <see cref="T:Godot.FileDialog"/> defaults to <c>false</c>, and has its own input validation code that is called when you press OK, which eventually hides the dialog if the input is valid. As such, this property can't be used in <see cref="T:Godot.FileDialog"/> to disable hiding the dialog when pressing OK.</para>
            </summary>
        </member>
        <member name="P:Godot.AcceptDialog.DialogAutowrap">
            <summary>
            <para>Sets autowrapping for the text in the dialog.</para>
            </summary>
        </member>
        <member name="M:Godot.AcceptDialog.GetOk">
            <summary>
            <para>Returns the OK <see cref="T:Godot.Button"/> instance.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.AcceptDialog.GetLabel">
            <summary>
            <para>Returns the label used for built-in text.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.AcceptDialog.AddButton(System.String,System.Boolean,System.String)">
            <summary>
            <para>Adds a button with label <c>text</c> and a custom <c>action</c> to the dialog and returns the created button. <c>action</c> will be passed to the <c>custom_action</c> signal when pressed.</para>
            <para>If <c>true</c>, <c>right</c> will place the button to the right of any sibling buttons.</para>
            <para>You can use <see cref="M:Godot.AcceptDialog.RemoveButton(Godot.Control)"/> method to remove a button created with this method from the dialog.</para>
            </summary>
        </member>
        <member name="M:Godot.AcceptDialog.AddCancel(System.String)">
            <summary>
            <para>Adds a button with label <c>name</c> and a cancel action to the dialog and returns the created button.</para>
            <para>You can use <see cref="M:Godot.AcceptDialog.RemoveButton(Godot.Control)"/> method to remove a button created with this method from the dialog.</para>
            </summary>
        </member>
        <member name="M:Godot.AcceptDialog.RemoveButton(Godot.Control)">
            <summary>
            <para>Removes the <c>button</c> from the dialog. Does NOT free the <c>button</c>. The <c>button</c> must be a <see cref="T:Godot.Button"/> added with <see cref="M:Godot.AcceptDialog.AddButton(System.String,System.Boolean,System.String)"/> or <see cref="M:Godot.AcceptDialog.AddCancel(System.String)"/> method. After removal, pressing the <c>button</c> will no longer emit this dialog's <c>custom_action</c> signal or cancel this dialog.</para>
            </summary>
        </member>
        <member name="M:Godot.AcceptDialog.RegisterTextEnter(Godot.Node)">
            <summary>
            <para>Registers a <see cref="T:Godot.LineEdit"/> in the dialog. When the enter key is pressed, the dialog will be accepted.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimatedSprite">
            <summary>
            <para><see cref="T:Godot.AnimatedSprite"/> is similar to the <see cref="T:Godot.Sprite"/> node, except it carries multiple textures as animation frames. Animations are created using a <see cref="T:Godot.SpriteFrames"/> resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The <see cref="T:Godot.SpriteFrames"/> resource can be configured in the editor via the SpriteFrames bottom panel.</para>
            <para>Note: You can associate a set of normal maps by creating additional animations with a <c>_normal</c> suffix. For example, having 2 animations <c>run</c> and <c>run_normal</c> will make it so the <c>run</c> animation uses the normal map.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.Frames">
            <summary>
            <para>The <see cref="T:Godot.SpriteFrames"/> resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the <see cref="T:Godot.SpriteFrames"/> resource.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.Animation">
            <summary>
            <para>The current animation from the <see cref="P:Godot.AnimatedSprite.Frames"/> resource. If this value changes, the <c>frame</c> counter is reset.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.Frame">
            <summary>
            <para>The displayed animation frame's index.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.SpeedScale">
            <summary>
            <para>The animation speed is multiplied by this value.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.Playing">
            <summary>
            <para>If <c>true</c>, the <see cref="P:Godot.AnimatedSprite.Animation"/> is currently playing.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.Centered">
            <summary>
            <para>If <c>true</c>, texture will be centered.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.Offset">
            <summary>
            <para>The texture's drawing offset.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.FlipH">
            <summary>
            <para>If <c>true</c>, texture is flipped horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite.FlipV">
            <summary>
            <para>If <c>true</c>, texture is flipped vertically.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite.Play(System.String,System.Boolean)">
            <summary>
            <para>Plays the animation named <c>anim</c>. If no <c>anim</c> is provided, the current animation is played. If <c>backwards</c> is <c>true</c>, the animation will be played in reverse.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite.Stop">
            <summary>
            <para>Stops the current animation (does not reset the frame counter).</para>
            </summary>
        </member>
        <member name="T:Godot.AnimatedSprite3D">
            <summary>
            <para>Animations are created using a <see cref="T:Godot.SpriteFrames"/> resource, which can be configured in the editor via the SpriteFrames panel.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.Frames">
            <summary>
            <para>The <see cref="T:Godot.SpriteFrames"/> resource containing the animation(s).</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.Animation">
            <summary>
            <para>The current animation from the <c>frames</c> resource. If this value changes, the <c>frame</c> counter is reset.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.Frame">
            <summary>
            <para>The displayed animation frame's index.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedSprite3D.Playing">
            <summary>
            <para>If <c>true</c>, the <see cref="P:Godot.AnimatedSprite3D.Animation"/> is currently playing.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.Play(System.String)">
            <summary>
            <para>Plays the animation named <c>anim</c>. If no <c>anim</c> is provided, the current animation is played.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.Stop">
            <summary>
            <para>Stops the current animation (does not reset the frame counter).</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedSprite3D.IsPlaying">
            <summary>
            <para>Returns <c>true</c> if an animation is currently being played.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimatedTexture">
            <summary>
            <para><see cref="T:Godot.AnimatedTexture"/> is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike <see cref="T:Godot.AnimationPlayer"/> or <see cref="T:Godot.AnimatedSprite"/>, it isn't a <see cref="T:Godot.Node"/>, but has the advantage of being usable anywhere a <see cref="T:Godot.Texture"/> resource can be used, e.g. in a <see cref="T:Godot.TileSet"/>.</para>
            <para>The playback of the animation is controlled by the <see cref="P:Godot.AnimatedTexture.Fps"/> property as well as each frame's optional delay (see <see cref="M:Godot.AnimatedTexture.SetFrameDelay(System.Int32,System.Single)"/>). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.</para>
            <para><see cref="T:Godot.AnimatedTexture"/> currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.</para>
            <para>Note: AnimatedTexture doesn't support using <see cref="T:Godot.AtlasTexture"/>s. Each frame needs to be a separate <see cref="T:Godot.Texture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimatedTexture.MaxFrames">
            <summary>
            <para>The maximum number of frames supported by <see cref="T:Godot.AnimatedTexture"/>. If you need more frames in your animation, use <see cref="T:Godot.AnimationPlayer"/> or <see cref="T:Godot.AnimatedSprite"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedTexture.Frames">
            <summary>
            <para>Number of frames to use in the animation. While you can create the frames independently with <see cref="M:Godot.AnimatedTexture.SetFrameTexture(System.Int32,Godot.Texture)"/>, you need to set this value for the animation to take new frames into account. The maximum number of frames is <see cref="F:Godot.AnimatedTexture.MaxFrames"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedTexture.CurrentFrame">
            <summary>
            <para>Sets the currently visible frame of the texture.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedTexture.Pause">
            <summary>
            <para>If <c>true</c>, the animation will pause where it currently is (i.e. at <see cref="P:Godot.AnimatedTexture.CurrentFrame"/>). The animation will continue from where it was paused when changing this property to <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedTexture.Oneshot">
            <summary>
            <para>If <c>true</c>, the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set <see cref="P:Godot.AnimatedTexture.Pause"/> to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimatedTexture.Fps">
            <summary>
            <para>Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the <see cref="P:Godot.AnimatedTexture.Frames"/> property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see <see cref="M:Godot.AnimatedTexture.SetFrameDelay(System.Int32,System.Single)"/>).</para>
            <para>For example, an animation with 8 frames, no frame delay and a <c>fps</c> value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedTexture.SetFrameTexture(System.Int32,Godot.Texture)">
            <summary>
            <para>Assigns a <see cref="T:Godot.Texture"/> to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID <see cref="P:Godot.AnimatedTexture.Frames"/> - 1.</para>
            <para>You can define any number of textures up to <see cref="F:Godot.AnimatedTexture.MaxFrames"/>, but keep in mind that only frames from 0 to <see cref="P:Godot.AnimatedTexture.Frames"/> - 1 will be part of the animation.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedTexture.GetFrameTexture(System.Int32)">
            <summary>
            <para>Returns the given frame's <see cref="T:Godot.Texture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedTexture.SetFrameDelay(System.Int32,System.Single)">
            <summary>
            <para>Sets an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by <see cref="P:Godot.AnimatedTexture.Fps"/>. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be <c>1.0 / fps + delay</c>.</para>
            <para>For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be:</para>
            <para><code>
            Frame 0: 0.5 s (1 / fps)
            Frame 1: 1.7 s (1 / fps + 1.2)
            Frame 2: 0.5 s (1 / fps)
            Total duration: 2.7 s
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AnimatedTexture.GetFrameDelay(System.Int32)">
            <summary>
            <para>Returns the given frame's delay value.</para>
            </summary>
        </member>
        <member name="T:Godot.Animation">
            <summary>
            <para>An Animation resource contains data used to animate everything in the engine. Animations are divided into tracks, and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.</para>
            <para><code>
            # This creates an animation that makes the node "Enemy" move to the right by
            # 100 pixels in 0.5 seconds.
            var animation = Animation.new()
            var track_index = animation.add_track(Animation.TYPE_VALUE)
            animation.track_set_path(track_index, "Enemy:position:x")
            animation.track_insert_key(track_index, 0.0, 0)
            animation.track_insert_key(track_index, 0.5, 100)
            </code></para>
            <para>Animations are just data containers, and must be added to nodes such as an <see cref="T:Godot.AnimationPlayer"/> or <see cref="T:Godot.AnimationTreePlayer"/> to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check <see cref="T:Godot.Animation.TrackType"/> to see available types.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Value">
            <summary>
            <para>Value tracks set values in node properties, but only those which can be Interpolated.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Transform">
            <summary>
            <para>Transform tracks are used to change node local transforms or skeleton pose bones. Transitions are interpolated.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Method">
            <summary>
            <para>Method tracks call functions with given arguments per key.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Bezier">
            <summary>
            <para>Bezier tracks are used to interpolate a value using custom curves. They can also be used to animate sub-properties of vectors and colors (e.g. alpha value of a <see cref="T:Godot.Color"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Audio">
            <summary>
            <para>Audio tracks are used to play an audio stream with either type of <see cref="T:Godot.AudioStreamPlayer"/>. The stream can be trimmed and previewed in the animation.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.TrackType.Animation">
            <summary>
            <para>Animation tracks play animations in other <see cref="T:Godot.AnimationPlayer"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.UpdateMode.Continuous">
            <summary>
            <para>Update between keyframes.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.UpdateMode.Discrete">
            <summary>
            <para>Update at the keyframes and hold the value.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.UpdateMode.Trigger">
            <summary>
            <para>Update at the keyframes.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.UpdateMode.Capture">
            <summary>
            <para>Same as linear interpolation, but also interpolates from the current value (i.e. dynamically at runtime) if the first key isn't at 0 seconds.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.InterpolationType.Nearest">
            <summary>
            <para>No interpolation (nearest value).</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.InterpolationType.Linear">
            <summary>
            <para>Linear interpolation.</para>
            </summary>
        </member>
        <member name="F:Godot.Animation.InterpolationType.Cubic">
            <summary>
            <para>Cubic interpolation.</para>
            </summary>
        </member>
        <member name="P:Godot.Animation.Length">
            <summary>
            <para>The total length of the animation (in seconds).</para>
            <para>Note: Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.</para>
            </summary>
        </member>
        <member name="P:Godot.Animation.Loop">
            <summary>
            <para>A flag indicating that the animation must loop. This is used for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.</para>
            </summary>
        </member>
        <member name="P:Godot.Animation.Step">
            <summary>
            <para>The animation step value.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AddTrack(Godot.Animation.TrackType,System.Int32)">
            <summary>
            <para>Adds a track to the Animation.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.RemoveTrack(System.Int32)">
            <summary>
            <para>Removes a track by specifying the track index.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.GetTrackCount">
            <summary>
            <para>Returns the amount of tracks in the animation.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetType(System.Int32)">
            <summary>
            <para>Gets the type of a track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetPath(System.Int32)">
            <summary>
            <para>Gets the path of a track. For more information on the path format, see <see cref="M:Godot.Animation.TrackSetPath(System.Int32,Godot.NodePath)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetPath(System.Int32,Godot.NodePath)">
            <summary>
            <para>Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by <c>":"</c>.</para>
            <para>For example, <c>"character/skeleton:ankle"</c> or <c>"character/mesh:transform/local"</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.FindTrack(Godot.NodePath)">
            <summary>
            <para>Returns the index of the specified track. If the track is not found, return -1.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackMoveUp(System.Int32)">
            <summary>
            <para>Moves a track up.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackMoveDown(System.Int32)">
            <summary>
            <para>Moves a track down.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackMoveTo(System.Int32,System.Int32)">
            <summary>
            <para>Changes the index position of track <c>idx</c> to the one defined in <c>to_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSwap(System.Int32,System.Int32)">
            <summary>
            <para>Swaps the track <c>idx</c>'s index position with the track <c>with_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetImported(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the given track as imported or not.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackIsImported(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given track is imported. Else, return <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetEnabled(System.Int32,System.Boolean)">
            <summary>
            <para>Enables/disables the given track. Tracks are enabled by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackIsEnabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the track at index <c>idx</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TransformTrackInsertKey(System.Int32,System.Single,Godot.Vector3,Godot.Quat,Godot.Vector3)">
            <summary>
            <para>Insert a transform key for a transform track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackInsertKey(System.Int32,System.Single,System.Object,System.Single)">
            <summary>
            <para>Insert a generic key in a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackRemoveKey(System.Int32,System.Int32)">
            <summary>
            <para>Removes a key by index in a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackRemoveKeyAtPosition(System.Int32,System.Single)">
            <summary>
            <para>Removes a key by position (seconds) in a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetKeyValue(System.Int32,System.Int32,System.Object)">
            <summary>
            <para>Sets the value of an existing key.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetKeyTransition(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets the transition curve (easing) for a specific key (see the built-in math function <c>@GDScript.ease</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetKeyTime(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets the time of an existing key.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetKeyTransition(System.Int32,System.Int32)">
            <summary>
            <para>Returns the transition curve (easing) for a specific key (see the built-in math function <c>@GDScript.ease</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetKeyCount(System.Int32)">
            <summary>
            <para>Returns the amount of keys in a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetKeyValue(System.Int32,System.Int32)">
            <summary>
            <para>Returns the value of a given key in a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetKeyTime(System.Int32,System.Int32)">
            <summary>
            <para>Returns the time at which the key is located.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackFindKey(System.Int32,System.Single,System.Boolean)">
            <summary>
            <para>Finds the key index by time in a given track. Optionally, only find it if the exact time is given.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetInterpolationType(System.Int32,Godot.Animation.InterpolationType)">
            <summary>
            <para>Sets the interpolation type of a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetInterpolationType(System.Int32)">
            <summary>
            <para>Returns the interpolation type of a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackSetInterpolationLoopWrap(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the track at <c>idx</c> wraps the interpolation loop.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TrackGetInterpolationLoopWrap(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the track at <c>idx</c> wraps the interpolation loop. New tracks wrap the interpolation loop by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.TransformTrackInterpolate(System.Int32,System.Single)">
            <summary>
            <para>Returns the interpolated value of a transform track at a given time (in seconds). An array consisting of 3 elements: position (<see cref="T:Godot.Vector3"/>), rotation (<see cref="T:Godot.Quat"/>) and scale (<see cref="T:Godot.Vector3"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.ValueTrackSetUpdateMode(System.Int32,Godot.Animation.UpdateMode)">
            <summary>
            <para>Sets the update mode (see <see cref="T:Godot.Animation.UpdateMode"/>) of a value track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.ValueTrackGetUpdateMode(System.Int32)">
            <summary>
            <para>Returns the update mode of a value track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.ValueTrackGetKeyIndices(System.Int32,System.Single,System.Single)">
            <summary>
            <para>Returns all the key indices of a value track, given a position and delta time.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.ValueTrackInterpolate(System.Int32,System.Single)">
            <summary>
            <para>Returns the interpolated value at the given time (in seconds). The <c>track_idx</c> must be the index of a value track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.MethodTrackGetKeyIndices(System.Int32,System.Single,System.Single)">
            <summary>
            <para>Returns all the key indices of a method track, given a position and delta time.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.MethodTrackGetName(System.Int32,System.Int32)">
            <summary>
            <para>Returns the method name of a method track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.MethodTrackGetParams(System.Int32,System.Int32)">
            <summary>
            <para>Returns the arguments values to be called on a method track for a given key in a given track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackInsertKey(System.Int32,System.Single,System.Single,System.Nullable{Godot.Vector2},System.Nullable{Godot.Vector2})">
            <summary>
            <para>Inserts a Bezier Track key at the given <c>time</c> in seconds. The <c>track_idx</c> must be the index of a Bezier Track.</para>
            <para><c>in_handle</c> is the left-side weight of the added Bezier curve point, <c>out_handle</c> is the right-side one, while <c>value</c> is the actual value at this point.</para>
            </summary>
            <param name="inHandle">If the parameter is null, then the default value is new Vector2(0, 0)</param>
            <param name="outHandle">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Animation.BezierTrackSetKeyValue(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets the value of the key identified by <c>key_idx</c> to the given value. The <c>track_idx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackSetKeyInHandle(System.Int32,System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the in handle of the key identified by <c>key_idx</c> to value <c>in_handle</c>. The <c>track_idx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackSetKeyOutHandle(System.Int32,System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the out handle of the key identified by <c>key_idx</c> to value <c>out_handle</c>. The <c>track_idx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackGetKeyValue(System.Int32,System.Int32)">
            <summary>
            <para>Returns the value of the key identified by <c>key_idx</c>. The <c>track_idx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackGetKeyInHandle(System.Int32,System.Int32)">
            <summary>
            <para>Returns the in handle of the key identified by <c>key_idx</c>. The <c>track_idx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackGetKeyOutHandle(System.Int32,System.Int32)">
            <summary>
            <para>Returns the out handle of the key identified by <c>key_idx</c>. The <c>track_idx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.BezierTrackInterpolate(System.Int32,System.Single)">
            <summary>
            <para>Returns the interpolated value at the given <c>time</c> (in seconds). The <c>track_idx</c> must be the index of a Bezier Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackInsertKey(System.Int32,System.Single,Godot.Resource,System.Single,System.Single)">
            <summary>
            <para>Inserts an Audio Track key at the given <c>time</c> in seconds. The <c>track_idx</c> must be the index of an Audio Track.</para>
            <para><c>stream</c> is the <see cref="T:Godot.AudioStream"/> resource to play. <c>start_offset</c> is the number of seconds cut off at the beginning of the audio stream, while <c>end_offset</c> is at the ending.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackSetKeyStream(System.Int32,System.Int32,Godot.Resource)">
            <summary>
            <para>Sets the stream of the key identified by <c>key_idx</c> to value <c>stream</c>. The <c>track_idx</c> must be the index of an Audio Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackSetKeyStartOffset(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets the start offset of the key identified by <c>key_idx</c> to value <c>offset</c>. The <c>track_idx</c> must be the index of an Audio Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackSetKeyEndOffset(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Sets the end offset of the key identified by <c>key_idx</c> to value <c>offset</c>. The <c>track_idx</c> must be the index of an Audio Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackGetKeyStream(System.Int32,System.Int32)">
            <summary>
            <para>Returns the audio stream of the key identified by <c>key_idx</c>. The <c>track_idx</c> must be the index of an Audio Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackGetKeyStartOffset(System.Int32,System.Int32)">
            <summary>
            <para>Returns the start offset of the key identified by <c>key_idx</c>. The <c>track_idx</c> must be the index of an Audio Track.</para>
            <para>Start offset is the number of seconds cut off at the beginning of the audio stream.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AudioTrackGetKeyEndOffset(System.Int32,System.Int32)">
            <summary>
            <para>Returns the end offset of the key identified by <c>key_idx</c>. The <c>track_idx</c> must be the index of an Audio Track.</para>
            <para>End offset is the number of seconds cut off at the ending of the audio stream.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AnimationTrackInsertKey(System.Int32,System.Single,System.String)">
            <summary>
            <para>Inserts a key with value <c>animation</c> at the given <c>time</c> (in seconds). The <c>track_idx</c> must be the index of an Animation Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AnimationTrackSetKeyAnimation(System.Int32,System.Int32,System.String)">
            <summary>
            <para>Sets the key identified by <c>key_idx</c> to value <c>animation</c>. The <c>track_idx</c> must be the index of an Animation Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.AnimationTrackGetKeyAnimation(System.Int32,System.Int32)">
            <summary>
            <para>Returns the animation name at the key identified by <c>key_idx</c>. The <c>track_idx</c> must be the index of an Animation Track.</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.Clear">
            <summary>
            <para>Clear the animation (clear all tracks and reset all).</para>
            </summary>
        </member>
        <member name="M:Godot.Animation.CopyTrack(System.Int32,Godot.Animation)">
            <summary>
            <para>Adds a new track that is a copy of the given track from <c>to_animation</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNode">
            <summary>
            <para>Base resource for <see cref="T:Godot.AnimationTree"/> nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.</para>
            <para>Inherit this when creating nodes mainly for use in <see cref="T:Godot.AnimationNodeBlendTree"/>, otherwise <see cref="T:Godot.AnimationRootNode"/> should be used instead.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNode.FilterAction.Ignore">
            <summary>
            <para>Do not use filtering.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNode.FilterAction.Pass">
            <summary>
            <para>Paths matching the filter will be allowed to pass.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNode.FilterAction.Stop">
            <summary>
            <para>Paths matching the filter will be discarded.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNode.FilterAction.Blend">
            <summary>
            <para>Paths matching the filter will be blended (by the blend value).</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNode.FilterEnabled">
            <summary>
            <para>If <c>true</c>, filtering is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.GetCaption">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to override the text caption for this node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.GetChildByName(System.String)">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to return a child node by its <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.GetChildNodes">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to return all children nodes in order as a <c>name: node</c> dictionary.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.GetParameterDefaultValue(System.String)">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to return the default value of parameter "<c>name</c>". Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.GetParameterList">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to return a list of the properties on this node. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to <see cref="M:Godot.Object.GetPropertyList"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.HasFilter">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to return whether the blend tree editor should display filter editing on this node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.Process(System.Single,System.Boolean)">
            <summary>
            <para>When inheriting from <see cref="T:Godot.AnimationRootNode"/>, implement this virtual method to run some code when this node is processed. The <c>time</c> parameter is a relative delta, unless <c>seek</c> is <c>true</c>, in which case it is absolute.</para>
            <para>Here, call the <see cref="M:Godot.AnimationNode.BlendInput(System.Int32,System.Single,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean)"/>, <see cref="M:Godot.AnimationNode.BlendNode(System.String,Godot.AnimationNode,System.Single,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean)"/> or <see cref="M:Godot.AnimationNode.BlendAnimation(System.String,System.Single,System.Single,System.Boolean,System.Single)"/> functions. You can also use <see cref="M:Godot.AnimationNode.GetParameter(System.String)"/> and <see cref="M:Godot.AnimationNode.SetParameter(System.String,System.Object)"/> to modify local memory.</para>
            <para>This function should return the time left for the current animation to finish (if unsure, pass the value from the main blend being called).</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.GetInputCount">
            <summary>
            <para>Amount of inputs in this node, only useful for nodes that go into <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.GetInputName(System.Int32)">
            <summary>
            <para>Gets the name of an input by index.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.AddInput(System.String)">
            <summary>
            <para>Adds an input to the node. This is only useful for nodes created for use in an <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.RemoveInput(System.Int32)">
            <summary>
            <para>Removes an input, call this only when inactive.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.SetFilterPath(Godot.NodePath,System.Boolean)">
            <summary>
            <para>Adds or removes a path for the filter.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.IsPathFiltered(Godot.NodePath)">
            <summary>
            <para>Returns whether the given path is filtered.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.BlendAnimation(System.String,System.Single,System.Single,System.Boolean,System.Single)">
            <summary>
            <para>Blend an animation by <c>blend</c> amount (name must be valid in the linked <see cref="T:Godot.AnimationPlayer"/>). A <c>time</c> and <c>delta</c> may be passed, as well as whether <c>seek</c> happened.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.BlendNode(System.String,Godot.AnimationNode,System.Single,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean)">
            <summary>
            <para>Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from <see cref="T:Godot.AnimationRootNode"/> instead, else editors will not display your node for addition.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.BlendInput(System.Int32,System.Single,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean)">
            <summary>
            <para>Blend an input. This is only useful for nodes created for an <see cref="T:Godot.AnimationNodeBlendTree"/>. The <c>time</c> parameter is a relative delta, unless <c>seek</c> is <c>true</c>, in which case it is absolute. A filter mode may be optionally passed (see <see cref="T:Godot.AnimationNode.FilterAction"/> for options).</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.SetParameter(System.String,System.Object)">
            <summary>
            <para>Sets a custom parameter. These are used as local memory, because resources can be reused across the tree or scenes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNode.GetParameter(System.String)">
            <summary>
            <para>Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeAdd2">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Blends two animations additively based on an amount value in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeAdd2.Sync">
            <summary>
            <para>If <c>true</c>, sets the <c>optimization</c> to <c>false</c> when calling <see cref="M:Godot.AnimationNode.BlendInput(System.Int32,System.Single,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean)"/>, forcing the blended animations to update every frame.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeAdd3">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Blends two animations together additively out of three based on a value in the <c>[-1.0, 1.0]</c> range.</para>
            <para>This node has three inputs:</para>
            <para>- The base animation to add to</para>
            <para>- A -add animation to blend with when the blend amount is in the <c>[-1.0, 0.0]</c> range.</para>
            <para>- A +add animation to blend with when the blend amount is in the <c>[0.0, 1.0]</c> range</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeAdd3.Sync">
            <summary>
            <para>If <c>true</c>, sets the <c>optimization</c> to <c>false</c> when calling <see cref="M:Godot.AnimationNode.BlendInput(System.Int32,System.Single,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean)"/>, forcing the blended animations to update every frame.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeAnimation">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Only features one output set using the <see cref="P:Godot.AnimationNodeAnimation.Animation"/> property. Use it as an input for <see cref="T:Godot.AnimationNode"/> that blend animations together.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeAnimation.Animation">
            <summary>
            <para>Animation to use as an output. It is one of the animations provided by <see cref="P:Godot.AnimationTree.AnimPlayer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlend2">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Blends two animations linearly based on an amount value in the <c>[0.0, 1.0]</c> range.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlend2.Sync">
            <summary>
            <para>If <c>true</c>, sets the <c>optimization</c> to <c>false</c> when calling <see cref="M:Godot.AnimationNode.BlendInput(System.Int32,System.Single,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean)"/>, forcing the blended animations to update every frame.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlend3">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. Blends two animations together linearly out of three based on a value in the <c>[-1.0, 1.0]</c> range.</para>
            <para>This node has three inputs:</para>
            <para>- The base animation</para>
            <para>- A -blend animation to blend with when the blend amount is in the <c>[-1.0, 0.0]</c> range.</para>
            <para>- A +blend animation to blend with when the blend amount is in the <c>[0.0, 1.0]</c> range</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlend3.Sync">
            <summary>
            <para>If <c>true</c>, sets the <c>optimization</c> to <c>false</c> when calling <see cref="M:Godot.AnimationNode.BlendInput(System.Int32,System.Single,System.Boolean,System.Single,Godot.AnimationNode.FilterAction,System.Boolean)"/>, forcing the blended animations to update every frame.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlendSpace1D">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            <para>This is a virtual axis on which you can add any type of <see cref="T:Godot.AnimationNode"/> using <see cref="M:Godot.AnimationNodeBlendSpace1D.AddBlendPoint(Godot.AnimationRootNode,System.Single,System.Int32)"/>.</para>
            <para>Outputs the linear blend of the two <see cref="T:Godot.AnimationNode"/>s closest to the node's current value.</para>
            <para>You can set the extents of the axis using the <see cref="P:Godot.AnimationNodeBlendSpace1D.MinSpace"/> and <see cref="P:Godot.AnimationNodeBlendSpace1D.MaxSpace"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace1D.MinSpace">
            <summary>
            <para>The blend space's axis's lower limit for the points' position. See <see cref="M:Godot.AnimationNodeBlendSpace1D.AddBlendPoint(Godot.AnimationRootNode,System.Single,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace1D.MaxSpace">
            <summary>
            <para>The blend space's axis's upper limit for the points' position. See <see cref="M:Godot.AnimationNodeBlendSpace1D.AddBlendPoint(Godot.AnimationRootNode,System.Single,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace1D.Snap">
            <summary>
            <para>Position increment to snap to when moving a point on the axis.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace1D.ValueLabel">
            <summary>
            <para>Label of the virtual axis of the blend space.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace1D.AddBlendPoint(Godot.AnimationRootNode,System.Single,System.Int32)">
            <summary>
            <para>Adds a new point that represents a <c>node</c> on the virtual axis at a given position set by <c>pos</c>. You can insert it at a specific index using the <c>at_index</c> argument. If you use the default value for <c>at_index</c>, the point is inserted at the end of the blend points array.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace1D.SetBlendPointPosition(System.Int32,System.Single)">
            <summary>
            <para>Updates the position of the point at index <c>point</c> on the blend axis.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace1D.GetBlendPointPosition(System.Int32)">
            <summary>
            <para>Returns the position of the point at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace1D.SetBlendPointNode(System.Int32,Godot.AnimationRootNode)">
            <summary>
            <para>Changes the <see cref="T:Godot.AnimationNode"/> referenced by the point at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace1D.GetBlendPointNode(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.AnimationNode"/> referenced by the point at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace1D.RemoveBlendPoint(System.Int32)">
            <summary>
            <para>Removes the point at index <c>point</c> from the blend axis.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace1D.GetBlendPointCount">
            <summary>
            <para>Returns the number of points on the blend axis.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlendSpace2D">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>.</para>
            <para>This node allows you to blend linearly between three animations using a <see cref="T:Godot.Vector2"/> weight.</para>
            <para>You can add vertices to the blend space with <see cref="M:Godot.AnimationNodeBlendSpace2D.AddBlendPoint(Godot.AnimationRootNode,Godot.Vector2,System.Int32)"/> and automatically triangulate it by setting <see cref="P:Godot.AnimationNodeBlendSpace2D.AutoTriangles"/> to <c>true</c>. Otherwise, use <see cref="M:Godot.AnimationNodeBlendSpace2D.AddTriangle(System.Int32,System.Int32,System.Int32,System.Int32)"/> and <see cref="M:Godot.AnimationNodeBlendSpace2D.RemoveTriangle(System.Int32)"/> to create up the blend space by hand.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendSpace2D.BlendModeEnum.Interpolated">
            <summary>
            <para>The interpolation between animations is linear.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendSpace2D.BlendModeEnum.Discrete">
            <summary>
            <para>The blend space plays the animation of the node the blending position is closest to. Useful for frame-by-frame 2D animations.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendSpace2D.BlendModeEnum.DiscreteCarry">
            <summary>
            <para>Similar to <see cref="F:Godot.AnimationNodeBlendSpace2D.BlendModeEnum.Discrete"/>, but starts the new animation at the last animation's playback position.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace2D.AutoTriangles">
            <summary>
            <para>If <c>true</c>, the blend space is triangulated automatically. The mesh updates every time you add or remove points with <see cref="M:Godot.AnimationNodeBlendSpace2D.AddBlendPoint(Godot.AnimationRootNode,Godot.Vector2,System.Int32)"/> and <see cref="M:Godot.AnimationNodeBlendSpace2D.RemoveBlendPoint(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace2D.MinSpace">
            <summary>
            <para>The blend space's X and Y axes' lower limit for the points' position. See <see cref="M:Godot.AnimationNodeBlendSpace2D.AddBlendPoint(Godot.AnimationRootNode,Godot.Vector2,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace2D.MaxSpace">
            <summary>
            <para>The blend space's X and Y axes' upper limit for the points' position. See <see cref="M:Godot.AnimationNodeBlendSpace2D.AddBlendPoint(Godot.AnimationRootNode,Godot.Vector2,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace2D.Snap">
            <summary>
            <para>Position increment to snap to when moving a point.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace2D.XLabel">
            <summary>
            <para>Name of the blend space's X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace2D.YLabel">
            <summary>
            <para>Name of the blend space's Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendSpace2D.BlendMode">
            <summary>
            <para>Controls the interpolation between animations. See <see cref="T:Godot.AnimationNodeBlendSpace2D.BlendModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.AddBlendPoint(Godot.AnimationRootNode,Godot.Vector2,System.Int32)">
            <summary>
            <para>Adds a new point that represents a <c>node</c> at the position set by <c>pos</c>. You can insert it at a specific index using the <c>at_index</c> argument. If you use the default value for <c>at_index</c>, the point is inserted at the end of the blend points array.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.SetBlendPointPosition(System.Int32,Godot.Vector2)">
            <summary>
            <para>Updates the position of the point at index <c>point</c> on the blend axis.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.GetBlendPointPosition(System.Int32)">
            <summary>
            <para>Returns the position of the point at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.SetBlendPointNode(System.Int32,Godot.AnimationRootNode)">
            <summary>
            <para>Changes the <see cref="T:Godot.AnimationNode"/> referenced by the point at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.GetBlendPointNode(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.AnimationRootNode"/> referenced by the point at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.RemoveBlendPoint(System.Int32)">
            <summary>
            <para>Removes the point at index <c>point</c> from the blend space.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.GetBlendPointCount">
            <summary>
            <para>Returns the number of points in the blend space.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.AddTriangle(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Creates a new triangle using three points <c>x</c>, <c>y</c>, and <c>z</c>. Triangles can overlap. You can insert the triangle at a specific index using the <c>at_index</c> argument. If you use the default value for <c>at_index</c>, the point is inserted at the end of the blend points array.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.GetTrianglePoint(System.Int32,System.Int32)">
            <summary>
            <para>Returns the position of the point at index <c>point</c> in the triangle of index <c>triangle</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.RemoveTriangle(System.Int32)">
            <summary>
            <para>Removes the triangle at index <c>triangle</c> from the blend space.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendSpace2D.GetTriangleCount">
            <summary>
            <para>Returns the number of triangles in the blend space.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeBlendTree">
            <summary>
            <para>This node may contain a sub-tree of any other blend type nodes, such as <see cref="T:Godot.AnimationNodeTransition"/>, <see cref="T:Godot.AnimationNodeBlend2"/>, <see cref="T:Godot.AnimationNodeBlend3"/>, <see cref="T:Godot.AnimationNodeOneShot"/>, etc. This is one of the most commonly used roots.</para>
            <para>An <see cref="T:Godot.AnimationNodeOutput"/> node named <c>output</c> is created by default.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendTree.ConnectionOk">
            <summary>
            <para>The connection was successful.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendTree.ConnectionErrorNoInput">
            <summary>
            <para>The input node is <c>null</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendTree.ConnectionErrorNoInputIndex">
            <summary>
            <para>The specified input port is out of range.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendTree.ConnectionErrorNoOutput">
            <summary>
            <para>The output node is <c>null</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendTree.ConnectionErrorSameNode">
            <summary>
            <para>Input and output nodes are the same.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeBlendTree.ConnectionErrorConnectionExists">
            <summary>
            <para>The specified connection already exists.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeBlendTree.GraphOffset">
            <summary>
            <para>The global offset of all sub-nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.AddNode(System.String,Godot.AnimationNode,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Adds an <see cref="T:Godot.AnimationNode"/> at the given <c>position</c>. The <c>name</c> is used to identify the created sub-node later.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.GetNode(System.String)">
            <summary>
            <para>Returns the sub-node with the specified <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.RemoveNode(System.String)">
            <summary>
            <para>Removes a sub-node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.RenameNode(System.String,System.String)">
            <summary>
            <para>Changes the name of a sub-node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.HasNode(System.String)">
            <summary>
            <para>Returns <c>true</c> if a sub-node with specified <c>name</c> exists.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.ConnectNode(System.String,System.Int32,System.String)">
            <summary>
            <para>Connects the output of an <see cref="T:Godot.AnimationNode"/> as input for another <see cref="T:Godot.AnimationNode"/>, at the input port specified by <c>input_index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.DisconnectNode(System.String,System.Int32)">
            <summary>
            <para>Disconnects the node connected to the specified input.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.SetNodePosition(System.String,Godot.Vector2)">
            <summary>
            <para>Modifies the position of a sub-node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeBlendTree.GetNodePosition(System.String)">
            <summary>
            <para>Returns the position of the sub-node with the specified <c>name</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeOneShot">
            <summary>
            <para>A resource to add to an <see cref="T:Godot.AnimationNodeBlendTree"/>. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.Autorestart">
            <summary>
            <para>If <c>true</c>, the sub-animation will restart automatically after finishing.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.AutorestartDelay">
            <summary>
            <para>The delay after which the automatic restart is triggered, in seconds.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeOneShot.AutorestartRandomDelay">
            <summary>
            <para>If <see cref="P:Godot.AnimationNodeOneShot.Autorestart"/> is <c>true</c>, a random additional delay (in seconds) between 0 and this value will be added to <see cref="P:Godot.AnimationNodeOneShot.AutorestartDelay"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeStateMachine">
            <summary>
            <para>Contains multiple nodes representing animation states, connected in a graph. Node transitions can be configured to happen automatically or via code, using a shortest-path algorithm. Retrieve the <see cref="T:Godot.AnimationNodeStateMachinePlayback"/> object from the <see cref="T:Godot.AnimationTree"/> node to control it programmatically.</para>
            <para>Example:</para>
            <para><code>
            var state_machine = $AnimationTree.get("parameters/playback")
            state_machine.travel("some_state")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.AddNode(System.String,Godot.AnimationNode,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Adds a new node to the graph. The <c>position</c> is used for display in the editor.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.ReplaceNode(System.String,Godot.AnimationNode)">
            <summary>
            <para>Replaces the node and keeps its transitions unchanged.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetNode(System.String)">
            <summary>
            <para>Returns the animation node with the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.RemoveNode(System.String)">
            <summary>
            <para>Deletes the given node from the graph.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.RenameNode(System.String,System.String)">
            <summary>
            <para>Renames the given node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.HasNode(System.String)">
            <summary>
            <para>Returns <c>true</c> if the graph contains the given node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetNodeName(Godot.AnimationNode)">
            <summary>
            <para>Returns the given animation node's name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.SetNodePosition(System.String,Godot.Vector2)">
            <summary>
            <para>Sets the node's coordinates. Used for display in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetNodePosition(System.String)">
            <summary>
            <para>Returns the given node's coordinates. Used for display in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.HasTransition(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a transition between the given nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.AddTransition(System.String,System.String,Godot.AnimationNodeStateMachineTransition)">
            <summary>
            <para>Adds a transition between the given nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetTransition(System.Int32)">
            <summary>
            <para>Returns the given transition.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetTransitionFrom(System.Int32)">
            <summary>
            <para>Returns the given transition's start node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetTransitionTo(System.Int32)">
            <summary>
            <para>Returns the given transition's end node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetTransitionCount">
            <summary>
            <para>Returns the number of connections in the graph.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.RemoveTransitionByIndex(System.Int32)">
            <summary>
            <para>Deletes the given transition by index.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.RemoveTransition(System.String,System.String)">
            <summary>
            <para>Deletes the transition between the two specified nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.SetStartNode(System.String)">
            <summary>
            <para>Sets the given node as the graph start point.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetStartNode">
            <summary>
            <para>Returns the graph's end node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.SetEndNode(System.String)">
            <summary>
            <para>Sets the given node as the graph end point.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetEndNode">
            <summary>
            <para>Returns the graph's end node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.SetGraphOffset(Godot.Vector2)">
            <summary>
            <para>Sets the draw offset of the graph. Used for display in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachine.GetGraphOffset">
            <summary>
            <para>Returns the draw offset of the graph. Used for display in the editor.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeStateMachinePlayback">
            <summary>
            <para>Allows control of <see cref="T:Godot.AnimationTree"/> state machines created with <see cref="T:Godot.AnimationNodeStateMachine"/>. Retrieve with <c>$AnimationTree.get("parameters/playback")</c>.</para>
            <para>Example:</para>
            <para><code>
            var state_machine = $AnimationTree.get("parameters/playback")
            state_machine.travel("some_state")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.Travel(System.String)">
            <summary>
            <para>Transitions from the current state to another one, following the shortest path.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.Start(System.String)">
            <summary>
            <para>Starts playing the given animation.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.Stop">
            <summary>
            <para>Stops the currently playing animation.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.IsPlaying">
            <summary>
            <para>Returns <c>true</c> if an animation is playing.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.GetCurrentNode">
            <summary>
            <para>Returns the currently playing animation state.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.GetCurrentPlayPosition">
            <summary>
            <para>Returns the playback position within the current animation state.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationNodeStateMachinePlayback.GetTravelPath">
            <summary>
            <para>Returns the current travel path as computed internally by the A* algorithm.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeStateMachineTransition.SwitchModeEnum.Immediate">
            <summary>
            <para>Switch to the next state immediately. The current state will end and blend into the beginning of the new one.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeStateMachineTransition.SwitchModeEnum.Sync">
            <summary>
            <para>Switch to the next state immediately, but will seek the new state to the playback position of the old state.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationNodeStateMachineTransition.SwitchModeEnum.AtEnd">
            <summary>
            <para>Wait for the current state playback to end, then switch to the beginning of the next state animation.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.SwitchMode">
            <summary>
            <para>The transition type.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.AutoAdvance">
            <summary>
            <para>Turn on the transition automatically when this state is reached. This works best with <see cref="F:Godot.AnimationNodeStateMachineTransition.SwitchModeEnum.AtEnd"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.AdvanceCondition">
            <summary>
            <para>Turn on auto advance when this condition is set. The provided name will become a boolean parameter on the <see cref="T:Godot.AnimationTree"/> that can be controlled from code (see <a href="$DOCS_URL/tutorials/animation/animation_tree.html#controlling-from-code">Using AnimationTree</a>). For example, if <see cref="P:Godot.AnimationTree.TreeRoot"/> is an <see cref="T:Godot.AnimationNodeStateMachine"/> and <see cref="P:Godot.AnimationNodeStateMachineTransition.AdvanceCondition"/> is set to <c>"idle"</c>:</para>
            <para><code>
            $animation_tree["parameters/conditions/idle"] = is_on_floor and (linear_velocity.x == 0)
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.XfadeTime">
            <summary>
            <para>The time to cross-fade between this state and the next.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.Priority">
            <summary>
            <para>Lower priority transitions are preferred when travelling through the tree via <see cref="M:Godot.AnimationNodeStateMachinePlayback.Travel(System.String)"/> or <see cref="P:Godot.AnimationNodeStateMachineTransition.AutoAdvance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeStateMachineTransition.Disabled">
            <summary>
            <para>Don't use this transition during <see cref="M:Godot.AnimationNodeStateMachinePlayback.Travel(System.String)"/> or <see cref="P:Godot.AnimationNodeStateMachineTransition.AutoAdvance"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeTimeScale">
            <summary>
            <para>Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeTimeSeek">
            <summary>
            <para>This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an <see cref="T:Godot.Animation"/> from the start or a certain playback position inside the <see cref="T:Godot.AnimationNodeBlendTree"/>. After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its <c>seek_position</c> value to <c>-1.0</c>.</para>
            <para><code>
            # Play child animation from the start.
            animation_tree.set("parameters/Seek/seek_position", 0.0)
            # Alternative syntax (same result as above).
            animation_tree["parameters/Seek/seek_position"] = 0.0
            
            # Play child animation from 12 second timestamp.
            animation_tree.set("parameters/Seek/seek_position", 12.0)
            # Alternative syntax (same result as above).
            animation_tree["parameters/Seek/seek_position"] = 12.0
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.AnimationNodeTransition">
            <summary>
            <para>Simple state machine for cases which don't require a more advanced <see cref="T:Godot.AnimationNodeStateMachine"/>. Animations can be connected to the inputs and transition times can be specified.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeTransition.InputCount">
            <summary>
            <para>The number of available input ports for this node.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationNodeTransition.XfadeTime">
            <summary>
            <para>Cross-fading time (in seconds) between each animation connected to the inputs.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationPlayer">
            <summary>
            <para>An animation player is used for general-purpose playback of <see cref="T:Godot.Animation"/> resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels.</para>
            <para><see cref="T:Godot.AnimationPlayer"/> is more suited than <see cref="T:Godot.Tween"/> for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an <see cref="T:Godot.AnimationPlayer"/> node thanks to the animation tools provided by the editor. That particular example can also be implemented with a <see cref="T:Godot.Tween"/> node, but it requires doing everything by code.</para>
            <para>Updating the target properties of animations occurs at process time.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationPlayer.AnimationProcessMode.Physics">
            <summary>
            <para>Process animation during the physics process. This is especially useful when animating physics bodies.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationPlayer.AnimationProcessMode.Idle">
            <summary>
            <para>Process animation during the idle process.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationPlayer.AnimationProcessMode.Manual">
            <summary>
            <para>Do not process animation. Use <see cref="M:Godot.AnimationPlayer.Advance(System.Single)"/> to process the animation manually.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationPlayer.AnimationMethodCallMode.Deferred">
            <summary>
            <para>Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationPlayer.AnimationMethodCallMode.Immediate">
            <summary>
            <para>Make method calls immediately when reached in the animation.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.RootNode">
            <summary>
            <para>The node from which node path references will travel.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.CurrentAnimation">
            <summary>
            <para>The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See <see cref="M:Godot.AnimationPlayer.Play(System.String,System.Single,System.Single,System.Boolean)"/> for more information on playing animations.</para>
            <para>Note: While this property appears in the inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see <see cref="T:Godot.Animation"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.AssignedAnimation">
            <summary>
            <para>If playing, the current animation; otherwise, the animation last played. When set, would change the animation, but would not play it unless currently playing. See also <see cref="P:Godot.AnimationPlayer.CurrentAnimation"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.Autoplay">
            <summary>
            <para>The name of the animation to play when the scene loads.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.ResetOnSave">
            <summary>
            <para>This is used by the editor. If set to <c>true</c>, the scene will be saved with the effects of the reset animation applied (as if it had been seeked to time 0), then reverted after saving.</para>
            <para>In other words, the saved scene file will contain the "default pose", as defined by the reset animation, if any, with the editor keeping the values that the nodes had before saving.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.CurrentAnimationLength">
            <summary>
            <para>The length (in seconds) of the currently being played animation.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.CurrentAnimationPosition">
            <summary>
            <para>The position (in seconds) of the currently playing animation.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.PlaybackProcessMode">
            <summary>
            <para>The process notification in which to update animations.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.PlaybackDefaultBlendTime">
            <summary>
            <para>The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.PlaybackActive">
            <summary>
            <para>If <c>true</c>, updates animations in response to process-related notifications.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.PlaybackSpeed">
            <summary>
            <para>The speed scaling ratio. For instance, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationPlayer.MethodCallMode">
            <summary>
            <para>The call mode to use for Call Method tracks.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.AddAnimation(System.String,Godot.Animation)">
            <summary>
            <para>Adds <c>animation</c> to the player accessible with the key <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.RemoveAnimation(System.String)">
            <summary>
            <para>Removes the animation with key <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.RenameAnimation(System.String,System.String)">
            <summary>
            <para>Renames an existing animation with key <c>name</c> to <c>newname</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.HasAnimation(System.String)">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.AnimationPlayer"/> stores an <see cref="T:Godot.Animation"/> with key <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.GetAnimation(System.String)">
            <summary>
            <para>Returns the <see cref="T:Godot.Animation"/> with the key <c>name</c>. If the animation does not exist, <c>null</c> is returned and an error is logged.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.GetAnimationList">
            <summary>
            <para>Returns the list of stored animation names.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.AnimationSetNext(System.String,System.String)">
            <summary>
            <para>Triggers the <c>anim_to</c> animation when the <c>anim_from</c> animation completes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.AnimationGetNext(System.String)">
            <summary>
            <para>Returns the name of the next animation in the queue.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.SetBlendTime(System.String,System.String,System.Single)">
            <summary>
            <para>Specifies a blend time (in seconds) between two animations, referenced by their names.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.GetBlendTime(System.String,System.String)">
            <summary>
            <para>Gets the blend time (in seconds) between two animations, referenced by their names.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Play(System.String,System.Single,System.Single,System.Boolean)">
            <summary>
            <para>Plays the animation with key <c>name</c>. Custom blend times and speed can be set. If <c>custom_speed</c> is negative and <c>from_end</c> is <c>true</c>, the animation will play backwards (which is equivalent to calling <see cref="M:Godot.AnimationPlayer.PlayBackwards(System.String,System.Single)"/>).</para>
            <para>The <see cref="T:Godot.AnimationPlayer"/> keeps track of its current or last played animation with <see cref="P:Godot.AnimationPlayer.AssignedAnimation"/>. If this method is called with that same animation <c>name</c>, or with no <c>name</c> parameter, the assigned animation will resume playing if it was paused, or restart if it was stopped (see <see cref="M:Godot.AnimationPlayer.Stop(System.Boolean)"/> for both pause and stop). If the animation was already playing, it will keep playing.</para>
            <para>Note: The animation will be updated the next time the <see cref="T:Godot.AnimationPlayer"/> is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call <c>advance(0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.PlayBackwards(System.String,System.Single)">
            <summary>
            <para>Plays the animation with key <c>name</c> in reverse.</para>
            <para>This method is a shorthand for <see cref="M:Godot.AnimationPlayer.Play(System.String,System.Single,System.Single,System.Boolean)"/> with <c>custom_speed = -1.0</c> and <c>from_end = true</c>, so see its description for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Stop(System.Boolean)">
            <summary>
            <para>Stops or pauses the currently playing animation. If <c>reset</c> is <c>true</c>, the animation position is reset to <c>0</c> and the playback speed is reset to <c>1.0</c>.</para>
            <para>If <c>reset</c> is <c>false</c>, the <see cref="P:Godot.AnimationPlayer.CurrentAnimationPosition"/> will be kept and calling <see cref="M:Godot.AnimationPlayer.Play(System.String,System.Single,System.Single,System.Boolean)"/> or <see cref="M:Godot.AnimationPlayer.PlayBackwards(System.String,System.Single)"/> without arguments or with the same animation name as <see cref="P:Godot.AnimationPlayer.AssignedAnimation"/> will resume the animation.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.IsPlaying">
            <summary>
            <para>Returns <c>true</c> if playing an animation.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Queue(System.String)">
            <summary>
            <para>Queues an animation for playback once the current one is done.</para>
            <para>Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.GetQueue">
            <summary>
            <para>Returns a list of the animation names that are currently queued to play.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.ClearQueue">
            <summary>
            <para>Clears all queued, unplayed animations.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.GetPlayingSpeed">
            <summary>
            <para>Gets the actual playing speed of current animation or 0 if not playing. This speed is the <see cref="P:Godot.AnimationPlayer.PlaybackSpeed"/> property multiplied by <c>custom_speed</c> argument specified when calling the <see cref="M:Godot.AnimationPlayer.Play(System.String,System.Single,System.Single,System.Boolean)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.FindAnimation(Godot.Animation)">
            <summary>
            <para>Returns the name of <c>animation</c> or an empty string if not found.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.ClearCaches">
            <summary>
            <para><see cref="T:Godot.AnimationPlayer"/> caches animated nodes. It may not notice if a node disappears; <see cref="M:Godot.AnimationPlayer.ClearCaches"/> forces it to update the cache again.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Seek(System.Single,System.Boolean)">
            <summary>
            <para>Seeks the animation to the <c>seconds</c> point in time (in seconds). If <c>update</c> is <c>true</c>, the animation updates too, otherwise it updates at process time. Events between the current frame and <c>seconds</c> are skipped.</para>
            <para>Note: Seeking to the end of the animation doesn't emit <c>animation_finished</c>. If you want to skip animation and emit the signal, use <see cref="M:Godot.AnimationPlayer.Advance(System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationPlayer.Advance(System.Single)">
            <summary>
            <para>Shifts position in the animation timeline and immediately updates the animation. <c>delta</c> is the time in seconds to shift. Events between the current frame and <c>delta</c> are handled.</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationTree">
            <summary>
            <para>A node to be used for advanced animation transitions in an <see cref="T:Godot.AnimationPlayer"/>.</para>
            <para>Note: When linked with an <see cref="T:Godot.AnimationPlayer"/>, several properties and methods of the corresponding <see cref="T:Godot.AnimationPlayer"/> will not function as expected. Playback and transitions should be handled using only the <see cref="T:Godot.AnimationTree"/> and its constituent <see cref="T:Godot.AnimationNode"/>(s). The <see cref="T:Godot.AnimationPlayer"/> node should be used solely for adding, deleting, and editing animations.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTree.AnimationProcessMode.Physics">
            <summary>
            <para>The animations will progress during the physics frame (i.e. <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTree.AnimationProcessMode.Idle">
            <summary>
            <para>The animations will progress during the idle frame (i.e. <see cref="M:Godot.Node._Process(System.Single)"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTree.AnimationProcessMode.Manual">
            <summary>
            <para>The animations will only progress manually (see <see cref="M:Godot.AnimationTree.Advance(System.Single)"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTree.TreeRoot">
            <summary>
            <para>The root animation node of this <see cref="T:Godot.AnimationTree"/>. See <see cref="T:Godot.AnimationNode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTree.AnimPlayer">
            <summary>
            <para>The path to the <see cref="T:Godot.AnimationPlayer"/> used for animating.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTree.Active">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.AnimationTree"/> will be processing.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTree.ProcessMode">
            <summary>
            <para>The process mode of this <see cref="T:Godot.AnimationTree"/>. See <see cref="T:Godot.AnimationTree.AnimationProcessMode"/> for available modes.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTree.RootMotionTrack">
            <summary>
            <para>The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by <c>":"</c>. For example, <c>"character/skeleton:ankle"</c> or <c>"character/mesh:transform/local"</c>.</para>
            <para>If the track has type <see cref="F:Godot.Animation.TrackType.Transform"/>, the transformation will be cancelled visually, and the animation will appear to stay in place. See also <see cref="M:Godot.AnimationTree.GetRootMotionTransform"/> and <c>RootMotionView</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.GetRootMotionTransform">
            <summary>
            <para>Retrieve the motion of the <see cref="P:Godot.AnimationTree.RootMotionTrack"/> as a <see cref="T:Godot.Transform"/> that can be used elsewhere. If <see cref="P:Godot.AnimationTree.RootMotionTrack"/> is not a path to a track of type <see cref="F:Godot.Animation.TrackType.Transform"/>, returns an identity transformation. See also <see cref="P:Godot.AnimationTree.RootMotionTrack"/> and <c>RootMotionView</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTree.Advance(System.Single)">
            <summary>
            <para>Manually advance the animations by the specified time (in seconds).</para>
            </summary>
        </member>
        <member name="T:Godot.AnimationTreePlayer">
            <summary>
            <para>Deprecated. A node graph tool for blending multiple animations bound to an <see cref="T:Godot.AnimationPlayer"/>. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.</para>
            <para>It takes <see cref="T:Godot.Animation"/>s from an <see cref="T:Godot.AnimationPlayer"/> node and mixes them depending on the graph.</para>
            <para>See <see cref="T:Godot.AnimationTree"/> for a more full-featured replacement of this node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.AnimationProcessMode.Physics">
            <summary>
            <para>Process animation during the physics process. This is especially useful when animating physics bodies.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.AnimationProcessMode.Idle">
            <summary>
            <para>Process animation during the idle process.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Output">
            <summary>
            <para>Output node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Animation">
            <summary>
            <para>Animation node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Oneshot">
            <summary>
            <para>OneShot node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Mix">
            <summary>
            <para>Mix node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Blend2">
            <summary>
            <para>Blend2 node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Blend3">
            <summary>
            <para>Blend3 node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Blend4">
            <summary>
            <para>Blend4 node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Timescale">
            <summary>
            <para>TimeScale node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Timeseek">
            <summary>
            <para>TimeSeek node.</para>
            </summary>
        </member>
        <member name="F:Godot.AnimationTreePlayer.NodeType.Transition">
            <summary>
            <para>Transition node.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTreePlayer.PlaybackProcessMode">
            <summary>
            <para>The thread in which to update animations.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTreePlayer.MasterPlayer">
            <summary>
            <para>The path to the <see cref="T:Godot.AnimationPlayer"/> from which this <see cref="T:Godot.AnimationTreePlayer"/> binds animations to animation nodes.</para>
            <para>Once set, <see cref="T:Godot.Animation"/> nodes can be added to the <see cref="T:Godot.AnimationTreePlayer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTreePlayer.BasePath">
            <summary>
            <para>The node from which to relatively access other nodes.</para>
            <para>It accesses the bones, so it should point to the same node the <see cref="T:Godot.AnimationPlayer"/> would point its Root Node at.</para>
            </summary>
        </member>
        <member name="P:Godot.AnimationTreePlayer.Active">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.AnimationTreePlayer"/> is able to play animations.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.AddNode(Godot.AnimationTreePlayer.NodeType,System.String)">
            <summary>
            <para>Adds a <c>type</c> node to the graph with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.NodeExists(System.String)">
            <summary>
            <para>Check if a node exists (by name).</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.NodeRename(System.String,System.String)">
            <summary>
            <para>Renames a node in the graph.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.NodeGetType(System.String)">
            <summary>
            <para>Gets the node type, will return from <see cref="T:Godot.AnimationTreePlayer.NodeType"/> enum.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.NodeGetInputCount(System.String)">
            <summary>
            <para>Returns the input count for a given node. Different types of nodes have different amount of inputs.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.NodeGetInputSource(System.String,System.Int32)">
            <summary>
            <para>Returns the input source for a given node input.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.AnimationNodeSetAnimation(System.String,Godot.Animation)">
            <summary>
            <para>Binds a new <see cref="T:Godot.Animation"/> from the <see cref="P:Godot.AnimationTreePlayer.MasterPlayer"/> to the <see cref="T:Godot.AnimationTreePlayer"/>'s animation node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.AnimationNodeGetAnimation(System.String)">
            <summary>
            <para>Returns the <see cref="T:Godot.AnimationPlayer"/>'s <see cref="T:Godot.Animation"/> bound to the <see cref="T:Godot.AnimationTreePlayer"/>'s animation node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.AnimationNodeSetMasterAnimation(System.String,System.String)">
            <summary>
            <para>Binds the <see cref="T:Godot.Animation"/> named <c>source</c> from <see cref="P:Godot.AnimationTreePlayer.MasterPlayer"/> to the animation node <c>id</c>. Recalculates caches.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.AnimationNodeGetMasterAnimation(System.String)">
            <summary>
            <para>Returns the name of the <see cref="P:Godot.AnimationTreePlayer.MasterPlayer"/>'s <see cref="T:Godot.Animation"/> bound to this animation node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.AnimationNodeGetPosition(System.String)">
            <summary>
            <para>Returns the absolute playback timestamp of the animation node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.AnimationNodeSetFilterPath(System.String,Godot.NodePath,System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, the animation node with ID <c>id</c> turns off the track modifying the property at <c>path</c>. The modified node's children continue to animate.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeSetFadeinTime(System.String,System.Single)">
            <summary>
            <para>Sets the fade in time of a OneShot node given its name and value in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeGetFadeinTime(System.String)">
            <summary>
            <para>Returns the fade in time of a OneShot node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeSetFadeoutTime(System.String,System.Single)">
            <summary>
            <para>Sets the fade out time of a OneShot node given its name and value in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeGetFadeoutTime(System.String)">
            <summary>
            <para>Returns the fade out time of a OneShot node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeSetAutorestart(System.String,System.Boolean)">
            <summary>
            <para>Sets the autorestart property of a OneShot node given its name and value.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeSetAutorestartDelay(System.String,System.Single)">
            <summary>
            <para>Sets the autorestart delay of a OneShot node given its name and value in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeSetAutorestartRandomDelay(System.String,System.Single)">
            <summary>
            <para>Sets the autorestart random delay of a OneShot node given its name and value in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeHasAutorestart(System.String)">
            <summary>
            <para>Returns whether a OneShot node will auto restart given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeGetAutorestartDelay(System.String)">
            <summary>
            <para>Returns the autostart delay of a OneShot node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeGetAutorestartRandomDelay(System.String)">
            <summary>
            <para>Returns the autostart random delay of a OneShot node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeStart(System.String)">
            <summary>
            <para>Starts a OneShot node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeStop(System.String)">
            <summary>
            <para>Stops the OneShot node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeIsActive(System.String)">
            <summary>
            <para>Returns whether a OneShot node is active given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.OneshotNodeSetFilterPath(System.String,Godot.NodePath,System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, the OneShot node with ID <c>id</c> turns off the track modifying the property at <c>path</c>. The modified node's children continue to animate.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.MixNodeSetAmount(System.String,System.Single)">
            <summary>
            <para>Sets the mix amount of a Mix node given its name and value.</para>
            <para>A Mix node adds input b to input a by the amount given by ratio.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.MixNodeGetAmount(System.String)">
            <summary>
            <para>Returns the mix amount of a Mix node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Blend2NodeSetAmount(System.String,System.Single)">
            <summary>
            <para>Sets the blend amount of a Blend2 node given its name and value.</para>
            <para>A Blend2 node blends two animations (A and B) with the amount between 0 and 1.</para>
            <para>At 0, output is input A. Towards 1, the influence of A gets lessened, the influence of B gets raised. At 1, output is input B.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Blend2NodeGetAmount(System.String)">
            <summary>
            <para>Returns the blend amount of a Blend2 node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Blend2NodeSetFilterPath(System.String,Godot.NodePath,System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, the Blend2 node with name <c>id</c> turns off the track modifying the property at <c>path</c>. The modified node's children continue to animate.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Blend3NodeSetAmount(System.String,System.Single)">
            <summary>
            <para>Sets the blend amount of a Blend3 node given its name and value.</para>
            <para>A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 and 1.</para>
            <para>At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, the influence of A gets raised and the influence of B+ is 0. At 0, output is input A. From 0 to 1, the influence of A gets lessened, the influence of B+ gets raised and the influence of B+ is 0. At 1, output is input B+.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Blend3NodeGetAmount(System.String)">
            <summary>
            <para>Returns the blend amount of a Blend3 node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Blend4NodeSetAmount(System.String,Godot.Vector2)">
            <summary>
            <para>Sets the blend amount of a Blend4 node given its name and value.</para>
            <para>A Blend4 Node blends two pairs of animations.</para>
            <para>The two pairs are blended like Blend2 and then added together.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Blend4NodeGetAmount(System.String)">
            <summary>
            <para>Returns the blend amount of a Blend4 node given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TimescaleNodeSetScale(System.String,System.Single)">
            <summary>
            <para>Sets the time scale of the TimeScale node with name <c>id</c> to <c>scale</c>.</para>
            <para>The TimeScale node is used to speed <see cref="T:Godot.Animation"/>s up if the scale is above 1 or slow them down if it is below 1.</para>
            <para>If applied after a blend or mix, affects all input animations to that blend or mix.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TimescaleNodeGetScale(System.String)">
            <summary>
            <para>Returns the time scale value of the TimeScale node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TimeseekNodeSeek(System.String,System.Single)">
            <summary>
            <para>Sets the time seek value of the TimeSeek node with name <c>id</c> to <c>seconds</c>.</para>
            <para>This functions as a seek in the <see cref="T:Godot.Animation"/> or the blend or mix of <see cref="T:Godot.Animation"/>s input in it.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeSetInputCount(System.String,System.Int32)">
            <summary>
            <para>Resizes the number of inputs available for the transition node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeGetInputCount(System.String)">
            <summary>
            <para>Returns the number of inputs for the transition node with name <c>id</c>. You can add inputs by right-clicking on the transition node.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeDeleteInput(System.String,System.Int32)">
            <summary>
            <para>Deletes the input at <c>input_idx</c> for the transition node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeSetInputAutoAdvance(System.String,System.Int32,System.Boolean)">
            <summary>
            <para>The transition node with name <c>id</c> advances to its next input automatically when the input at <c>input_idx</c> completes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeHasInputAutoAdvance(System.String,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the input at <c>input_idx</c> on the transition node with name <c>id</c> is set to automatically advance to the next input upon completion.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeSetXfadeTime(System.String,System.Single)">
            <summary>
            <para>The transition node with name <c>id</c> sets its cross fade time to <c>time_sec</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeGetXfadeTime(System.String)">
            <summary>
            <para>Returns the cross fade time for the transition node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeSetCurrent(System.String,System.Int32)">
            <summary>
            <para>The transition node with name <c>id</c> sets its current input at <c>input_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.TransitionNodeGetCurrent(System.String)">
            <summary>
            <para>Returns the index of the currently evaluated input for the transition node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.NodeSetPosition(System.String,Godot.Vector2)">
            <summary>
            <para>Sets the position of a node in the graph given its name and position.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.NodeGetPosition(System.String)">
            <summary>
            <para>Returns position of a node in the graph given its name.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.RemoveNode(System.String)">
            <summary>
            <para>Removes the animation node with name <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.ConnectNodes(System.String,System.String,System.Int32)">
            <summary>
            <para>Connects node <c>id</c> to <c>dst_id</c> at the specified input slot.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.AreNodesConnected(System.String,System.String,System.Int32)">
            <summary>
            <para>Returns whether node <c>id</c> and <c>dst_id</c> are connected at the specified slot.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.DisconnectNodes(System.String,System.Int32)">
            <summary>
            <para>Disconnects nodes connected to <c>id</c> at the specified input slot.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.GetNodeList">
            <summary>
            <para>Returns a <see cref="T:System.String"/> containing the name of all nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Advance(System.Single)">
            <summary>
            <para>Shifts position in the animation timeline. <c>delta</c> is the time in seconds to shift. Events between the current frame and <c>delta</c> are handled.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.Reset">
            <summary>
            <para>Resets this <see cref="T:Godot.AnimationTreePlayer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AnimationTreePlayer.RecomputeCaches">
            <summary>
            <para>Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.</para>
            </summary>
        </member>
        <member name="T:Godot.Area">
            <summary>
            <para>3D area that detects <see cref="T:Godot.CollisionObject"/> nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.</para>
            <para>To give the area its shape, add a <see cref="T:Godot.CollisionShape"/> or a <see cref="T:Godot.CollisionPolygon"/> node as a direct child (or add multiple such nodes as direct children) of the area.</para>
            <para>Warning: See <see cref="T:Godot.ConcavePolygonShape"/> (also called "trimesh") for a warning about possibly unexpected behavior when using that shape for an area.</para>
            </summary>
        </member>
        <member name="F:Godot.Area.SpaceOverrideEnum.Disabled">
            <summary>
            <para>This area does not affect gravity/damping.</para>
            </summary>
        </member>
        <member name="F:Godot.Area.SpaceOverrideEnum.Combine">
            <summary>
            <para>This area adds its gravity/damping values to whatever has been calculated so far (in <see cref="P:Godot.Area.Priority"/> order).</para>
            </summary>
        </member>
        <member name="F:Godot.Area.SpaceOverrideEnum.CombineReplace">
            <summary>
            <para>This area adds its gravity/damping values to whatever has been calculated so far (in <see cref="P:Godot.Area.Priority"/> order), ignoring any lower priority areas.</para>
            </summary>
        </member>
        <member name="F:Godot.Area.SpaceOverrideEnum.Replace">
            <summary>
            <para>This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.</para>
            </summary>
        </member>
        <member name="F:Godot.Area.SpaceOverrideEnum.ReplaceCombine">
            <summary>
            <para>This area replaces any gravity/damping calculated so far (in <see cref="P:Godot.Area.Priority"/> order), but keeps calculating the rest of the areas.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.Monitoring">
            <summary>
            <para>If <c>true</c>, the area detects bodies or areas entering and exiting it.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.Monitorable">
            <summary>
            <para>If <c>true</c>, other monitoring areas can detect this area.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.Priority">
            <summary>
            <para>The area's priority. Higher priority areas are processed first.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.SpaceOverride">
            <summary>
            <para>Override mode for gravity and damping calculations within this area. See <see cref="T:Godot.Area.SpaceOverrideEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.GravityPoint">
            <summary>
            <para>If <c>true</c>, gravity is calculated from a point (set via <see cref="P:Godot.Area.GravityVec"/>). See also <see cref="P:Godot.Area.SpaceOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.GravityDistanceScale">
            <summary>
            <para>The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.GravityVec">
            <summary>
            <para>The area's gravity vector (not normalized). If gravity is a point (see <see cref="P:Godot.Area.GravityPoint"/>), this will be the point of attraction.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.Gravity">
            <summary>
            <para>The area's gravity intensity (in meters per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.LinearDamp">
            <summary>
            <para>The rate at which objects stop moving in this area. Represents the linear velocity lost per second.</para>
            <para>See <c>ProjectSettings.physics/3d/default_linear_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.AngularDamp">
            <summary>
            <para>The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.</para>
            <para>See <c>ProjectSettings.physics/3d/default_angular_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.AudioBusOverride">
            <summary>
            <para>If <c>true</c>, the area's audio bus overrides the default audio bus.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.AudioBusName">
            <summary>
            <para>The name of the area's audio bus.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.ReverbBusEnable">
            <summary>
            <para>If <c>true</c>, the area applies reverb to its associated audio.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.ReverbBusName">
            <summary>
            <para>The reverb bus name to use for this area's associated audio.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.ReverbBusAmount">
            <summary>
            <para>The degree to which this area applies reverb to its associated audio. Ranges from <c>0</c> to <c>1</c> with <c>0.1</c> precision.</para>
            </summary>
        </member>
        <member name="P:Godot.Area.ReverbBusUniformity">
            <summary>
            <para>The degree to which this area's reverb is a uniform effect. Ranges from <c>0</c> to <c>1</c> with <c>0.1</c> precision.</para>
            </summary>
        </member>
        <member name="M:Godot.Area.GetOverlappingBodies">
            <summary>
            <para>Returns a list of intersecting <see cref="T:Godot.PhysicsBody"/>s. The overlapping body's <see cref="P:Godot.CollisionObject.CollisionLayer"/> must be part of this area's <see cref="P:Godot.CollisionObject.CollisionMask"/> in order to be detected.</para>
            <para>For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Area.GetOverlappingAreas">
            <summary>
            <para>Returns a list of intersecting <see cref="T:Godot.Area"/>s. The overlapping area's <see cref="P:Godot.CollisionObject.CollisionLayer"/> must be part of this area's <see cref="P:Godot.CollisionObject.CollisionMask"/> in order to be detected.</para>
            <para>For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Area.OverlapsBody(Godot.Node)">
            <summary>
            <para>If <c>true</c>, the given physics body overlaps the Area.</para>
            <para>Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.</para>
            <para>The <c>body</c> argument can either be a <see cref="T:Godot.PhysicsBody"/> or a <see cref="T:Godot.GridMap"/> instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).</para>
            </summary>
        </member>
        <member name="M:Godot.Area.OverlapsArea(Godot.Node)">
            <summary>
            <para>If <c>true</c>, the given area overlaps the Area.</para>
            <para>Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="T:Godot.Area2D">
            <summary>
            <para>2D area that detects <see cref="T:Godot.CollisionObject2D"/> nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to a custom audio bus.</para>
            <para>To give the area its shape, add a <see cref="T:Godot.CollisionShape2D"/> or a <see cref="T:Godot.CollisionPolygon2D"/> node as a direct child (or add multiple such nodes as direct children) of the area.</para>
            <para>Warning: See <see cref="T:Godot.ConcavePolygonShape2D"/> for a warning about possibly unexpected behavior when using that shape for an area.</para>
            </summary>
        </member>
        <member name="F:Godot.Area2D.SpaceOverrideEnum.Disabled">
            <summary>
            <para>This area does not affect gravity/damping.</para>
            </summary>
        </member>
        <member name="F:Godot.Area2D.SpaceOverrideEnum.Combine">
            <summary>
            <para>This area adds its gravity/damping values to whatever has been calculated so far (in <see cref="P:Godot.Area2D.Priority"/> order).</para>
            </summary>
        </member>
        <member name="F:Godot.Area2D.SpaceOverrideEnum.CombineReplace">
            <summary>
            <para>This area adds its gravity/damping values to whatever has been calculated so far (in <see cref="P:Godot.Area2D.Priority"/> order), ignoring any lower priority areas.</para>
            </summary>
        </member>
        <member name="F:Godot.Area2D.SpaceOverrideEnum.Replace">
            <summary>
            <para>This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.</para>
            </summary>
        </member>
        <member name="F:Godot.Area2D.SpaceOverrideEnum.ReplaceCombine">
            <summary>
            <para>This area replaces any gravity/damping calculated so far (in <see cref="P:Godot.Area2D.Priority"/> order), but keeps calculating the rest of the areas.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.Monitoring">
            <summary>
            <para>If <c>true</c>, the area detects bodies or areas entering and exiting it.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.Monitorable">
            <summary>
            <para>If <c>true</c>, other monitoring areas can detect this area.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.Priority">
            <summary>
            <para>The area's priority. Higher priority areas are processed first.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.SpaceOverride">
            <summary>
            <para>Override mode for gravity and damping calculations within this area. See <see cref="T:Godot.Area2D.SpaceOverrideEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.GravityPoint">
            <summary>
            <para>If <c>true</c>, gravity is calculated from a point (set via <see cref="P:Godot.Area2D.GravityVec"/>). See also <see cref="P:Godot.Area2D.SpaceOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.GravityDistanceScale">
            <summary>
            <para>The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.GravityVec">
            <summary>
            <para>The area's gravity vector (not normalized). If gravity is a point (see <see cref="P:Godot.Area2D.GravityPoint"/>), this will be the point of attraction.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.Gravity">
            <summary>
            <para>The area's gravity intensity (in pixels per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.LinearDamp">
            <summary>
            <para>The rate at which objects stop moving in this area. Represents the linear velocity lost per second.</para>
            <para>See <c>ProjectSettings.physics/2d/default_linear_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.AngularDamp">
            <summary>
            <para>The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.</para>
            <para>See <c>ProjectSettings.physics/2d/default_angular_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.AudioBusOverride">
            <summary>
            <para>If <c>true</c>, the area's audio bus overrides the default audio bus.</para>
            </summary>
        </member>
        <member name="P:Godot.Area2D.AudioBusName">
            <summary>
            <para>The name of the area's audio bus.</para>
            </summary>
        </member>
        <member name="M:Godot.Area2D.GetOverlappingBodies">
            <summary>
            <para>Returns a list of intersecting <see cref="T:Godot.PhysicsBody2D"/>s. The overlapping body's <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> must be part of this area's <see cref="P:Godot.CollisionObject2D.CollisionMask"/> in order to be detected.</para>
            <para>For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Area2D.GetOverlappingAreas">
            <summary>
            <para>Returns a list of intersecting <see cref="T:Godot.Area2D"/>s. The overlapping area's <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> must be part of this area's <see cref="P:Godot.CollisionObject2D.CollisionMask"/> in order to be detected.</para>
            <para>For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Area2D.OverlapsBody(Godot.Node)">
            <summary>
            <para>If <c>true</c>, the given physics body overlaps the Area2D.</para>
            <para>Note: The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.</para>
            <para>The <c>body</c> argument can either be a <see cref="T:Godot.PhysicsBody2D"/> or a <see cref="T:Godot.TileMap"/> instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body).</para>
            </summary>
        </member>
        <member name="M:Godot.Area2D.OverlapsArea(Godot.Node)">
            <summary>
            <para>If <c>true</c>, the given area overlaps the Area2D.</para>
            <para>Note: The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="T:Godot.ArrayMesh">
            <summary>
            <para>The <see cref="T:Godot.ArrayMesh"/> is used to construct a <see cref="T:Godot.Mesh"/> by specifying the attributes as arrays.</para>
            <para>The most basic example is the creation of a single triangle:</para>
            <para><code>
            var vertices = PoolVector3Array()
            vertices.push_back(Vector3(0, 1, 0))
            vertices.push_back(Vector3(1, 0, 0))
            vertices.push_back(Vector3(0, 0, 1))
            # Initialize the ArrayMesh.
            var arr_mesh = ArrayMesh.new()
            var arrays = []
            arrays.resize(ArrayMesh.ARRAY_MAX)
            arrays[ArrayMesh.ARRAY_VERTEX] = vertices
            # Create the Mesh.
            arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
            var m = MeshInstance.new()
            m.mesh = arr_mesh
            </code></para>
            <para>The <see cref="T:Godot.MeshInstance"/> is ready to be added to the <see cref="T:Godot.SceneTree"/> to be shown.</para>
            <para>See also <see cref="T:Godot.ImmediateGeometry"/>, <see cref="T:Godot.MeshDataTool"/> and <see cref="T:Godot.SurfaceTool"/> for procedural geometry generation.</para>
            <para>Note: Godot uses clockwise <a href="https://learnopengl.com/Advanced-OpenGL/Face-culling">winding order</a> for front faces of triangle primitive modes.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.NoIndexArray">
            <summary>
            <para>Value used internally when no indices are present.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayWeightsSize">
            <summary>
            <para>Amount of weights/bone indices per vertex (always 4).</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.Vertex">
            <summary>
            <para>Array format will include vertices (mandatory).</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.Normal">
            <summary>
            <para>Array format will include normals.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.Tangent">
            <summary>
            <para>Array format will include tangents.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.Color">
            <summary>
            <para>Array format will include a color array.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.TexUv">
            <summary>
            <para>Array format will include UVs.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.TexUv2">
            <summary>
            <para>Array format will include another set of UVs.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.Bones">
            <summary>
            <para>Array format will include bone indices.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.Weights">
            <summary>
            <para>Array format will include bone weights.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayFormat.Index">
            <summary>
            <para>Index array will be used.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.Vertex">
            <summary>
            <para><see cref="T:Godot.Vector3"/>, <see cref="T:Godot.Vector2"/>, or <see cref="T:Godot.Collections.Array"/> of vertex positions.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.Normal">
            <summary>
            <para><see cref="T:Godot.Vector3"/> of vertex normals.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.Tangent">
            <summary>
            <para><see cref="T:System.Single"/> of vertex tangents. Each element in groups of 4 floats, first 3 floats determine the tangent, and the last the binormal direction as -1 or 1.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.Color">
            <summary>
            <para><see cref="T:Godot.Color"/> of vertex colors.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.TexUv">
            <summary>
            <para><see cref="T:Godot.Vector2"/> for UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.TexUv2">
            <summary>
            <para><see cref="T:Godot.Vector2"/> for second UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.Bones">
            <summary>
            <para><see cref="T:System.Single"/> or <see cref="T:System.Int32"/> of bone indices. Each element in groups of 4 floats.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.Weights">
            <summary>
            <para><see cref="T:System.Single"/> of bone weights. Each element in groups of 4 floats.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.Index">
            <summary>
            <para><see cref="T:System.Int32"/> of integers used as indices referencing vertices, colors, normals, tangents, and textures. All of those arrays must have the same number of elements as the vertex array. No index can be beyond the vertex array size. When this index array is present, it puts the function into "index mode," where the index selects the *i*'th vertex, normal, tangent, color, UV, etc. This means if you want to have different normals or colors along an edge, you have to duplicate the vertices.</para>
            <para>For triangles, the index array is interpreted as triples, referring to the vertices of each triangle. For lines, the index array is in pairs indicating the start and end of each line.</para>
            </summary>
        </member>
        <member name="F:Godot.ArrayMesh.ArrayType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ArrayMesh.ArrayType"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.ArrayMesh.BlendShapeMode">
            <summary>
            <para>Sets the blend shape mode to one of <see cref="T:Godot.Mesh.BlendShapeMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ArrayMesh.CustomAabb">
            <summary>
            <para>Overrides the <see cref="T:Godot.AABB"/> with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.AddBlendShape(System.String)">
            <summary>
            <para>Adds name for a blend shape that will be added with <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)"/>. Must be called before surface is added.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.GetBlendShapeCount">
            <summary>
            <para>Returns the number of blend shapes that the <see cref="T:Godot.ArrayMesh"/> holds.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.GetBlendShapeName(System.Int32)">
            <summary>
            <para>Returns the name of the blend shape at this index.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.ClearBlendShapes">
            <summary>
            <para>Removes all blend shapes from this <see cref="T:Godot.ArrayMesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)">
            <summary>
            <para>Creates a new surface.</para>
            <para>Surfaces are created to be rendered using a <c>primitive</c>, which may be any of the types defined in <see cref="T:Godot.Mesh.PrimitiveType"/>. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) <see cref="M:Godot.Mesh.GetSurfaceCount"/> will become the <c>surf_idx</c> for this new surface.</para>
            <para>The <c>arrays</c> argument is an array of arrays. See <see cref="T:Godot.ArrayMesh.ArrayType"/> for the values used in this array. For example, <c>arrays[0]</c> is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array or be empty, except for <see cref="F:Godot.ArrayMesh.ArrayType.Index"/> if it is used.</para>
            <para><c>compress_flags</c> is a bitfield made of <see cref="T:Godot.Mesh.ArrayFormat"/> values. It defaults to <see cref="F:Godot.Mesh.ArrayFormat.CompressDefault"/>.</para>
            <para>Note: The default <c>compress_flags</c> enable <see cref="F:Godot.Mesh.ArrayFormat.CompressColor"/>, which makes vertex colors stored as 8-bit unsigned integers. This will clamp overbright vertex colors to <c>Color(1, 1, 1, 1)</c> and reduce their precision. To store HDR vertex colors, remove the vertex color compression flag by passing <c>Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh.ARRAY_COMPRESS_COLOR</c> as the value of <c>compress_flags</c>.</para>
            </summary>
            <param name="blendShapes">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.ArrayMesh.ClearSurfaces">
            <summary>
            <para>Removes all surfaces from this <see cref="T:Godot.ArrayMesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceRemove(System.Int32)">
            <summary>
            <para>Removes a surface at position <c>surf_idx</c>, shifting greater surfaces one <c>surf_idx</c> slot down.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceUpdateRegion(System.Int32,System.Int32,System.Byte[])">
            <summary>
            <para>Updates a specified region of mesh arrays on the GPU.</para>
            <para>Warning: Only use if you know what you are doing. You can easily cause crashes by calling this function with improper arguments.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceGetArrayLen(System.Int32)">
            <summary>
            <para>Returns the length in vertices of the vertex array in the requested surface (see <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceGetArrayIndexLen(System.Int32)">
            <summary>
            <para>Returns the length in indices of the index array in the requested surface (see <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceGetFormat(System.Int32)">
            <summary>
            <para>Returns the format mask of the requested surface (see <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceGetPrimitiveType(System.Int32)">
            <summary>
            <para>Returns the primitive type of the requested surface (see <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceFindByName(System.String)">
            <summary>
            <para>Returns the index of the first surface with this name held within this <see cref="T:Godot.ArrayMesh"/>. If none are found, -1 is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceSetName(System.Int32,System.String)">
            <summary>
            <para>Sets a name for a given surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.SurfaceGetName(System.Int32)">
            <summary>
            <para>Gets the name assigned to this surface.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.RegenNormalmaps">
            <summary>
            <para>Will regenerate normal maps for the <see cref="T:Godot.ArrayMesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ArrayMesh.LightmapUnwrap(Godot.Transform,System.Single)">
            <summary>
            <para>Will perform a UV unwrap on the <see cref="T:Godot.ArrayMesh"/> to prepare the mesh for lightmapping.</para>
            </summary>
        </member>
        <member name="T:Godot.AspectRatioContainer">
            <summary>
            <para>Arranges child controls in a way to preserve their aspect ratio automatically whenever the container is resized. Solves the problem where the container size is dynamic and the contents' size needs to adjust accordingly without losing proportions.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.AlignMode.Begin">
            <summary>
            <para>Aligns child controls with the beginning (left or top) of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.AlignMode.Center">
            <summary>
            <para>Aligns child controls with the center of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.AlignMode.End">
            <summary>
            <para>Aligns child controls with the end (right or bottom) of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.StretchModeEnum.WidthControlsHeight">
            <summary>
            <para>The height of child controls is automatically adjusted based on the width of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.StretchModeEnum.HeightControlsWidth">
            <summary>
            <para>The width of child controls is automatically adjusted based on the height of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.StretchModeEnum.Fit">
            <summary>
            <para>The bounding rectangle of child controls is automatically adjusted to fit inside the container while keeping the aspect ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.AspectRatioContainer.StretchModeEnum.Cover">
            <summary>
            <para>The width and height of child controls is automatically adjusted to make their bounding rectangle cover the entire area of the container while keeping the aspect ratio.</para>
            <para>When the bounding rectangle of child controls exceed the container's size and <see cref="P:Godot.Control.RectClipContent"/> is enabled, this allows to show only the container's area restricted by its own bounding rectangle.</para>
            </summary>
        </member>
        <member name="P:Godot.AspectRatioContainer.Ratio">
            <summary>
            <para>The aspect ratio to enforce on child controls. This is the width divided by the height. The ratio depends on the <see cref="P:Godot.AspectRatioContainer.StretchMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AspectRatioContainer.StretchMode">
            <summary>
            <para>The stretch mode used to align child controls.</para>
            </summary>
        </member>
        <member name="P:Godot.AspectRatioContainer.AlignmentHorizontal">
            <summary>
            <para>Specifies the horizontal relative position of child controls.</para>
            </summary>
        </member>
        <member name="P:Godot.AspectRatioContainer.AlignmentVertical">
            <summary>
            <para>Specifies the vertical relative position of child controls.</para>
            </summary>
        </member>
        <member name="T:Godot.AtlasTexture">
            <summary>
            <para><see cref="T:Godot.Texture"/> resource that crops out one part of the <see cref="P:Godot.AtlasTexture.Atlas"/> texture, defined by <see cref="P:Godot.AtlasTexture.Region"/>. The main use case is cropping out textures from a texture atlas, which is a big texture file that packs multiple smaller textures. Consists of a <see cref="T:Godot.Texture"/> for the <see cref="P:Godot.AtlasTexture.Atlas"/>, a <see cref="P:Godot.AtlasTexture.Region"/> that defines the area of <see cref="P:Godot.AtlasTexture.Atlas"/> to use, and a <see cref="P:Godot.AtlasTexture.Margin"/> that defines the border width.</para>
            <para><see cref="T:Godot.AtlasTexture"/> cannot be used in an <see cref="T:Godot.AnimatedTexture"/>, cannot be tiled in nodes such as <see cref="T:Godot.TextureRect"/>, and does not work properly if used inside of other <see cref="T:Godot.AtlasTexture"/> resources. Multiple <see cref="T:Godot.AtlasTexture"/> resources can be used to crop multiple textures from the atlas. Using a texture atlas helps to optimize video memory costs and render calls compared to using multiple small files.</para>
            <para>Note: AtlasTextures don't support repetition. The <see cref="F:Godot.Texture.FlagsEnum.Repeat"/> and <see cref="F:Godot.Texture.FlagsEnum.MirroredRepeat"/> flags are ignored when using an AtlasTexture.</para>
            </summary>
        </member>
        <member name="P:Godot.AtlasTexture.Atlas">
            <summary>
            <para>The texture that contains the atlas. Can be any <see cref="T:Godot.Texture"/> subtype.</para>
            </summary>
        </member>
        <member name="P:Godot.AtlasTexture.Region">
            <summary>
            <para>The AtlasTexture's used region.</para>
            </summary>
        </member>
        <member name="P:Godot.AtlasTexture.Margin">
            <summary>
            <para>The margin around the region. The <see cref="T:Godot.Rect2"/>'s <c>Rect2.size</c> parameter ("w" and "h" in the editor) resizes the texture so it fits within the margin.</para>
            </summary>
        </member>
        <member name="P:Godot.AtlasTexture.FilterClip">
            <summary>
            <para>If <c>true</c>, clips the area outside of the region to avoid bleeding of the surrounding texture pixels.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioBusLayout">
            <summary>
            <para>Stores position, muting, solo, bypass, effects, effect position, volume, and the connections between buses. See <see cref="T:Godot.AudioServer"/> for usage.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffect">
            <summary>
            <para>Base resource for audio bus. Applies an audio effect on the bus that the resource is applied on.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectAmplify">
            <summary>
            <para>Increases or decreases the volume being routed through the audio bus.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectAmplify.VolumeDb">
            <summary>
            <para>Amount of amplification in decibels. Positive values make the sound louder, negative values make it quieter. Value can range from -80 to 24.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectBandLimitFilter">
            <summary>
            <para>Limits the frequencies in a range around the <see cref="P:Godot.AudioEffectFilter.CutoffHz"/> and allows frequencies outside of this range to pass.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectBandPassFilter">
            <summary>
            <para>Attenuates the frequencies inside of a range around the <see cref="P:Godot.AudioEffectFilter.CutoffHz"/> and cuts frequencies outside of this band.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectCapture">
            <summary>
            <para>AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer.</para>
            <para>Application code should consume these audio frames from this ring buffer using <see cref="M:Godot.AudioEffectCapture.GetBuffer(System.Int32)"/> and process it as needed, for example to capture data from an <see cref="T:Godot.AudioStreamMicrophone"/>, implement application-defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM.</para>
            <para>Note: <c>ProjectSettings.audio/enable_audio_input</c> must be <c>true</c> for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectCapture.BufferLength">
            <summary>
            <para>Length of the internal ring buffer, in seconds. Setting the buffer length will have no effect if already initialized.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectCapture.CanGetBuffer(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if at least <c>frames</c> audio frames are available to read in the internal ring buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectCapture.GetBuffer(System.Int32)">
            <summary>
            <para>Gets the next <c>frames</c> audio samples from the internal ring buffer.</para>
            <para>Returns a <see cref="T:Godot.Vector2"/> containing exactly <c>frames</c> audio samples if available, or an empty <see cref="T:Godot.Vector2"/> if insufficient data was available.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectCapture.ClearBuffer">
            <summary>
            <para>Clears the internal ring buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectCapture.GetFramesAvailable">
            <summary>
            <para>Returns the number of frames available to read using <see cref="M:Godot.AudioEffectCapture.GetBuffer(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectCapture.GetDiscardedFrames">
            <summary>
            <para>Returns the number of audio frames discarded from the audio bus due to full buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectCapture.GetBufferLengthFrames">
            <summary>
            <para>Returns the total size of the internal ring buffer in frames.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectCapture.GetPushedFrames">
            <summary>
            <para>Returns the number of audio frames inserted from the audio bus.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectChorus">
            <summary>
            <para>Adds a chorus audio effect. The effect applies a filter with voices to duplicate the audio source and manipulate it through the filter.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.VoiceCount">
            <summary>
            <para>The amount of voices in the effect.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Dry">
            <summary>
            <para>The effect's raw signal.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Wet">
            <summary>
            <para>The effect's processed signal.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__1__delayMs">
            <summary>
            <para>The voice's signal delay.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__1__rateHz">
            <summary>
            <para>The voice's filter rate.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__1__depthMs">
            <summary>
            <para>The voice filter's depth.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__1__levelDb">
            <summary>
            <para>The voice's volume.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__1__cutoffHz">
            <summary>
            <para>The voice's cutoff frequency.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__1__pan">
            <summary>
            <para>The voice's pan level.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__2__delayMs">
            <summary>
            <para>The voice's signal delay.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__2__rateHz">
            <summary>
            <para>The voice's filter rate.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__2__depthMs">
            <summary>
            <para>The voice filter's depth.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__2__levelDb">
            <summary>
            <para>The voice's volume.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__2__cutoffHz">
            <summary>
            <para>The voice's cutoff frequency.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__2__pan">
            <summary>
            <para>The voice's pan level.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__3__delayMs">
            <summary>
            <para>The voice's signal delay.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__3__rateHz">
            <summary>
            <para>The voice's filter rate.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__3__depthMs">
            <summary>
            <para>The voice filter's depth.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__3__levelDb">
            <summary>
            <para>The voice's volume.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__3__cutoffHz">
            <summary>
            <para>The voice's cutoff frequency.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__3__pan">
            <summary>
            <para>The voice's pan level.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__4__delayMs">
            <summary>
            <para>The voice's signal delay.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__4__rateHz">
            <summary>
            <para>The voice's filter rate.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__4__depthMs">
            <summary>
            <para>The voice filter's depth.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__4__levelDb">
            <summary>
            <para>The voice's volume.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__4__cutoffHz">
            <summary>
            <para>The voice's cutoff frequency.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectChorus.Voice__4__pan">
            <summary>
            <para>The voice's pan level.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectCompressor">
            <summary>
            <para>Dynamic range compressor reduces the level of the sound when the amplitude goes over a certain threshold in Decibels. One of the main uses of a compressor is to increase the dynamic range by clipping as little as possible (when sound goes over 0dB).</para>
            <para>Compressor has many uses in the mix:</para>
            <para>- In the Master bus to compress the whole output (although an <see cref="T:Godot.AudioEffectLimiter"/> is probably better).</para>
            <para>- In voice channels to ensure they sound as balanced as possible.</para>
            <para>- Sidechained. This can reduce the sound level sidechained with another audio bus for threshold detection. This technique is common in video game mixing to the level of music and SFX while voices are being heard.</para>
            <para>- Accentuates transients by using a wider attack, making effects sound more punchy.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectCompressor.Threshold">
            <summary>
            <para>The level above which compression is applied to the audio. Value can range from -60 to 0.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectCompressor.Ratio">
            <summary>
            <para>Amount of compression applied to the audio once it passes the threshold level. The higher the ratio, the more the loud parts of the audio will be compressed. Value can range from 1 to 48.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectCompressor.Gain">
            <summary>
            <para>Gain applied to the output signal.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectCompressor.AttackUs">
            <summary>
            <para>Compressor's reaction time when the signal exceeds the threshold, in microseconds. Value can range from 20 to 2000.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectCompressor.ReleaseMs">
            <summary>
            <para>Compressor's delay time to stop reducing the signal after the signal level falls below the threshold, in milliseconds. Value can range from 20 to 2000.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectCompressor.Mix">
            <summary>
            <para>Balance between original signal and effect signal. Value can range from 0 (totally dry) to 1 (totally wet).</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectCompressor.Sidechain">
            <summary>
            <para>Reduce the sound level using another audio bus for threshold detection.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectDelay">
            <summary>
            <para>Plays input signal back after a period of time. The delayed signal may be played back multiple times to create the sound of a repeating, decaying echo. Delay effects range from a subtle echo effect to a pronounced blending of previous sounds with new sounds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Dry">
            <summary>
            <para>Output percent of original sound. At 0, only delayed sounds are output. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap1__active">
            <summary>
            <para>If <c>true</c>, <c>tap1</c> will be enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap1__delayMs">
            <summary>
            <para><c>tap1</c> delay time in milliseconds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap1__levelDb">
            <summary>
            <para>Sound level for <c>tap1</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap1__pan">
            <summary>
            <para>Pan position for <c>tap1</c>. Value can range from -1 (fully left) to 1 (fully right).</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap2__active">
            <summary>
            <para>If <c>true</c>, <c>tap2</c> will be enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap2__delayMs">
            <summary>
            <para>Tap2 delay time in milliseconds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap2__levelDb">
            <summary>
            <para>Sound level for <c>tap2</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Tap2__pan">
            <summary>
            <para>Pan position for <c>tap2</c>. Value can range from -1 (fully left) to 1 (fully right).</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Feedback__active">
            <summary>
            <para>If <c>true</c>, feedback is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Feedback__delayMs">
            <summary>
            <para>Feedback delay time in milliseconds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Feedback__levelDb">
            <summary>
            <para>Sound level for <c>tap1</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDelay.Feedback__lowpass">
            <summary>
            <para>Low-pass filter for feedback, in Hz. Frequencies below this value are filtered out of the source signal.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectDistortion">
            <summary>
            <para>Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or waveshape.</para>
            <para>By distorting the waveform the frequency content change, which will often make the sound "crunchy" or "abrasive". For games, it can simulate sound coming from some saturated device or speaker very efficiently.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectDistortion.ModeEnum.Clip">
            <summary>
            <para>Digital distortion effect which cuts off peaks at the top and bottom of the waveform.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectDistortion.ModeEnum.Lofi">
            <summary>
            <para>Low-resolution digital distortion effect. You can use it to emulate the sound of early digital audio devices.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectDistortion.ModeEnum.Overdrive">
            <summary>
            <para>Emulates the warm distortion produced by a field effect transistor, which is commonly used in solid-state musical instrument amplifiers.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectDistortion.ModeEnum.Waveshape">
            <summary>
            <para>Waveshaper distortions are used mainly by electronic musicians to achieve an extra-abrasive sound.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDistortion.Mode">
            <summary>
            <para>Distortion type.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDistortion.PreGain">
            <summary>
            <para>Increases or decreases the volume before the effect. Value can range from -60 to 60.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDistortion.KeepHfHz">
            <summary>
            <para>High-pass filter, in Hz. Frequencies higher than this value will not be affected by the distortion. Value can range from 1 to 20000.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDistortion.Drive">
            <summary>
            <para>Distortion power. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectDistortion.PostGain">
            <summary>
            <para>Increases or decreases the volume after the effect. Value can range from -80 to 24.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectEQ">
            <summary>
            <para>AudioEffectEQ gives you control over frequencies. Use it to compensate for existing deficiencies in audio. AudioEffectEQs are useful on the Master bus to completely master a mix and give it more character. They are also useful when a game is run on a mobile device, to adjust the mix to that kind of speakers (it can be added but disabled when headphones are plugged).</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectEQ.SetBandGainDb(System.Int32,System.Single)">
            <summary>
            <para>Sets band's gain at the specified index, in dB.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectEQ.GetBandGainDb(System.Int32)">
            <summary>
            <para>Returns the band's gain at the specified index, in dB.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectEQ.GetBandCount">
            <summary>
            <para>Returns the number of bands of the equalizer.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectEQ10">
            <summary>
            <para>Frequency bands:</para>
            <para>Band 1: 31 Hz</para>
            <para>Band 2: 62 Hz</para>
            <para>Band 3: 125 Hz</para>
            <para>Band 4: 250 Hz</para>
            <para>Band 5: 500 Hz</para>
            <para>Band 6: 1000 Hz</para>
            <para>Band 7: 2000 Hz</para>
            <para>Band 8: 4000 Hz</para>
            <para>Band 9: 8000 Hz</para>
            <para>Band 10: 16000 Hz</para>
            <para>See also <see cref="T:Godot.AudioEffectEQ"/>, <see cref="T:Godot.AudioEffectEQ6"/>, <see cref="T:Godot.AudioEffectEQ21"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectEQ21">
            <summary>
            <para>Frequency bands:</para>
            <para>Band 1: 22 Hz</para>
            <para>Band 2: 32 Hz</para>
            <para>Band 3: 44 Hz</para>
            <para>Band 4: 63 Hz</para>
            <para>Band 5: 90 Hz</para>
            <para>Band 6: 125 Hz</para>
            <para>Band 7: 175 Hz</para>
            <para>Band 8: 250 Hz</para>
            <para>Band 9: 350 Hz</para>
            <para>Band 10: 500 Hz</para>
            <para>Band 11: 700 Hz</para>
            <para>Band 12: 1000 Hz</para>
            <para>Band 13: 1400 Hz</para>
            <para>Band 14: 2000 Hz</para>
            <para>Band 15: 2800 Hz</para>
            <para>Band 16: 4000 Hz</para>
            <para>Band 17: 5600 Hz</para>
            <para>Band 18: 8000 Hz</para>
            <para>Band 19: 11000 Hz</para>
            <para>Band 20: 16000 Hz</para>
            <para>Band 21: 22000 Hz</para>
            <para>See also <see cref="T:Godot.AudioEffectEQ"/>, <see cref="T:Godot.AudioEffectEQ6"/>, <see cref="T:Godot.AudioEffectEQ10"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectEQ6">
            <summary>
            <para>Frequency bands:</para>
            <para>Band 1: 32 Hz</para>
            <para>Band 2: 100 Hz</para>
            <para>Band 3: 320 Hz</para>
            <para>Band 4: 1000 Hz</para>
            <para>Band 5: 3200 Hz</para>
            <para>Band 6: 10000 Hz</para>
            <para>See also <see cref="T:Godot.AudioEffectEQ"/>, <see cref="T:Godot.AudioEffectEQ10"/>, <see cref="T:Godot.AudioEffectEQ21"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectFilter">
            <summary>
            <para>Allows frequencies other than the <see cref="P:Godot.AudioEffectFilter.CutoffHz"/> to pass.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectFilter.CutoffHz">
            <summary>
            <para>Threshold frequency for the filter, in Hz.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectFilter.Resonance">
            <summary>
            <para>Amount of boost in the frequency range near the cutoff frequency.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectFilter.Gain">
            <summary>
            <para>Gain amount of the frequencies after the filter.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectHighPassFilter">
            <summary>
            <para>Cuts frequencies lower than the <see cref="P:Godot.AudioEffectFilter.CutoffHz"/> and allows higher frequencies to pass.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectLimiter">
            <summary>
            <para>A limiter is similar to a compressor, but it's less flexible and designed to disallow sound going over a given dB threshold. Adding one in the Master bus is always recommended to reduce the effects of clipping.</para>
            <para>Soft clipping starts to reduce the peaks a little below the threshold level and progressively increases its effect as the input level increases such that the threshold is never exceeded.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectLimiter.CeilingDb">
            <summary>
            <para>The waveform's maximum allowed value, in decibels. Value can range from -20 to -0.1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectLimiter.ThresholdDb">
            <summary>
            <para>Threshold from which the limiter begins to be active, in decibels. Value can range from -30 to 0.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectLimiter.SoftClipDb">
            <summary>
            <para>Applies a gain to the limited waves, in decibels. Value can range from 0 to 6.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectLowPassFilter">
            <summary>
            <para>Cuts frequencies higher than the <see cref="P:Godot.AudioEffectFilter.CutoffHz"/> and allows lower frequencies to pass.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectNotchFilter">
            <summary>
            <para>Attenuates frequencies in a narrow band around the <see cref="P:Godot.AudioEffectFilter.CutoffHz"/> and cuts frequencies outside of this range.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectPanner">
            <summary>
            <para>Determines how much of an audio signal is sent to the left and right buses.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPanner.Pan">
            <summary>
            <para>Pan position. Value can range from -1 (fully left) to 1 (fully right).</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectPhaser">
            <summary>
            <para>Combines phase-shifted signals with the original signal. The movement of the phase-shifted signals is controlled using a low-frequency oscillator.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPhaser.RangeMinHz">
            <summary>
            <para>Determines the minimum frequency affected by the LFO modulations, in Hz. Value can range from 10 to 10000.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPhaser.RangeMaxHz">
            <summary>
            <para>Determines the maximum frequency affected by the LFO modulations, in Hz. Value can range from 10 to 10000.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPhaser.RateHz">
            <summary>
            <para>Adjusts the rate in Hz at which the effect sweeps up and down across the frequency range.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPhaser.Feedback">
            <summary>
            <para>Output percent of modified sound. Value can range from 0.1 to 0.9.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPhaser.Depth">
            <summary>
            <para>Governs how high the filter frequencies sweep. Low value will primarily affect bass frequencies. High value can sweep high into the treble. Value can range from 0.1 to 4.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectPitchShift">
            <summary>
            <para>Allows modulation of pitch independently of tempo. All frequencies can be increased/decreased with minimal effect on transients.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectPitchShift.FFT_Size.Size256">
            <summary>
            <para>Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, but least stable over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectPitchShift.FFT_Size.Size512">
            <summary>
            <para>Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but less stable over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectPitchShift.FFT_Size.Size1024">
            <summary>
            <para>Use a buffer of 1024 samples for the Fast Fourier transform. This is a compromise between latency and stability over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectPitchShift.FFT_Size.Size2048">
            <summary>
            <para>Use a buffer of 2048 samples for the Fast Fourier transform. High latency, but stable over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectPitchShift.FFT_Size.Size4096">
            <summary>
            <para>Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, but most stable over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectPitchShift.FFT_Size.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.AudioEffectPitchShift.FFT_Size"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPitchShift.PitchScale">
            <summary>
            <para>The pitch scale to use. <c>1.0</c> is the default pitch and plays sounds unaltered. <see cref="P:Godot.AudioEffectPitchShift.PitchScale"/> can range from <c>0.0</c> (infinitely low pitch, inaudible) to <c>16</c> (16 times higher than the initial pitch).</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPitchShift.Oversampling">
            <summary>
            <para>The oversampling factor to use. Higher values result in better quality, but are more demanding on the CPU and may cause audio cracking if the CPU can't keep up.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectPitchShift.FftSize">
            <summary>
            <para>The size of the <a href="https://en.wikipedia.org/wiki/Fast_Fourier_transform">Fast Fourier transform</a> buffer. Higher values smooth out the effect over time, but have greater latency. The effects of this higher latency are especially noticeable on sounds that have sudden amplitude changes.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectRecord">
            <summary>
            <para>Allows the user to record the sound from an audio bus. This can include all audio output by Godot when used on the "Master" audio bus.</para>
            <para>Can be used (with an <see cref="T:Godot.AudioStreamMicrophone"/>) to record from a microphone.</para>
            <para>It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectRecord.Format">
            <summary>
            <para>Specifies the format in which the sample will be recorded. See <see cref="T:Godot.AudioStreamSample.FormatEnum"/> for available formats.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectRecord.SetRecordingActive(System.Boolean)">
            <summary>
            <para>If <c>true</c>, the sound will be recorded. Note that restarting the recording will remove the previously recorded sample.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectRecord.IsRecordingActive">
            <summary>
            <para>Returns whether the recording is active or not.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioEffectRecord.GetRecording">
            <summary>
            <para>Returns the recorded sample.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectReverb">
            <summary>
            <para>Simulates rooms of different sizes. Its parameters can be adjusted to simulate the sound of a specific room.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectReverb.PredelayMsec">
            <summary>
            <para>Time between the original signal and the early reflections of the reverb signal, in milliseconds.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectReverb.PredelayFeedback">
            <summary>
            <para>Output percent of predelay. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectReverb.RoomSize">
            <summary>
            <para>Dimensions of simulated room. Bigger means more echoes. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectReverb.Damping">
            <summary>
            <para>Defines how reflective the imaginary room's walls are. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectReverb.Spread">
            <summary>
            <para>Widens or narrows the stereo image of the reverb tail. 1 means fully widens. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectReverb.Hipass">
            <summary>
            <para>High-pass filter passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectReverb.Dry">
            <summary>
            <para>Output percent of original sound. At 0, only modified sound is outputted. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectReverb.Wet">
            <summary>
            <para>Output percent of modified sound. At 0, only original sound is outputted. Value can range from 0 to 1.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioEffectSpectrumAnalyzer">
            <summary>
            <para>This audio effect does not affect sound output, but can be used for real-time audio visualizations.</para>
            <para>See also <see cref="T:Godot.AudioStreamGenerator"/> for procedurally generating sounds.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectSpectrumAnalyzer.FFT_Size.Size256">
            <summary>
            <para>Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, but least stable over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectSpectrumAnalyzer.FFT_Size.Size512">
            <summary>
            <para>Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but less stable over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectSpectrumAnalyzer.FFT_Size.Size1024">
            <summary>
            <para>Use a buffer of 1024 samples for the Fast Fourier transform. This is a compromise between latency and stability over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectSpectrumAnalyzer.FFT_Size.Size2048">
            <summary>
            <para>Use a buffer of 2048 samples for the Fast Fourier transform. High latency, but stable over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectSpectrumAnalyzer.FFT_Size.Size4096">
            <summary>
            <para>Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, but most stable over time.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectSpectrumAnalyzer.FFT_Size.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.AudioEffectSpectrumAnalyzer.FFT_Size"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectSpectrumAnalyzer.BufferLength">
            <summary>
            <para>The length of the buffer to keep (in seconds). Higher values keep data around for longer, but require more memory.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioEffectSpectrumAnalyzer.FftSize">
            <summary>
            <para>The size of the <a href="https://en.wikipedia.org/wiki/Fast_Fourier_transform">Fast Fourier transform</a> buffer. Higher values smooth out the spectrum analysis over time, but have greater latency. The effects of this higher latency are especially noticeable with sudden amplitude changes.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectSpectrumAnalyzerInstance.MagnitudeMode.Average">
            <summary>
            <para>Use the average value as magnitude.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioEffectSpectrumAnalyzerInstance.MagnitudeMode.Max">
            <summary>
            <para>Use the maximum value as magnitude.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioServer">
            <summary>
            <para><see cref="T:Godot.AudioServer"/> is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioServer.SpeakerMode.ModeStereo">
            <summary>
            <para>Two or fewer speakers were detected.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioServer.SpeakerMode.Surround31">
            <summary>
            <para>A 3.1 channel surround setup was detected.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioServer.SpeakerMode.Surround51">
            <summary>
            <para>A 5.1 channel surround setup was detected.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioServer.SpeakerMode.Surround71">
            <summary>
            <para>A 7.1 channel surround setup was detected.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioServer.BusCount">
            <summary>
            <para>Number of available audio buses.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioServer.Device">
            <summary>
            <para>Name of the current device for audio output (see <see cref="M:Godot.AudioServer.GetDeviceList"/>). On systems with multiple audio outputs (such as analog, USB and HDMI audio), this can be used to select the audio output device. The value <c>"Default"</c> will play audio on the system-wide default audio output. If an invalid device name is set, the value will be reverted back to <c>"Default"</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioServer.CaptureDevice">
            <summary>
            <para>Name of the current device for audio input (see <see cref="M:Godot.AudioServer.CaptureGetDeviceList"/>). On systems with multiple audio inputs (such as analog, USB and HDMI audio), this can be used to select the audio input device. The value <c>"Default"</c> will record audio on the system-wide default audio input. If an invalid device name is set, the value will be reverted back to <c>"Default"</c>.</para>
            <para>Note: <c>ProjectSettings.audio/enable_audio_input</c> must be <c>true</c> for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioServer.GlobalRateScale">
            <summary>
            <para>Scales the rate at which audio is played (i.e. setting it to <c>0.5</c> will make the audio be played twice as fast).</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.RemoveBus(System.Int32)">
            <summary>
            <para>Removes the bus at index <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.AddBus(System.Int32)">
            <summary>
            <para>Adds a bus at <c>at_position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.MoveBus(System.Int32,System.Int32)">
            <summary>
            <para>Moves the bus from index <c>index</c> to index <c>to_index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusName(System.Int32,System.String)">
            <summary>
            <para>Sets the name of the bus at index <c>bus_idx</c> to <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusName(System.Int32)">
            <summary>
            <para>Returns the name of the bus with the index <c>bus_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusIndex(System.String)">
            <summary>
            <para>Returns the index of the bus with the name <c>bus_name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusChannels(System.Int32)">
            <summary>
            <para>Returns the amount of channels of the bus at index <c>bus_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusVolumeDb(System.Int32,System.Single)">
            <summary>
            <para>Sets the volume of the bus at index <c>bus_idx</c> to <c>volume_db</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusVolumeDb(System.Int32)">
            <summary>
            <para>Returns the volume of the bus at index <c>bus_idx</c> in dB.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusSend(System.Int32,System.String)">
            <summary>
            <para>Connects the output of the bus at <c>bus_idx</c> to the bus named <c>send</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusSend(System.Int32)">
            <summary>
            <para>Returns the name of the bus that the bus at index <c>bus_idx</c> sends to.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusSolo(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the bus at index <c>bus_idx</c> is in solo mode.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.IsBusSolo(System.Int32)">
            <summary>
            <para>If <c>true</c>, the bus at index <c>bus_idx</c> is in solo mode.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusMute(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the bus at index <c>bus_idx</c> is muted.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.IsBusMute(System.Int32)">
            <summary>
            <para>If <c>true</c>, the bus at index <c>bus_idx</c> is muted.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusBypassEffects(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the bus at index <c>bus_idx</c> is bypassing effects.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.IsBusBypassingEffects(System.Int32)">
            <summary>
            <para>If <c>true</c>, the bus at index <c>bus_idx</c> is bypassing effects.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.AddBusEffect(System.Int32,Godot.AudioEffect,System.Int32)">
            <summary>
            <para>Adds an <see cref="T:Godot.AudioEffect"/> effect to the bus <c>bus_idx</c> at <c>at_position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.RemoveBusEffect(System.Int32,System.Int32)">
            <summary>
            <para>Removes the effect at index <c>effect_idx</c> from the bus at index <c>bus_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusEffectCount(System.Int32)">
            <summary>
            <para>Returns the number of effects on the bus at <c>bus_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusEffect(System.Int32,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.AudioEffect"/> at position <c>effect_idx</c> in bus <c>bus_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusEffectInstance(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.AudioEffectInstance"/> assigned to the given bus and effect indices (and optionally channel).</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SwapBusEffects(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Swaps the position of two effects in bus <c>bus_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusEffectEnabled(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the effect at index <c>effect_idx</c> on the bus at index <c>bus_idx</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.IsBusEffectEnabled(System.Int32,System.Int32)">
            <summary>
            <para>If <c>true</c>, the effect at index <c>effect_idx</c> on the bus at index <c>bus_idx</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusPeakVolumeLeftDb(System.Int32,System.Int32)">
            <summary>
            <para>Returns the peak volume of the left speaker at bus index <c>bus_idx</c> and channel index <c>channel</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetBusPeakVolumeRightDb(System.Int32,System.Int32)">
            <summary>
            <para>Returns the peak volume of the right speaker at bus index <c>bus_idx</c> and channel index <c>channel</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.Lock">
            <summary>
            <para>Locks the audio driver's main loop.</para>
            <para>Note: Remember to unlock it afterwards.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.Unlock">
            <summary>
            <para>Unlocks the audio driver's main loop. (After locking it, you should always unlock it.)</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetSpeakerMode">
            <summary>
            <para>Returns the speaker configuration.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetMixRate">
            <summary>
            <para>Returns the sample rate at the output of the <see cref="T:Godot.AudioServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetDeviceList">
            <summary>
            <para>Returns the names of all audio devices detected on the system.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetTimeToNextMix">
            <summary>
            <para>Returns the relative time until the next mix occurs.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetTimeSinceLastMix">
            <summary>
            <para>Returns the relative time since the last mix occurred.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GetOutputLatency">
            <summary>
            <para>Returns the audio driver's output latency.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.CaptureGetDeviceList">
            <summary>
            <para>Returns the names of all audio input devices detected on the system.</para>
            <para>Note: <c>ProjectSettings.audio/enable_audio_input</c> must be <c>true</c> for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.SetBusLayout(Godot.AudioBusLayout)">
            <summary>
            <para>Overwrites the currently used <see cref="T:Godot.AudioBusLayout"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioServer.GenerateBusLayout">
            <summary>
            <para>Generates an <see cref="T:Godot.AudioBusLayout"/> using the available buses and effects.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStream">
            <summary>
            <para>Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via <see cref="T:Godot.AudioStreamSample"/>) and OGG (via <see cref="T:Godot.AudioStreamOGGVorbis"/>) file formats.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStream.GetLength">
            <summary>
            <para>Returns the length of the audio stream in seconds.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamGenerator">
            <summary>
            <para>This audio stream does not play back sounds, but expects a script to generate audio data for it instead. See also <see cref="T:Godot.AudioStreamGeneratorPlayback"/>.</para>
            <para>See also <see cref="T:Godot.AudioEffectSpectrumAnalyzer"/> for performing real-time audio spectrum analysis.</para>
            <para>Note: Due to performance constraints, this class is best used from C# or from a compiled language via GDNative. If you still want to use this class from GDScript, consider using a lower <see cref="P:Godot.AudioStreamGenerator.MixRate"/> such as 11,025 Hz or 22,050 Hz.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamGenerator.MixRate">
            <summary>
            <para>The sample rate to use (in Hz). Higher values are more demanding for the CPU to generate, but result in better quality.</para>
            <para>In games, common sample rates in use are <c>11025</c>, <c>16000</c>, <c>22050</c>, <c>32000</c>, <c>44100</c>, and <c>48000</c>.</para>
            <para>According to the <a href="https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem">Nyquist-Shannon sampling theorem</a>, there is no quality difference to human hearing when going past 40,000 Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are generating lower-pitched sounds such as voices, lower sample rates such as <c>32000</c> or <c>22050</c> may be usable with no loss in quality.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamGenerator.BufferLength">
            <summary>
            <para>The length of the buffer to generate (in seconds). Lower values result in less latency, but require the script to generate audio data faster, resulting in increased CPU usage and more risk for audio cracking if the CPU can't keep up.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamGeneratorPlayback">
            <summary>
            <para>This class is meant to be used with <see cref="T:Godot.AudioStreamGenerator"/> to play back the generated audio in real-time.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamGeneratorPlayback.PushFrame(Godot.Vector2)">
            <summary>
            <para>Pushes a single audio data frame to the buffer. This is usually less efficient than <see cref="M:Godot.AudioStreamGeneratorPlayback.PushBuffer(Godot.Vector2[])"/> in C# and compiled languages via GDNative, but <see cref="M:Godot.AudioStreamGeneratorPlayback.PushFrame(Godot.Vector2)"/> may be more efficient in GDScript.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamGeneratorPlayback.CanPushBuffer(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if a buffer of the size <c>amount</c> can be pushed to the audio sample data buffer without overflowing it, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamGeneratorPlayback.PushBuffer(Godot.Vector2[])">
            <summary>
            <para>Pushes several audio data frames to the buffer. This is usually more efficient than <see cref="M:Godot.AudioStreamGeneratorPlayback.PushFrame(Godot.Vector2)"/> in C# and compiled languages via GDNative, but <see cref="M:Godot.AudioStreamGeneratorPlayback.PushBuffer(Godot.Vector2[])"/> may be less efficient in GDScript.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamGeneratorPlayback.GetFramesAvailable">
            <summary>
            <para>Returns the number of frames that can be pushed to the audio sample data buffer without overflowing it. If the result is <c>0</c>, the buffer is full.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamGeneratorPlayback.ClearBuffer">
            <summary>
            <para>Clears the audio sample data buffer.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamMP3">
            <summary>
            <para>MP3 audio stream driver.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamMP3.Data">
            <summary>
            <para>Contains the audio data in bytes.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamMP3.Loop">
            <summary>
            <para>If <c>true</c>, the stream will automatically loop when it reaches the end.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamMP3.LoopOffset">
            <summary>
            <para>Time in seconds at which the stream starts after being looped.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamMicrophone">
            <summary>
            <para>When used directly in an <see cref="T:Godot.AudioStreamPlayer"/> node, <see cref="T:Godot.AudioStreamMicrophone"/> plays back microphone input in real-time. This can be used in conjunction with <see cref="T:Godot.AudioEffectCapture"/> to process the data or save it.</para>
            <para>Note: <c>ProjectSettings.audio/enable_audio_input</c> must be <c>true</c> for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamOGGVorbis">
            <summary>
            <para>OGG Vorbis audio stream driver.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamOGGVorbis.Data">
            <summary>
            <para>Contains the audio data in bytes.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamOGGVorbis.Loop">
            <summary>
            <para>If <c>true</c>, the stream will automatically loop when it reaches the end.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamOGGVorbis.LoopOffset">
            <summary>
            <para>Time in seconds at which the stream starts after being looped.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamPlayback">
            <summary>
            <para>Can play, loop, pause a scroll through audio. See <see cref="T:Godot.AudioStream"/> and <see cref="T:Godot.AudioStreamOGGVorbis"/> for usage.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamPlayer">
            <summary>
            <para>Plays an audio stream non-positionally.</para>
            <para>To play audio positionally, use <see cref="T:Godot.AudioStreamPlayer2D"/> or <see cref="T:Godot.AudioStreamPlayer3D"/> instead of <see cref="T:Godot.AudioStreamPlayer"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer.MixTargetEnum.Stereo">
            <summary>
            <para>The audio will be played only on the first channel.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer.MixTargetEnum.Surround">
            <summary>
            <para>The audio will be played on all surround channels.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer.MixTargetEnum.Center">
            <summary>
            <para>The audio will be played on the second channel, which is usually the center.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.Stream">
            <summary>
            <para>The <see cref="T:Godot.AudioStream"/> object to be played.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.VolumeDb">
            <summary>
            <para>Volume of sound, in dB.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.PitchScale">
            <summary>
            <para>The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.Playing">
            <summary>
            <para>If <c>true</c>, audio is playing.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.Autoplay">
            <summary>
            <para>If <c>true</c>, audio plays when added to scene tree.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.StreamPaused">
            <summary>
            <para>If <c>true</c>, the playback is paused. You can resume it by setting <c>stream_paused</c> to <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.MixTarget">
            <summary>
            <para>If the audio configuration has more than two speakers, this sets the target channels. See <see cref="T:Godot.AudioStreamPlayer.MixTargetEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer.Bus">
            <summary>
            <para>Bus on which this audio is playing.</para>
            <para>Note: When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to <c>"Master"</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer.Play(System.Single)">
            <summary>
            <para>Plays the audio from the given <c>from_position</c>, in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer.Seek(System.Single)">
            <summary>
            <para>Sets the position from which audio will be played, in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer.Stop">
            <summary>
            <para>Stops the audio.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer.GetPlaybackPosition">
            <summary>
            <para>Returns the position in the <see cref="T:Godot.AudioStream"/> in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer.GetStreamPlayback">
            <summary>
            <para>Returns the <see cref="T:Godot.AudioStreamPlayback"/> object associated with this <see cref="T:Godot.AudioStreamPlayer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamPlayer2D">
            <summary>
            <para>Plays audio that dampens with distance from a given position.</para>
            <para>By default, audio is heard from the screen center. This can be changed by adding a <see cref="T:Godot.Listener2D"/> node to the scene and enabling it by calling <see cref="M:Godot.Listener2D.MakeCurrent"/> on it.</para>
            <para>See also <see cref="T:Godot.AudioStreamPlayer"/> to play a sound non-positionally.</para>
            <para>Note: Hiding an <see cref="T:Godot.AudioStreamPlayer2D"/> node does not disable its audio output. To temporarily disable an <see cref="T:Godot.AudioStreamPlayer2D"/>'s audio output, set <see cref="P:Godot.AudioStreamPlayer2D.VolumeDb"/> to a very low value like <c>-100</c> (which isn't audible to human hearing).</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.Stream">
            <summary>
            <para>The <see cref="T:Godot.AudioStream"/> object to be played.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.VolumeDb">
            <summary>
            <para>Base volume without dampening.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.PitchScale">
            <summary>
            <para>The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.Playing">
            <summary>
            <para>If <c>true</c>, audio is playing.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.Autoplay">
            <summary>
            <para>If <c>true</c>, audio plays when added to scene tree.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.StreamPaused">
            <summary>
            <para>If <c>true</c>, the playback is paused. You can resume it by setting <c>stream_paused</c> to <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.MaxDistance">
            <summary>
            <para>Maximum distance from which audio is still hearable.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.Attenuation">
            <summary>
            <para>Dampens audio over distance with this as an exponent.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.PanningStrength">
            <summary>
            <para>Scales the panning strength for this node by multiplying the base <c>ProjectSettings.audio/2d_panning_strength</c> with this factor. Higher values will pan audio from left to right more dramatically than lower values.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.Bus">
            <summary>
            <para>Bus on which this audio is playing.</para>
            <para>Note: When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to <c>"Master"</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer2D.AreaMask">
            <summary>
            <para>Determines which <see cref="T:Godot.Area2D"/> layers affect the sound for reverb and audio bus effects. Areas can be used to redirect <see cref="T:Godot.AudioStream"/>s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer2D.Play(System.Single)">
            <summary>
            <para>Plays the audio from the given position <c>from_position</c>, in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer2D.Seek(System.Single)">
            <summary>
            <para>Sets the position from which audio will be played, in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer2D.Stop">
            <summary>
            <para>Stops the audio.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer2D.GetPlaybackPosition">
            <summary>
            <para>Returns the position in the <see cref="T:Godot.AudioStream"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer2D.GetStreamPlayback">
            <summary>
            <para>Returns the <see cref="T:Godot.AudioStreamPlayback"/> object associated with this <see cref="T:Godot.AudioStreamPlayer2D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamPlayer3D">
            <summary>
            <para>Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space. For greater realism, a low-pass filter is automatically applied to distant sounds. This can be disabled by setting <see cref="P:Godot.AudioStreamPlayer3D.AttenuationFilterCutoffHz"/> to <c>20500</c>.</para>
            <para>By default, audio is heard from the camera position. This can be changed by adding a <see cref="T:Godot.Listener"/> node to the scene and enabling it by calling <see cref="M:Godot.Listener.MakeCurrent"/> on it.</para>
            <para>See also <see cref="T:Godot.AudioStreamPlayer"/> to play a sound non-positionally.</para>
            <para>Note: Hiding an <see cref="T:Godot.AudioStreamPlayer3D"/> node does not disable its audio output. To temporarily disable an <see cref="T:Godot.AudioStreamPlayer3D"/>'s audio output, set <see cref="P:Godot.AudioStreamPlayer3D.UnitDb"/> to a very low value like <c>-100</c> (which isn't audible to human hearing).</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.AttenuationModelEnum.InverseDistance">
            <summary>
            <para>Linear dampening of loudness according to distance.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.AttenuationModelEnum.InverseSquareDistance">
            <summary>
            <para>Squared dampening of loudness according to distance.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.AttenuationModelEnum.Logarithmic">
            <summary>
            <para>Logarithmic dampening of loudness according to distance.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.AttenuationModelEnum.Disabled">
            <summary>
            <para>No dampening of loudness according to distance. The sound will still be heard positionally, unlike an <see cref="T:Godot.AudioStreamPlayer"/>. <see cref="F:Godot.AudioStreamPlayer3D.AttenuationModelEnum.Disabled"/> can be combined with a <see cref="P:Godot.AudioStreamPlayer3D.MaxDistance"/> value greater than <c>0.0</c> to achieve linear attenuation clamped to a sphere of a defined size.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.OutOfRangeModeEnum.Mix">
            <summary>
            <para>Mix this audio in, even when it's out of range. This increases CPU usage, but keeps the sound playing at the correct position if the camera leaves and enters the <see cref="T:Godot.AudioStreamPlayer3D"/>'s <see cref="P:Godot.AudioStreamPlayer3D.MaxDistance"/> radius.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.OutOfRangeModeEnum.Pause">
            <summary>
            <para>Pause this audio when it gets out of range. This decreases CPU usage, but will cause the sound to restart if the camera leaves and enters the <see cref="T:Godot.AudioStreamPlayer3D"/>'s <see cref="P:Godot.AudioStreamPlayer3D.MaxDistance"/> radius.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.DopplerTrackingEnum.Disabled">
            <summary>
            <para>Disables doppler tracking.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.DopplerTrackingEnum.IdleStep">
            <summary>
            <para>Executes doppler tracking in idle step (every rendered frame).</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamPlayer3D.DopplerTrackingEnum.PhysicsStep">
            <summary>
            <para>Executes doppler tracking in physics step (every simulated physics frame).</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.Stream">
            <summary>
            <para>The <see cref="T:Godot.AudioStream"/> resource to be played.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.AttenuationModel">
            <summary>
            <para>Decides if audio should get quieter with distance linearly, quadratically, logarithmically, or not be affected by distance, effectively disabling attenuation.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.UnitDb">
            <summary>
            <para>The base sound level unaffected by dampening, in decibels.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.UnitSize">
            <summary>
            <para>The factor for the attenuation effect. Higher values make the sound audible over a larger distance.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.MaxDb">
            <summary>
            <para>Sets the absolute maximum of the soundlevel, in decibels.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.PitchScale">
            <summary>
            <para>The pitch and the tempo of the audio, as a multiplier of the audio sample's sample rate.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.Playing">
            <summary>
            <para>If <c>true</c>, audio is playing.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.Autoplay">
            <summary>
            <para>If <c>true</c>, audio plays when the AudioStreamPlayer3D node is added to scene tree.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.StreamPaused">
            <summary>
            <para>If <c>true</c>, the playback is paused. You can resume it by setting <see cref="P:Godot.AudioStreamPlayer3D.StreamPaused"/> to <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.MaxDistance">
            <summary>
            <para>Sets the distance from which the <see cref="P:Godot.AudioStreamPlayer3D.OutOfRangeMode"/> takes effect. Has no effect if set to 0.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.OutOfRangeMode">
            <summary>
            <para>Decides if audio should pause when source is outside of <see cref="P:Godot.AudioStreamPlayer3D.MaxDistance"/> range.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.PanningStrength">
            <summary>
            <para>Scales the panning strength for this node by multiplying the base <c>ProjectSettings.audio/3d_panning_strength</c> with this factor. Higher values will pan audio from left to right more dramatically than lower values.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.Bus">
            <summary>
            <para>The bus on which this audio is playing.</para>
            <para>Note: When setting this property, keep in mind that no validation is performed to see if the given name matches an existing bus. This is because audio bus layouts might be loaded after this property is set. If this given name can't be resolved at runtime, it will fall back to <c>"Master"</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.AreaMask">
            <summary>
            <para>Determines which <see cref="T:Godot.Area"/> layers affect the sound for reverb and audio bus effects. Areas can be used to redirect <see cref="T:Godot.AudioStream"/>s so that they play in a certain audio bus. An example of how you might use this is making a "water" area so that sounds played in the water are redirected through an audio bus to make them sound like they are being played underwater.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.EmissionAngleEnabled">
            <summary>
            <para>If <c>true</c>, the audio should be dampened according to the direction of the sound.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.EmissionAngleDegrees">
            <summary>
            <para>The angle in which the audio reaches cameras undampened.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.EmissionAngleFilterAttenuationDb">
            <summary>
            <para>Dampens audio if camera is outside of <see cref="P:Godot.AudioStreamPlayer3D.EmissionAngleDegrees"/> and <see cref="P:Godot.AudioStreamPlayer3D.EmissionAngleEnabled"/> is set by this factor, in decibels.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.AttenuationFilterCutoffHz">
            <summary>
            <para>Dampens audio using a low-pass filter above this frequency, in Hz. To disable the dampening effect entirely, set this to <c>20500</c> as this frequency is above the human hearing limit.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.AttenuationFilterDb">
            <summary>
            <para>Amount how much the filter affects the loudness, in decibels.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamPlayer3D.DopplerTracking">
            <summary>
            <para>Decides in which step the <a href="https://en.wikipedia.org/wiki/Doppler_effect">Doppler effect</a> should be calculated.</para>
            <para>Note: Only effective if the current <see cref="T:Godot.Camera"/>'s <see cref="P:Godot.Camera.DopplerTracking"/> property is set to a value other than <see cref="F:Godot.Camera.DopplerTrackingEnum.Disabled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer3D.Play(System.Single)">
            <summary>
            <para>Plays the audio from the given position <c>from_position</c>, in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer3D.Seek(System.Single)">
            <summary>
            <para>Sets the position from which audio will be played, in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer3D.Stop">
            <summary>
            <para>Stops the audio.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer3D.GetPlaybackPosition">
            <summary>
            <para>Returns the position in the <see cref="T:Godot.AudioStream"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamPlayer3D.GetStreamPlayback">
            <summary>
            <para>Returns the <see cref="T:Godot.AudioStreamPlayback"/> object associated with this <see cref="T:Godot.AudioStreamPlayer3D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamRandomPitch">
            <summary>
            <para>Randomly varies pitch on each start.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamRandomPitch.AudioStream">
            <summary>
            <para>The current <see cref="T:Godot.AudioStream"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamRandomPitch.RandomPitch">
            <summary>
            <para>The intensity of random pitch variation.</para>
            </summary>
        </member>
        <member name="T:Godot.AudioStreamSample">
            <summary>
            <para>AudioStreamSample stores sound samples loaded from WAV files. To play the stored sound, use an <see cref="T:Godot.AudioStreamPlayer"/> (for non-positional audio) or <see cref="T:Godot.AudioStreamPlayer2D"/>/<see cref="T:Godot.AudioStreamPlayer3D"/> (for positional audio). The sound can be looped.</para>
            <para>This class can also be used to store dynamically-generated PCM audio data. See also <see cref="T:Godot.AudioStreamGenerator"/> for procedural audio generation.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamSample.LoopModeEnum.Disabled">
            <summary>
            <para>Audio does not loop.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamSample.LoopModeEnum.Forward">
            <summary>
            <para>Audio loops the data between <see cref="P:Godot.AudioStreamSample.LoopBegin"/> and <see cref="P:Godot.AudioStreamSample.LoopEnd"/>, playing forward only.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamSample.LoopModeEnum.PingPong">
            <summary>
            <para>Audio loops the data between <see cref="P:Godot.AudioStreamSample.LoopBegin"/> and <see cref="P:Godot.AudioStreamSample.LoopEnd"/>, playing back and forth.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamSample.LoopModeEnum.Backward">
            <summary>
            <para>Audio loops the data between <see cref="P:Godot.AudioStreamSample.LoopBegin"/> and <see cref="P:Godot.AudioStreamSample.LoopEnd"/>, playing backward only.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamSample.FormatEnum.Format8Bits">
            <summary>
            <para>8-bit audio codec.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamSample.FormatEnum.Format16Bits">
            <summary>
            <para>16-bit audio codec.</para>
            </summary>
        </member>
        <member name="F:Godot.AudioStreamSample.FormatEnum.ImaAdpcm">
            <summary>
            <para>Audio is compressed using IMA ADPCM.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamSample.Data">
            <summary>
            <para>Contains the audio data in bytes.</para>
            <para>Note: This property expects signed PCM8 data. To convert unsigned PCM8 to signed PCM8, subtract 128 from each byte.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamSample.Format">
            <summary>
            <para>Audio format. See <see cref="T:Godot.AudioStreamSample.FormatEnum"/> constants for values.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamSample.LoopMode">
            <summary>
            <para>The loop mode. This information will be imported automatically from the WAV file if present. See <see cref="T:Godot.AudioStreamSample.LoopModeEnum"/> constants for values.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamSample.LoopBegin">
            <summary>
            <para>The loop start point (in number of samples, relative to the beginning of the sample). This information will be imported automatically from the WAV file if present.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamSample.LoopEnd">
            <summary>
            <para>The loop end point (in number of samples, relative to the beginning of the sample). This information will be imported automatically from the WAV file if present.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamSample.MixRate">
            <summary>
            <para>The sample rate for mixing this audio. Higher values require more storage space, but result in better quality.</para>
            <para>In games, common sample rates in use are <c>11025</c>, <c>16000</c>, <c>22050</c>, <c>32000</c>, <c>44100</c>, and <c>48000</c>.</para>
            <para>According to the <a href="https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem">Nyquist-Shannon sampling theorem</a>, there is no quality difference to human hearing when going past 40,000 Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are using lower-pitched sounds such as voices, lower sample rates such as <c>32000</c> or <c>22050</c> may be usable with no loss in quality.</para>
            </summary>
        </member>
        <member name="P:Godot.AudioStreamSample.Stereo">
            <summary>
            <para>If <c>true</c>, audio is stereo.</para>
            </summary>
        </member>
        <member name="M:Godot.AudioStreamSample.SaveToWav(System.String)">
            <summary>
            <para>Saves the AudioStreamSample as a WAV file to <c>path</c>. Samples with IMA ADPCM format can't be saved.</para>
            <para>Note: A <c>.wav</c> extension is automatically appended to <c>path</c> if it is missing.</para>
            </summary>
        </member>
        <member name="T:Godot.BackBufferCopy">
            <summary>
            <para>Node for back-buffering the currently-displayed screen. The region defined in the <see cref="T:Godot.BackBufferCopy"/> node is buffered with the content of the screen it covers, or the entire screen according to the copy mode set. Use the <c>texture(SCREEN_TEXTURE, ...)</c> function in your shader scripts to access the buffer.</para>
            <para>Note: Since this node inherits from <see cref="T:Godot.Node2D"/> (and not <see cref="T:Godot.Control"/>), anchors and margins won't apply to child <see cref="T:Godot.Control"/>-derived nodes. This can be problematic when resizing the window. To avoid this, add <see cref="T:Godot.Control"/>-derived nodes as siblings to the <see cref="T:Godot.BackBufferCopy"/> node instead of adding them as children.</para>
            </summary>
        </member>
        <member name="F:Godot.BackBufferCopy.CopyModeEnum.Disabled">
            <summary>
            <para>Disables the buffering mode. This means the <see cref="T:Godot.BackBufferCopy"/> node will directly use the portion of screen it covers.</para>
            </summary>
        </member>
        <member name="F:Godot.BackBufferCopy.CopyModeEnum.Rect">
            <summary>
            <para><see cref="T:Godot.BackBufferCopy"/> buffers a rectangular region.</para>
            </summary>
        </member>
        <member name="F:Godot.BackBufferCopy.CopyModeEnum.Viewport">
            <summary>
            <para><see cref="T:Godot.BackBufferCopy"/> buffers the entire screen.</para>
            </summary>
        </member>
        <member name="P:Godot.BackBufferCopy.CopyMode">
            <summary>
            <para>Buffer mode. See <see cref="T:Godot.BackBufferCopy.CopyModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.BackBufferCopy.Rect">
            <summary>
            <para>The area covered by the <see cref="T:Godot.BackBufferCopy"/>. Only used if <see cref="P:Godot.BackBufferCopy.CopyMode"/> is <see cref="F:Godot.BackBufferCopy.CopyModeEnum.Rect"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.BakedLightmap">
            <summary>
            <para>Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the <see cref="T:Godot.GIProbe"/> approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time.</para>
            <para>Procedural generation: Lightmap baking functionality is only available in the editor. This means <see cref="T:Godot.BakedLightmap"/> is not suited to procedurally generated or user-built levels. For procedurally generated or user-built levels, use <see cref="T:Godot.GIProbe"/> instead.</para>
            <para>Note: Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeQuality.Low">
            <summary>
            <para>The lowest bake quality mode. Fastest to calculate.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeQuality.Medium">
            <summary>
            <para>The default bake quality mode.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeQuality.High">
            <summary>
            <para>A higher bake quality mode. Takes longer to calculate.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeQuality.Ultra">
            <summary>
            <para>The highest bake quality mode. Takes the longest to calculate.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.Ok">
            <summary>
            <para>Baking was successful.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.NoSavePath">
            <summary>
            <para>Returns if no viable save path is found. This can happen where an <see cref="P:Godot.BakedLightmap.ImagePath"/> is not specified or when the save location is invalid.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.NoMeshes">
            <summary>
            <para>Currently unused.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.CantCreateImage">
            <summary>
            <para>Returns when the baker cannot save per-mesh textures to file.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.LightmapSize">
            <summary>
            <para>The size of the generated lightmaps is too large.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.InvalidMesh">
            <summary>
            <para>Some mesh contains UV2 values outside the <c>[0,1]</c> range.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.UserAborted">
            <summary>
            <para>Returns if user cancels baking.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.NoLightmapper">
            <summary>
            <para>Returns if lightmapper can't be created. Unless you are using a custom lightmapper, please report this as bug.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.BakeError.NoRoot">
            <summary>
            <para>There is no root node to start baking from. Either provide <c>from_node</c> argument or attach this node to a parent that should be used as root.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.EnvironmentModeEnum.Disabled">
            <summary>
            <para>No environment is used during baking.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.EnvironmentModeEnum.Scene">
            <summary>
            <para>The baked environment is automatically picked from the current scene.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.EnvironmentModeEnum.CustomSky">
            <summary>
            <para>A custom sky is used as environment during baking.</para>
            </summary>
        </member>
        <member name="F:Godot.BakedLightmap.EnvironmentModeEnum.CustomColor">
            <summary>
            <para>A custom solid color is used as environment during baking.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.Extents">
            <summary>
            <para>Size of the baked lightmap. Only meshes inside this region will be included in the baked lightmap, also used as the bounds of the captured region for dynamic lighting.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.Quality">
            <summary>
            <para>Determines the amount of samples per texel used in indirect light baking. The amount of samples for each quality level can be configured in the project settings.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.Bounces">
            <summary>
            <para>Number of light bounces that are taken into account during baking. See also <see cref="P:Godot.BakedLightmap.BounceIndirectEnergy"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.BounceIndirectEnergy">
            <summary>
            <para>The energy multiplier for each bounce. Higher values will make indirect lighting brighter. A value of <c>1.0</c> represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number of <see cref="P:Godot.BakedLightmap.Bounces"/> then increasing <see cref="P:Godot.BakedLightmap.BounceIndirectEnergy"/>. Unlike <see cref="P:Godot.BakedLightmapData.Energy"/>, this property does not affect direct lighting emitted by light nodes, emissive materials and the environment.</para>
            <para>Note: <see cref="P:Godot.BakedLightmap.BounceIndirectEnergy"/> only has an effect if <see cref="P:Godot.BakedLightmap.Bounces"/> is set to a value greater than or equal to <c>1</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.UseDenoiser">
            <summary>
            <para>When enabled, a lightmap denoiser will be used to reduce the noise inherent to Monte Carlo based global illumination.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.UseHdr">
            <summary>
            <para>If <c>true</c>, stores the lightmap textures in a high dynamic range format (EXR). If <c>false</c>, stores the lightmap texture in a low dynamic range PNG image. This can be set to <c>false</c> to reduce disk usage, but light values over 1.0 will be clamped and you may see banding caused by the reduced precision.</para>
            <para>Note: Setting <see cref="P:Godot.BakedLightmap.UseHdr"/> to <c>true</c> will decrease lightmap banding even when using the GLES2 backend or if <c>ProjectSettings.rendering/quality/depth/hdr</c> is <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.UseColor">
            <summary>
            <para>Store full color values in the lightmap textures. When disabled, lightmap textures will store a single brightness channel. Can be disabled to reduce disk usage if the scene contains only white lights or you don't mind losing color information in indirect lighting.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.Bias">
            <summary>
            <para>Raycasting bias used during baking to avoid floating point precision issues.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.DefaultTexelsPerUnit">
            <summary>
            <para>If a baked mesh doesn't have a UV2 size hint, this value will be used to roughly compute a suitable lightmap size.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.AtlasGenerate">
            <summary>
            <para>If <c>true</c>, the lightmapper will merge the textures for all meshes into one or several large layered textures. If <c>false</c>, every mesh will get its own lightmap texture, which is less efficient.</para>
            <para>Note: Atlas lightmap rendering is only supported in GLES3, not GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If <c>ProjectSettings.rendering/quality/driver/fallback_to_gles2</c> is <c>true</c>, consider baking lightmaps with <see cref="P:Godot.BakedLightmap.AtlasGenerate"/> set to <c>false</c> so that the resulting lightmap is visible in both GLES3 and GLES2.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.AtlasMaxSize">
            <summary>
            <para>Maximum size of each lightmap layer, only used when <see cref="P:Godot.BakedLightmap.AtlasGenerate"/> is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.EnvironmentMode">
            <summary>
            <para>Decides which environment to use during baking.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.EnvironmentCustomSky">
            <summary>
            <para>The <see cref="T:Godot.Sky"/> resource to use when <see cref="P:Godot.BakedLightmap.EnvironmentMode"/> is set o <see cref="F:Godot.BakedLightmap.EnvironmentModeEnum.CustomSky"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.EnvironmentCustomSkyRotationDegrees">
            <summary>
            <para>The rotation of the baked custom sky.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.EnvironmentCustomColor">
            <summary>
            <para>The environment color when <see cref="P:Godot.BakedLightmap.EnvironmentMode"/> is set to <see cref="F:Godot.BakedLightmap.EnvironmentModeEnum.CustomColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.EnvironmentCustomEnergy">
            <summary>
            <para>The energy scaling factor when when <see cref="P:Godot.BakedLightmap.EnvironmentMode"/> is set to <see cref="F:Godot.BakedLightmap.EnvironmentModeEnum.CustomColor"/> or <see cref="F:Godot.BakedLightmap.EnvironmentModeEnum.CustomSky"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.EnvironmentMinLight">
            <summary>
            <para>Minimum ambient light for all the lightmap texels. This doesn't take into account any occlusion from the scene's geometry, it simply ensures a minimum amount of light on all the lightmap texels. Can be used for artistic control on shadow color.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.CaptureEnabled">
            <summary>
            <para>When enabled, an octree containing the scene's lighting information will be computed. This octree will then be used to light dynamic objects in the scene.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.CaptureCellSize">
            <summary>
            <para>Grid size used for real-time capture information on dynamic objects.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.CaptureQuality">
            <summary>
            <para>Bake quality of the capture data.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.CapturePropagation">
            <summary>
            <para>Bias value to reduce the amount of light propagation in the captured octree.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.ImagePath">
            <summary>
            <para>Deprecated, in previous versions it determined the location where lightmaps were be saved.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmap.LightData">
            <summary>
            <para>The calculated light data.</para>
            </summary>
        </member>
        <member name="M:Godot.BakedLightmap.Bake(Godot.Node,System.String)">
            <summary>
            <para>Bakes the lightmap, scanning from the given <c>from_node</c> root and saves the resulting <see cref="T:Godot.BakedLightmapData"/> in <c>data_save_path</c>. If no root node is provided, parent of this node will be used as root instead. If no save path is provided it will try to match the path from the current <see cref="P:Godot.BakedLightmap.LightData"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmapData.Energy">
            <summary>
            <para>Global energy multiplier for baked and dynamic capture objects. This can be changed at run-time without having to bake lightmaps again.</para>
            <para>To adjust only the energy of indirect lighting (without affecting direct lighting or emissive materials), adjust <see cref="P:Godot.BakedLightmap.BounceIndirectEnergy"/> and bake lightmaps again.</para>
            </summary>
        </member>
        <member name="P:Godot.BakedLightmapData.Interior">
            <summary>
            <para>Controls whether dynamic capture objects receive environment lighting or not.</para>
            </summary>
        </member>
        <member name="T:Godot.BaseButton">
            <summary>
            <para>BaseButton is the abstract base class for buttons, so it shouldn't be used directly (it doesn't display anything). Other types of buttons inherit from it.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseButton.ActionModeEnum.Press">
            <summary>
            <para>Require just a press to consider the button clicked.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseButton.ActionModeEnum.Release">
            <summary>
            <para>Require a press and a subsequent release before considering the button clicked.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseButton.DrawMode.Normal">
            <summary>
            <para>The normal state (i.e. not pressed, not hovered, not toggled and enabled) of buttons.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseButton.DrawMode.Pressed">
            <summary>
            <para>The state of buttons are pressed.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseButton.DrawMode.Hover">
            <summary>
            <para>The state of buttons are hovered.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseButton.DrawMode.Disabled">
            <summary>
            <para>The state of buttons are disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.BaseButton.DrawMode.HoverPressed">
            <summary>
            <para>The state of buttons are both hovered and pressed.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.Disabled">
            <summary>
            <para>If <c>true</c>, the button is in disabled state and can't be clicked or toggled.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.ToggleMode">
            <summary>
            <para>If <c>true</c>, the button is in toggle mode. Makes the button flip state between pressed and unpressed each time its area is clicked.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.ShortcutInTooltip">
            <summary>
            <para>If <c>true</c>, the button will add information about its shortcut in the tooltip.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.Pressed">
            <summary>
            <para>If <c>true</c>, the button's state is pressed. Means the button is pressed down or toggled (if <see cref="P:Godot.BaseButton.ToggleMode"/> is active). Only works if <see cref="P:Godot.BaseButton.ToggleMode"/> is <c>true</c>.</para>
            <para>Note: Setting <see cref="P:Godot.BaseButton.Pressed"/> will result in <c>toggled</c> to be emitted. If you want to change the pressed state without emitting that signal, use <see cref="M:Godot.BaseButton.SetPressedNoSignal(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.ActionMode">
            <summary>
            <para>Determines when the button is considered clicked, one of the <see cref="T:Godot.BaseButton.ActionModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.ButtonMask">
            <summary>
            <para>Binary mask to choose which mouse buttons this button will respond to.</para>
            <para>To allow both left-click and right-click, use <c>BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.EnabledFocusMode">
            <summary>
            <para>Deprecated. This property has been deprecated due to redundancy and will be removed in Godot 4.0. This property no longer has any effect when set. Please use <see cref="P:Godot.Control.FocusMode"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.KeepPressedOutside">
            <summary>
            <para>If <c>true</c>, the button stays pressed when moving the cursor outside the button while pressing it.</para>
            <para>Note: This property only affects the button's visual appearance. Signals will be emitted at the same moment regardless of this property's value.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.Shortcut">
            <summary>
            <para><see cref="T:Godot.ShortCut"/> associated to the button.</para>
            </summary>
        </member>
        <member name="P:Godot.BaseButton.Group">
            <summary>
            <para><see cref="T:Godot.ButtonGroup"/> associated to the button.</para>
            </summary>
        </member>
        <member name="M:Godot.BaseButton._Pressed">
            <summary>
            <para>Called when the button is pressed. If you need to know the button's pressed state (and <see cref="P:Godot.BaseButton.ToggleMode"/> is active), use <see cref="M:Godot.BaseButton._Toggled(System.Boolean)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.BaseButton._Toggled(System.Boolean)">
            <summary>
            <para>Called when the button is toggled (only if <see cref="P:Godot.BaseButton.ToggleMode"/> is active).</para>
            </summary>
        </member>
        <member name="M:Godot.BaseButton.SetPressedNoSignal(System.Boolean)">
            <summary>
            <para>Changes the <see cref="P:Godot.BaseButton.Pressed"/> state of the button, without emitting <c>toggled</c>. Use when you just want to change the state of the button without sending the pressed event (e.g. when initializing scene). Only works if <see cref="P:Godot.BaseButton.ToggleMode"/> is <c>true</c>.</para>
            <para>Note: This method doesn't unpress other buttons in its button <see cref="P:Godot.BaseButton.Group"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.BaseButton.IsHovered">
            <summary>
            <para>Returns <c>true</c> if the mouse has entered the button and has not left it yet.</para>
            </summary>
        </member>
        <member name="M:Godot.BaseButton.GetDrawMode">
            <summary>
            <para>Returns the visual state used to draw the button. This is useful mainly when implementing your own draw code by either overriding _draw() or connecting to "draw" signal. The visual state of the button is defined by the <see cref="T:Godot.BaseButton.DrawMode"/> enum.</para>
            </summary>
        </member>
        <member name="T:Godot.BitMap">
            <summary>
            <para>A two-dimensional array of boolean values, can be used to efficiently store a binary matrix (every matrix element takes only one bit) and query the values using natural cartesian coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.Create(Godot.Vector2)">
            <summary>
            <para>Creates a bitmap with the specified size, filled with <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.CreateFromImageAlpha(Godot.Image,System.Single)">
            <summary>
            <para>Creates a bitmap that matches the given image dimensions, every element of the bitmap is set to <c>false</c> if the alpha value of the image at that position is equal to <c>threshold</c> or less, and <c>true</c> in other case.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.SetBit(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Sets the bitmap's element at the specified position, to the specified value.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.GetBit(Godot.Vector2)">
            <summary>
            <para>Returns bitmap's value at the specified position.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.SetBitRect(Godot.Rect2,System.Boolean)">
            <summary>
            <para>Sets a rectangular portion of the bitmap to the specified value.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.GetTrueBitCount">
            <summary>
            <para>Returns the amount of bitmap elements that are set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.GetSize">
            <summary>
            <para>Returns bitmap's dimensions.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.Resize(Godot.Vector2)">
            <summary>
            <para>Resizes the image to <c>new_size</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.GrowMask(System.Int32,Godot.Rect2)">
            <summary>
            <para>Applies morphological dilation or erosion to the bitmap. If <c>pixels</c> is positive, dilation is applied to the bitmap. If <c>pixels</c> is negative, erosion is applied to the bitmap. <c>rect</c> defines the area where the morphological operation is applied. Pixels located outside the <c>rect</c> are unaffected by <see cref="M:Godot.BitMap.GrowMask(System.Int32,Godot.Rect2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.BitMap.ConvertToImage">
            <summary>
            <para>Returns an image of the same size as the bitmap and with a <see cref="T:Godot.Image.Format"/> of type <c>FORMAT_L8</c>. <c>true</c> bits of the bitmap are being converted into white pixels, and <c>false</c> bits into black.</para>
            </summary>
        </member>
        <member name="T:Godot.BitmapFont">
            <summary>
            <para>Renders text using <c>*.fnt</c> fonts containing texture atlases. Supports distance fields. For using vector font files like TTF directly, see <see cref="T:Godot.DynamicFont"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BitmapFont.Height">
            <summary>
            <para>Total font height (ascent plus descent) in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.BitmapFont.Ascent">
            <summary>
            <para>Ascent (number of pixels above the baseline).</para>
            </summary>
        </member>
        <member name="P:Godot.BitmapFont.DistanceField">
            <summary>
            <para>If <c>true</c>, distance field hint is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.BitmapFont.Fallback">
            <summary>
            <para>The fallback font.</para>
            </summary>
        </member>
        <member name="M:Godot.BitmapFont.CreateFromFnt(System.String)">
            <summary>
            <para>Creates a BitmapFont from the <c>*.fnt</c> file at <c>path</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.BitmapFont.AddKerningPair(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Adds a kerning pair to the <see cref="T:Godot.BitmapFont"/> as a difference. Kerning pairs are special cases where a typeface advance is determined by the next character.</para>
            </summary>
        </member>
        <member name="M:Godot.BitmapFont.GetKerningPair(System.Int32,System.Int32)">
            <summary>
            <para>Returns a kerning pair as a difference.</para>
            </summary>
        </member>
        <member name="M:Godot.BitmapFont.AddTexture(Godot.Texture)">
            <summary>
            <para>Adds a texture to the <see cref="T:Godot.BitmapFont"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.BitmapFont.AddChar(System.Int32,System.Int32,Godot.Rect2,System.Nullable{Godot.Vector2},System.Single)">
            <summary>
            <para>Adds a character to the font, where <c>character</c> is the Unicode value, <c>texture</c> is the texture index, <c>rect</c> is the region in the texture (in pixels!), <c>align</c> is the (optional) alignment for the character and <c>advance</c> is the (optional) advance.</para>
            </summary>
            <param name="align">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.BitmapFont.GetTextureCount">
            <summary>
            <para>Returns the number of textures in the BitmapFont atlas.</para>
            </summary>
        </member>
        <member name="M:Godot.BitmapFont.GetTexture(System.Int32)">
            <summary>
            <para>Returns the font atlas texture at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.BitmapFont.Clear">
            <summary>
            <para>Clears all the font data and settings.</para>
            </summary>
        </member>
        <member name="T:Godot.Bone2D">
            <summary>
            <para>Use a hierarchy of <c>Bone2D</c> bound to a <see cref="T:Godot.Skeleton2D"/> to control, and animate other <see cref="T:Godot.Node2D"/> nodes.</para>
            <para>You can use <c>Bone2D</c> and <c>Skeleton2D</c> nodes to animate 2D meshes created with the Polygon 2D UV editor.</para>
            <para>Each bone has a <see cref="P:Godot.Bone2D.Rest"/> transform that you can reset to with <see cref="M:Godot.Bone2D.ApplyRest"/>. These rest poses are relative to the bone's parent.</para>
            <para>If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.</para>
            </summary>
        </member>
        <member name="P:Godot.Bone2D.Rest">
            <summary>
            <para>Rest transform of the bone. You can reset the node's transforms to this value using <see cref="M:Godot.Bone2D.ApplyRest"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Bone2D.DefaultLength">
            <summary>
            <para>Length of the bone's representation drawn in the editor's viewport in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Bone2D.ApplyRest">
            <summary>
            <para>Stores the node's current transforms in <see cref="P:Godot.Bone2D.Rest"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Bone2D.GetSkeletonRest">
            <summary>
            <para>Returns the node's <see cref="P:Godot.Bone2D.Rest"/> <c>Transform2D</c> if it doesn't have a parent, or its rest pose relative to its parent.</para>
            </summary>
        </member>
        <member name="M:Godot.Bone2D.GetIndexInSkeleton">
            <summary>
            <para>Returns the node's index as part of the entire skeleton. See <see cref="T:Godot.Skeleton2D"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.BoneAttachment">
            <summary>
            <para>This node must be the child of a <see cref="T:Godot.Skeleton"/> node. You can then select a bone for this node to attach to. The BoneAttachment node will copy the transform of the selected bone.</para>
            </summary>
        </member>
        <member name="P:Godot.BoneAttachment.BoneName">
            <summary>
            <para>The name of the attached bone.</para>
            </summary>
        </member>
        <member name="T:Godot.BoxContainer">
            <summary>
            <para>Arranges child controls vertically or horizontally, and rearranges the controls automatically when their minimum size changes.</para>
            </summary>
        </member>
        <member name="F:Godot.BoxContainer.AlignMode.Begin">
            <summary>
            <para>Aligns children with the beginning of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.BoxContainer.AlignMode.Center">
            <summary>
            <para>Aligns children with the center of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.BoxContainer.AlignMode.End">
            <summary>
            <para>Aligns children with the end of the container.</para>
            </summary>
        </member>
        <member name="P:Godot.BoxContainer.Alignment">
            <summary>
            <para>The alignment of the container's children (must be one of <see cref="F:Godot.BoxContainer.AlignMode.Begin"/>, <see cref="F:Godot.BoxContainer.AlignMode.Center"/> or <see cref="F:Godot.BoxContainer.AlignMode.End"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.BoxContainer.AddSpacer(System.Boolean)">
            <summary>
            <para>Adds a control to the box as a spacer. If <c>true</c>, <c>begin</c> will insert the spacer control in front of other children.</para>
            </summary>
        </member>
        <member name="T:Godot.BoxShape">
            <summary>
            <para>3D box shape that can be a child of a <see cref="T:Godot.PhysicsBody"/> or <see cref="T:Godot.Area"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.BoxShape.Extents">
            <summary>
            <para>The box's half extents. The width, height and depth of this shape is twice the half extents.</para>
            </summary>
        </member>
        <member name="T:Godot.Button">
            <summary>
            <para>Button is the standard themed button. It can contain text and an icon, and will display them according to the current <see cref="T:Godot.Theme"/>.</para>
            <para>Example of creating a button and assigning an action when pressed by code:</para>
            <para><code>
            func _ready():
                var button = Button.new()
                button.text = "Click me"
                button.connect("pressed", self, "_button_pressed")
                add_child(button)
            
            func _button_pressed():
                print("Hello world!")
            </code></para>
            <para>Buttons (like all Control nodes) can also be created in the editor, but some situations may require creating them from code.</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            <para>Note: Buttons do not interpret touch input and therefore don't support multitouch, since mouse emulation can only press one button at a given time. Use <see cref="T:Godot.TouchScreenButton"/> for buttons that trigger gameplay movement or actions, as <see cref="T:Godot.TouchScreenButton"/> supports multitouch.</para>
            </summary>
        </member>
        <member name="F:Godot.Button.TextAlign.Left">
            <summary>
            <para>Align the text to the left.</para>
            </summary>
        </member>
        <member name="F:Godot.Button.TextAlign.Center">
            <summary>
            <para>Align the text to the center.</para>
            </summary>
        </member>
        <member name="F:Godot.Button.TextAlign.Right">
            <summary>
            <para>Align the text to the right.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.Text">
            <summary>
            <para>The button's text that will be displayed inside the button's area.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.Icon">
            <summary>
            <para>Button's icon, if text is present the icon will be placed before the text.</para>
            <para>To edit margin and spacing of the icon, use <c>hseparation</c> theme property of <see cref="T:Godot.Button"/> and <c>content_margin_*</c> properties of the used <see cref="T:Godot.StyleBox"/>es.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.Flat">
            <summary>
            <para>Flat buttons don't display decoration.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.ClipText">
            <summary>
            <para>When this property is enabled, text that is too large to fit the button is clipped, when disabled the Button will always be wide enough to hold the text.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.Align">
            <summary>
            <para>Text alignment policy for the button's text, use one of the <see cref="T:Godot.Button.TextAlign"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.IconAlign">
            <summary>
            <para>Specifies if the icon should be aligned to the left, right, or center of a button. Uses the same <see cref="T:Godot.Button.TextAlign"/> constants as the text alignment. If centered, text will draw on top of the icon.</para>
            </summary>
        </member>
        <member name="P:Godot.Button.ExpandIcon">
            <summary>
            <para>When enabled, the button's icon will expand/shrink to fit the button's size while keeping its aspect.</para>
            </summary>
        </member>
        <member name="T:Godot.ButtonGroup">
            <summary>
            <para>Group of <see cref="T:Godot.Button"/>. All direct and indirect children buttons become radios. Only one allows being pressed.</para>
            <para><see cref="P:Godot.BaseButton.ToggleMode"/> should be <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ButtonGroup.GetPressedButton">
            <summary>
            <para>Returns the current pressed button.</para>
            </summary>
        </member>
        <member name="M:Godot.ButtonGroup.GetButtons">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of <see cref="T:Godot.Button"/>s who have this as their <see cref="T:Godot.ButtonGroup"/> (see <see cref="P:Godot.BaseButton.Group"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.CPUParticles">
            <summary>
            <para>CPU-based 3D particle node used to create a variety of particle systems and effects.</para>
            <para>See also <see cref="T:Godot.Particles"/>, which provides the same functionality with hardware acceleration, but may not run on older devices.</para>
            <para>Note: Unlike <see cref="T:Godot.Particles"/>, the visibility rect is generated on-the-fly and doesn't need to be configured by the user.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Flags.AlignYToVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParticleFlag(Godot.CPUParticles.Flags,System.Boolean)"/> to set <see cref="P:Godot.CPUParticles.FlagAlignY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Flags.RotateY">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParticleFlag(Godot.CPUParticles.Flags,System.Boolean)"/> to set <see cref="P:Godot.CPUParticles.FlagRotateY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Flags.DisableZ">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParticleFlag(Godot.CPUParticles.Flags,System.Boolean)"/> to set <see cref="P:Godot.CPUParticles.FlagDisableZ"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Flags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CPUParticles.Flags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.EmissionShapeEnum.Point">
            <summary>
            <para>All particles will be emitted from a single point.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.EmissionShapeEnum.Sphere">
            <summary>
            <para>Particles will be emitted in the volume of a sphere.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.EmissionShapeEnum.Box">
            <summary>
            <para>Particles will be emitted in the volume of a box.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.EmissionShapeEnum.Points">
            <summary>
            <para>Particles will be emitted at a position chosen randomly among <see cref="P:Godot.CPUParticles.EmissionPoints"/>. Particle color will be modulated by <see cref="P:Godot.CPUParticles.EmissionColors"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.EmissionShapeEnum.DirectedPoints">
            <summary>
            <para>Particles will be emitted at a position chosen randomly among <see cref="P:Godot.CPUParticles.EmissionPoints"/>. Particle velocity and rotation will be set based on <see cref="P:Godot.CPUParticles.EmissionNormals"/>. Particle color will be modulated by <see cref="P:Godot.CPUParticles.EmissionColors"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.EmissionShapeEnum.Ring">
            <summary>
            <para>Particles will be emitted in a ring or cylinder.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.EmissionShapeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CPUParticles.EmissionShapeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.InitialLinearVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set initial velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.AngularVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set angular velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.OrbitVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set orbital velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.LinearAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set linear acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.RadialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set radial acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.TangentialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set tangential acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.Damping">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set damping properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.Angle">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set angle properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.Scale">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set scale properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.HueVariation">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set hue variation properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.AnimSpeed">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set animation speed properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.AnimOffset">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)"/> to set animation offset properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.Parameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CPUParticles.Parameter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.DrawOrderEnum.Index">
            <summary>
            <para>Particles are drawn in the order emitted.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.DrawOrderEnum.Lifetime">
            <summary>
            <para>Particles are drawn in order of remaining lifetime.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles.DrawOrderEnum.ViewDepth">
            <summary>
            <para>Particles are drawn in order of depth.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Emitting">
            <summary>
            <para>If <c>true</c>, particles are being emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Amount">
            <summary>
            <para>The number of particles emitted in one emission cycle (corresponding to the <see cref="P:Godot.CPUParticles.Lifetime"/>).</para>
            <para>Note: Changing <see cref="P:Godot.CPUParticles.Amount"/> will reset the particle emission, therefore removing all particles that were already emitted before changing <see cref="P:Godot.CPUParticles.Amount"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Lifetime">
            <summary>
            <para>The amount of time each particle will exist (in seconds).</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.OneShot">
            <summary>
            <para>If <c>true</c>, only one emission cycle occurs. If set <c>true</c> during a cycle, emission will stop at the cycle's end.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Preprocess">
            <summary>
            <para>Particle system starts as if it had already run for this many seconds.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.SpeedScale">
            <summary>
            <para>Particle system's running speed scaling ratio. A value of <c>0</c> can be used to pause the particles.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Explosiveness">
            <summary>
            <para>How rapidly particles in an emission cycle are emitted. If greater than <c>0</c>, there will be a gap in emissions before the next cycle begins.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Randomness">
            <summary>
            <para>Emission lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.LifetimeRandomness">
            <summary>
            <para>Particle lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.FixedFps">
            <summary>
            <para>The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.FractDelta">
            <summary>
            <para>If <c>true</c>, results in fractional delta calculation which has a smoother particles display effect.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.LocalCoords">
            <summary>
            <para>If <c>true</c>, particles use the parent node's coordinate space. If <c>false</c>, they use global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.DrawOrder">
            <summary>
            <para>Particle draw order. Uses <see cref="T:Godot.CPUParticles.DrawOrderEnum"/> values.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Mesh">
            <summary>
            <para>The <see cref="T:Godot.Mesh"/> used for each particle. If <c>null</c>, particles will be spheres.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionShape">
            <summary>
            <para>Particles will be emitted inside this region. See <see cref="T:Godot.CPUParticles.EmissionShapeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionSphereRadius">
            <summary>
            <para>The sphere's radius if <see cref="T:Godot.CPUParticles.EmissionShapeEnum"/> is set to <see cref="F:Godot.CPUParticles.EmissionShapeEnum.Sphere"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionBoxExtents">
            <summary>
            <para>The rectangle's extents if <see cref="P:Godot.CPUParticles.EmissionShape"/> is set to <see cref="F:Godot.CPUParticles.EmissionShapeEnum.Box"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionPoints">
            <summary>
            <para>Sets the initial positions to spawn particles when using <see cref="F:Godot.CPUParticles.EmissionShapeEnum.Points"/> or <see cref="F:Godot.CPUParticles.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionNormals">
            <summary>
            <para>Sets the direction the particles will be emitted in when using <see cref="F:Godot.CPUParticles.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionColors">
            <summary>
            <para>Sets the <see cref="T:Godot.Color"/>s to modulate particles by when using <see cref="F:Godot.CPUParticles.EmissionShapeEnum.Points"/> or <see cref="F:Godot.CPUParticles.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionRingRadius">
            <summary>
            <para>The radius for the ring shaped emitter when using <see cref="F:Godot.CPUParticles.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionRingInnerRadius">
            <summary>
            <para>The inner radius for the ring shaped emitter when using <see cref="F:Godot.CPUParticles.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionRingHeight">
            <summary>
            <para>The height for the ring shaped emitter when using <see cref="F:Godot.CPUParticles.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.EmissionRingAxis">
            <summary>
            <para>The axis for the ring shaped emitter when using <see cref="F:Godot.CPUParticles.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.FlagAlignY">
            <summary>
            <para>Align Y axis of particle with the direction of its velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.FlagRotateY">
            <summary>
            <para>If <c>true</c>, particles rotate around Y axis by <see cref="P:Godot.CPUParticles.Angle"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.FlagDisableZ">
            <summary>
            <para>If <c>true</c>, particles will not move on the z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Direction">
            <summary>
            <para>Unit vector specifying the particles' emission direction.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Spread">
            <summary>
            <para>Each particle's initial direction range from <c>+spread</c> to <c>-spread</c> degrees. Applied to X/Z plane and Y/Z planes.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Flatness">
            <summary>
            <para>Amount of <see cref="P:Godot.CPUParticles.Spread"/> in Y/Z plane. A value of <c>1</c> restricts particles to X/Z plane.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Gravity">
            <summary>
            <para>Gravity applied to every particle.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.InitialVelocity">
            <summary>
            <para>Initial velocity magnitude for each particle. Direction comes from <see cref="P:Godot.CPUParticles.Spread"/> and the node's orientation.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.InitialVelocityRandom">
            <summary>
            <para>Initial velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AngularVelocity">
            <summary>
            <para>Initial angular velocity applied to each particle in degrees per second. Sets the speed of rotation of the particle.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AngularVelocityRandom">
            <summary>
            <para>Angular velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AngularVelocityCurve">
            <summary>
            <para>Each particle's angular velocity will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.OrbitVelocity">
            <summary>
            <para>Orbital velocity applied to each particle. Makes the particles circle around origin in the local XY plane. Specified in number of full rotations around origin per second.</para>
            <para>This property is only available when <see cref="P:Godot.CPUParticles.FlagDisableZ"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.OrbitVelocityRandom">
            <summary>
            <para>Orbital velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.OrbitVelocityCurve">
            <summary>
            <para>Each particle's orbital velocity will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.LinearAccel">
            <summary>
            <para>Linear acceleration applied to each particle in the direction of motion.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.LinearAccelRandom">
            <summary>
            <para>Linear acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.LinearAccelCurve">
            <summary>
            <para>Each particle's linear acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.RadialAccel">
            <summary>
            <para>Radial acceleration applied to each particle. Makes particle accelerate away from origin.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.RadialAccelRandom">
            <summary>
            <para>Radial acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.RadialAccelCurve">
            <summary>
            <para>Each particle's radial acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.TangentialAccel">
            <summary>
            <para>Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.TangentialAccelRandom">
            <summary>
            <para>Tangential acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.TangentialAccelCurve">
            <summary>
            <para>Each particle's tangential acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Damping">
            <summary>
            <para>The rate at which particles lose velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.DampingRandom">
            <summary>
            <para>Damping randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.DampingCurve">
            <summary>
            <para>Damping will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Angle">
            <summary>
            <para>Initial rotation applied to each particle, in degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AngleRandom">
            <summary>
            <para>Rotation randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AngleCurve">
            <summary>
            <para>Each particle's rotation will be animated along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.ScaleAmount">
            <summary>
            <para>Initial scale applied to each particle. This can be set to a negative value to flip the particle on all axes.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.ScaleAmountRandom">
            <summary>
            <para>Scale randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.ScaleAmountCurve">
            <summary>
            <para>Each particle's scale will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.Color">
            <summary>
            <para>Each particle's initial color. To have particle display color in a <see cref="T:Godot.SpatialMaterial"/> make sure to set <see cref="P:Godot.SpatialMaterial.VertexColorUseAsAlbedo"/> to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.ColorRamp">
            <summary>
            <para>Each particle's color will vary along this <see cref="T:Godot.GradientTexture"/> over its lifetime (multiplied with <see cref="P:Godot.CPUParticles.Color"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.ColorInitialRamp">
            <summary>
            <para>Each particle's initial color will vary along this <see cref="T:Godot.GradientTexture"/> (multiplied with <see cref="P:Godot.CPUParticles.Color"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.HueVariation">
            <summary>
            <para>Initial hue variation applied to each particle.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.HueVariationRandom">
            <summary>
            <para>Hue variation randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.HueVariationCurve">
            <summary>
            <para>Each particle's hue will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AnimSpeed">
            <summary>
            <para>Particle animation speed.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AnimSpeedRandom">
            <summary>
            <para>Animation speed randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AnimSpeedCurve">
            <summary>
            <para>Each particle's animation speed will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AnimOffset">
            <summary>
            <para>Particle animation offset.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AnimOffsetRandom">
            <summary>
            <para>Animation offset randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles.AnimOffsetCurve">
            <summary>
            <para>Each particle's animation offset will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.Restart">
            <summary>
            <para>Restarts the particle emitter.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.SetParam(Godot.CPUParticles.Parameter,System.Single)">
            <summary>
            <para>Sets the base value of the parameter specified by <see cref="T:Godot.CPUParticles.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.GetParam(Godot.CPUParticles.Parameter)">
            <summary>
            <para>Returns the base value of the parameter specified by <see cref="T:Godot.CPUParticles.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.SetParamRandomness(Godot.CPUParticles.Parameter,System.Single)">
            <summary>
            <para>Sets the randomness factor of the parameter specified by <see cref="T:Godot.CPUParticles.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.GetParamRandomness(Godot.CPUParticles.Parameter)">
            <summary>
            <para>Returns the randomness factor of the parameter specified by <see cref="T:Godot.CPUParticles.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.SetParamCurve(Godot.CPUParticles.Parameter,Godot.Curve)">
            <summary>
            <para>Sets the <see cref="T:Godot.Curve"/> of the parameter specified by <see cref="T:Godot.CPUParticles.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.GetParamCurve(Godot.CPUParticles.Parameter)">
            <summary>
            <para>Returns the <see cref="T:Godot.Curve"/> of the parameter specified by <see cref="T:Godot.CPUParticles.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.SetParticleFlag(Godot.CPUParticles.Flags,System.Boolean)">
            <summary>
            <para>Enables or disables the given flag (see <see cref="T:Godot.CPUParticles.Flags"/> for options).</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.GetParticleFlag(Godot.CPUParticles.Flags)">
            <summary>
            <para>Returns the enabled state of the given flag (see <see cref="T:Godot.CPUParticles.Flags"/> for options).</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles.ConvertFromParticles(Godot.Node)">
            <summary>
            <para>Sets this node's properties to match a given <see cref="T:Godot.Particles"/> node with an assigned <see cref="T:Godot.ParticlesMaterial"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CPUParticles2D">
            <summary>
            <para>CPU-based 2D particle node used to create a variety of particle systems and effects.</para>
            <para>See also <see cref="T:Godot.Particles2D"/>, which provides the same functionality with hardware acceleration, but may not run on older devices.</para>
            <para>Note: Unlike <see cref="T:Godot.Particles2D"/>, the visibility rect is generated on-the-fly and doesn't need to be configured by the user.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Flags.AlignYToVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParticleFlag(Godot.CPUParticles2D.Flags,System.Boolean)"/> to set <see cref="P:Godot.CPUParticles2D.FlagAlignY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Flags.RotateY">
            <summary>
            <para>Present for consistency with 3D particle nodes, not used in 2D.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Flags.DisableZ">
            <summary>
            <para>Present for consistency with 3D particle nodes, not used in 2D.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Flags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CPUParticles2D.Flags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.EmissionShapeEnum.Point">
            <summary>
            <para>All particles will be emitted from a single point.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.EmissionShapeEnum.Sphere">
            <summary>
            <para>Particles will be emitted on the surface of a sphere flattened to two dimensions.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.EmissionShapeEnum.Rectangle">
            <summary>
            <para>Particles will be emitted in the area of a rectangle.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.EmissionShapeEnum.Points">
            <summary>
            <para>Particles will be emitted at a position chosen randomly among <see cref="P:Godot.CPUParticles2D.EmissionPoints"/>. Particle color will be modulated by <see cref="P:Godot.CPUParticles2D.EmissionColors"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.EmissionShapeEnum.DirectedPoints">
            <summary>
            <para>Particles will be emitted at a position chosen randomly among <see cref="P:Godot.CPUParticles2D.EmissionPoints"/>. Particle velocity and rotation will be set based on <see cref="P:Godot.CPUParticles2D.EmissionNormals"/>. Particle color will be modulated by <see cref="P:Godot.CPUParticles2D.EmissionColors"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.EmissionShapeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CPUParticles2D.EmissionShapeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.InitialLinearVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set initial velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.AngularVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set angular velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.OrbitVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set orbital velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.LinearAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set linear acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.RadialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set radial acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.TangentialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set tangential acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.Damping">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set damping properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.Angle">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set angle properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.Scale">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set scale properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.HueVariation">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set hue variation properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.AnimSpeed">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set animation speed properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.AnimOffset">
            <summary>
            <para>Use with <see cref="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)"/>, <see cref="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)"/>, and <see cref="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)"/> to set animation offset properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.Parameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.CPUParticles2D.Parameter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.DrawOrderEnum.Index">
            <summary>
            <para>Particles are drawn in the order emitted.</para>
            </summary>
        </member>
        <member name="F:Godot.CPUParticles2D.DrawOrderEnum.Lifetime">
            <summary>
            <para>Particles are drawn in order of remaining lifetime.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Emitting">
            <summary>
            <para>If <c>true</c>, particles are being emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Amount">
            <summary>
            <para>The number of particles emitted in one emission cycle (corresponding to the <see cref="P:Godot.CPUParticles2D.Lifetime"/>).</para>
            <para>Note: Changing <see cref="P:Godot.CPUParticles2D.Amount"/> will reset the particle emission, therefore removing all particles that were already emitted before changing <see cref="P:Godot.CPUParticles2D.Amount"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Lifetime">
            <summary>
            <para>The amount of time each particle will exist (in seconds).</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.OneShot">
            <summary>
            <para>If <c>true</c>, only one emission cycle occurs. If set <c>true</c> during a cycle, emission will stop at the cycle's end.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Preprocess">
            <summary>
            <para>Particle system starts as if it had already run for this many seconds.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.SpeedScale">
            <summary>
            <para>Particle system's running speed scaling ratio. A value of <c>0</c> can be used to pause the particles.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Explosiveness">
            <summary>
            <para>How rapidly particles in an emission cycle are emitted. If greater than <c>0</c>, there will be a gap in emissions before the next cycle begins.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Randomness">
            <summary>
            <para>Emission lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.LifetimeRandomness">
            <summary>
            <para>Particle lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.FixedFps">
            <summary>
            <para>The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.FractDelta">
            <summary>
            <para>If <c>true</c>, results in fractional delta calculation which has a smoother particles display effect.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.LocalCoords">
            <summary>
            <para>If <c>true</c>, particles use the parent node's coordinate space. If <c>false</c>, they use global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.DrawOrder">
            <summary>
            <para>Particle draw order. Uses <see cref="T:Godot.CPUParticles2D.DrawOrderEnum"/> values.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Texture">
            <summary>
            <para>Particle texture. If <c>null</c>, particles will be squares.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Normalmap">
            <summary>
            <para>Normal map to be used for the <see cref="P:Godot.CPUParticles2D.Texture"/> property.</para>
            <para>Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.EmissionShape">
            <summary>
            <para>Particles will be emitted inside this region. See <see cref="T:Godot.CPUParticles2D.EmissionShapeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.EmissionSphereRadius">
            <summary>
            <para>The sphere's radius if <see cref="P:Godot.CPUParticles2D.EmissionShape"/> is set to <see cref="F:Godot.CPUParticles2D.EmissionShapeEnum.Sphere"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.EmissionRectExtents">
            <summary>
            <para>The rectangle's extents if <see cref="P:Godot.CPUParticles2D.EmissionShape"/> is set to <see cref="F:Godot.CPUParticles2D.EmissionShapeEnum.Rectangle"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.EmissionPoints">
            <summary>
            <para>Sets the initial positions to spawn particles when using <see cref="F:Godot.CPUParticles2D.EmissionShapeEnum.Points"/> or <see cref="F:Godot.CPUParticles2D.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.EmissionNormals">
            <summary>
            <para>Sets the direction the particles will be emitted in when using <see cref="F:Godot.CPUParticles2D.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.EmissionColors">
            <summary>
            <para>Sets the <see cref="T:Godot.Color"/>s to modulate particles by when using <see cref="F:Godot.CPUParticles2D.EmissionShapeEnum.Points"/> or <see cref="F:Godot.CPUParticles2D.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.FlagAlignY">
            <summary>
            <para>Align Y axis of particle with the direction of its velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Direction">
            <summary>
            <para>Unit vector specifying the particles' emission direction.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Spread">
            <summary>
            <para>Each particle's initial direction range from <c>+spread</c> to <c>-spread</c> degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Gravity">
            <summary>
            <para>Gravity applied to every particle.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.InitialVelocity">
            <summary>
            <para>Initial velocity magnitude for each particle. Direction comes from <see cref="P:Godot.CPUParticles2D.Spread"/> and the node's orientation.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.InitialVelocityRandom">
            <summary>
            <para>Initial velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AngularVelocity">
            <summary>
            <para>Initial angular velocity applied to each particle in degrees per second. Sets the speed of rotation of the particle.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AngularVelocityRandom">
            <summary>
            <para>Angular velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AngularVelocityCurve">
            <summary>
            <para>Each particle's angular velocity will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.OrbitVelocity">
            <summary>
            <para>Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.OrbitVelocityRandom">
            <summary>
            <para>Orbital velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.OrbitVelocityCurve">
            <summary>
            <para>Each particle's orbital velocity will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.LinearAccel">
            <summary>
            <para>Linear acceleration applied to each particle in the direction of motion.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.LinearAccelRandom">
            <summary>
            <para>Linear acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.LinearAccelCurve">
            <summary>
            <para>Each particle's linear acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.RadialAccel">
            <summary>
            <para>Radial acceleration applied to each particle. Makes particle accelerate away from origin.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.RadialAccelRandom">
            <summary>
            <para>Radial acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.RadialAccelCurve">
            <summary>
            <para>Each particle's radial acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.TangentialAccel">
            <summary>
            <para>Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.TangentialAccelRandom">
            <summary>
            <para>Tangential acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.TangentialAccelCurve">
            <summary>
            <para>Each particle's tangential acceleration will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Damping">
            <summary>
            <para>The rate at which particles lose velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.DampingRandom">
            <summary>
            <para>Damping randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.DampingCurve">
            <summary>
            <para>Damping will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Angle">
            <summary>
            <para>Initial rotation applied to each particle, in degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AngleRandom">
            <summary>
            <para>Rotation randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AngleCurve">
            <summary>
            <para>Each particle's rotation will be animated along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.ScaleAmount">
            <summary>
            <para>Initial scale applied to each particle. This can be set to a negative value to flip the particle on both axes.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.ScaleAmountRandom">
            <summary>
            <para>Scale randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.ScaleAmountCurve">
            <summary>
            <para>Each particle's scale will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.Color">
            <summary>
            <para>Each particle's initial color. If <see cref="P:Godot.CPUParticles2D.Texture"/> is defined, it will be multiplied by this color.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.ColorRamp">
            <summary>
            <para>Each particle's color will vary along this <see cref="T:Godot.Gradient"/> (multiplied with <see cref="P:Godot.CPUParticles2D.Color"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.ColorInitialRamp">
            <summary>
            <para>Each particle's initial color will vary along this <see cref="T:Godot.GradientTexture"/> (multiplied with <see cref="P:Godot.CPUParticles2D.Color"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.HueVariation">
            <summary>
            <para>Initial hue variation applied to each particle.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.HueVariationRandom">
            <summary>
            <para>Hue variation randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.HueVariationCurve">
            <summary>
            <para>Each particle's hue will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AnimSpeed">
            <summary>
            <para>Particle animation speed.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AnimSpeedRandom">
            <summary>
            <para>Animation speed randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AnimSpeedCurve">
            <summary>
            <para>Each particle's animation speed will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AnimOffset">
            <summary>
            <para>Particle animation offset.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AnimOffsetRandom">
            <summary>
            <para>Animation offset randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.CPUParticles2D.AnimOffsetCurve">
            <summary>
            <para>Each particle's animation offset will vary along this <see cref="T:Godot.Curve"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.Restart">
            <summary>
            <para>Restarts the particle emitter.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.SetParam(Godot.CPUParticles2D.Parameter,System.Single)">
            <summary>
            <para>Sets the base value of the parameter specified by <see cref="T:Godot.CPUParticles2D.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.GetParam(Godot.CPUParticles2D.Parameter)">
            <summary>
            <para>Returns the base value of the parameter specified by <see cref="T:Godot.CPUParticles2D.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.SetParamRandomness(Godot.CPUParticles2D.Parameter,System.Single)">
            <summary>
            <para>Sets the randomness factor of the parameter specified by <see cref="T:Godot.CPUParticles2D.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.GetParamRandomness(Godot.CPUParticles2D.Parameter)">
            <summary>
            <para>Returns the randomness factor of the parameter specified by <see cref="T:Godot.CPUParticles2D.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.SetParamCurve(Godot.CPUParticles2D.Parameter,Godot.Curve)">
            <summary>
            <para>Sets the <see cref="T:Godot.Curve"/> of the parameter specified by <see cref="T:Godot.CPUParticles2D.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.GetParamCurve(Godot.CPUParticles2D.Parameter)">
            <summary>
            <para>Returns the <see cref="T:Godot.Curve"/> of the parameter specified by <see cref="T:Godot.CPUParticles2D.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.SetParticleFlag(Godot.CPUParticles2D.Flags,System.Boolean)">
            <summary>
            <para>Enables or disables the given flag (see <see cref="T:Godot.CPUParticles2D.Flags"/> for options).</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.GetParticleFlag(Godot.CPUParticles2D.Flags)">
            <summary>
            <para>Returns the enabled state of the given flag (see <see cref="T:Godot.CPUParticles2D.Flags"/> for options).</para>
            </summary>
        </member>
        <member name="M:Godot.CPUParticles2D.ConvertFromParticles(Godot.Node)">
            <summary>
            <para>Sets this node's properties to match a given <see cref="T:Godot.Particles2D"/> node with an assigned <see cref="T:Godot.ParticlesMaterial"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGBox">
            <summary>
            <para>This node allows you to create a box for use with the CSG system.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGBox.Width">
            <summary>
            <para>Width of the box measured from the center of the box.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGBox.Height">
            <summary>
            <para>Height of the box measured from the center of the box.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGBox.Depth">
            <summary>
            <para>Depth of the box measured from the center of the box.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGBox.Material">
            <summary>
            <para>The material used to render the box.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGCombiner">
            <summary>
            <para>For complex arrangements of shapes, it is sometimes needed to add structure to your CSG nodes. The CSGCombiner node allows you to create this structure. The node encapsulates the result of the CSG operations of its children. In this way, it is possible to do operations on one set of shapes that are children of one CSGCombiner node, and a set of separate operations on a second set of shapes that are children of a second CSGCombiner node, and then do an operation that takes the two end results as its input to create the final shape.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGCylinder">
            <summary>
            <para>This node allows you to create a cylinder (or cone) for use with the CSG system.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGCylinder.Radius">
            <summary>
            <para>The radius of the cylinder.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGCylinder.Height">
            <summary>
            <para>The height of the cylinder.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGCylinder.Sides">
            <summary>
            <para>The number of sides of the cylinder, the higher this number the more detail there will be in the cylinder.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGCylinder.Cone">
            <summary>
            <para>If <c>true</c> a cone is created, the <see cref="P:Godot.CSGCylinder.Radius"/> will only apply to one side.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGCylinder.SmoothFaces">
            <summary>
            <para>If <c>true</c> the normals of the cylinder are set to give a smooth effect making the cylinder seem rounded. If <c>false</c> the cylinder will have a flat shaded look.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGCylinder.Material">
            <summary>
            <para>The material used to render the cylinder.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGMesh">
            <summary>
            <para>This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more than two faces. See also <see cref="T:Godot.CSGPolygon"/> for drawing 2D extruded polygons to be used as CSG nodes.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGMesh.Mesh">
            <summary>
            <para>The <see cref="T:Godot.Mesh"/> resource to use as a CSG shape.</para>
            <para>Note: When using an <see cref="T:Godot.ArrayMesh"/>, avoid meshes with vertex normals unless a flat shader is required. By default, CSGMesh will ignore the mesh's vertex normals and use a smooth shader calculated using the faces' normals. If a flat shader is required, ensure that all faces' vertex normals are parallel.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGMesh.Material">
            <summary>
            <para>The <see cref="T:Godot.Material"/> used in drawing the CSG shape.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGPolygon">
            <summary>
            <para>An array of 2D points is extruded to quickly and easily create a variety of 3D meshes. See also <see cref="T:Godot.CSGMesh"/> for using 3D meshes as CSG nodes.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGPolygon.PathIntervalTypeEnum.Distance">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is set to <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, <see cref="P:Godot.CSGPolygon.PathInterval"/> will determine the distance, in meters, each interval of the path will extrude.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGPolygon.PathIntervalTypeEnum.Subdivide">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is set to <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, <see cref="P:Godot.CSGPolygon.PathInterval"/> will subdivide the polygons along the path.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGPolygon.PathRotationEnum.Polygon">
            <summary>
            <para>The <see cref="P:Godot.CSGPolygon.Polygon"/> shape is not rotated.</para>
            <para>Note: Requires the path's Z coordinates to continually decrease to ensure viable shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGPolygon.PathRotationEnum.Path">
            <summary>
            <para>The <see cref="P:Godot.CSGPolygon.Polygon"/> shape is rotated along the path, but it is not rotated around the path axis.</para>
            <para>Note: Requires the path's Z coordinates to continually decrease to ensure viable shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGPolygon.PathRotationEnum.PathFollow">
            <summary>
            <para>The <see cref="P:Godot.CSGPolygon.Polygon"/> shape follows the path and its rotations around the path axis.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGPolygon.ModeEnum.Depth">
            <summary>
            <para>The <see cref="P:Godot.CSGPolygon.Polygon"/> shape is extruded along the negative Z axis.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGPolygon.ModeEnum.Spin">
            <summary>
            <para>The <see cref="P:Godot.CSGPolygon.Polygon"/> shape is extruded by rotating it around the Y axis.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGPolygon.ModeEnum.Path">
            <summary>
            <para>The <see cref="P:Godot.CSGPolygon.Polygon"/> shape is extruded along the <see cref="T:Godot.Path"/> specified in <see cref="P:Godot.CSGPolygon.PathNode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.Polygon">
            <summary>
            <para>The point array that defines the 2D polygon that is extruded. This can be a convex or concave polygon with 3 or more points. The polygon must not have any intersecting edges. Otherwise, triangulation will fail and no mesh will be generated.</para>
            <para>Note: If only 1 or 2 points are defined in <see cref="P:Godot.CSGPolygon.Polygon"/>, no mesh will be generated.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.Mode">
            <summary>
            <para>The <see cref="P:Godot.CSGPolygon.Mode"/> used to extrude the <see cref="P:Godot.CSGPolygon.Polygon"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.Depth">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Depth"/>, the depth of the extrusion.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.SpinDegrees">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Spin"/>, the total number of degrees the <see cref="P:Godot.CSGPolygon.Polygon"/> is rotated when extruding.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.SpinSides">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Spin"/>, the number of extrusions made.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathNode">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, the location of the <see cref="T:Godot.Path"/> object used to extrude the <see cref="P:Godot.CSGPolygon.Polygon"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathIntervalType">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, this will determine if the interval should be by distance (<see cref="F:Godot.CSGPolygon.PathIntervalTypeEnum.Distance"/>) or subdivision fractions (<see cref="F:Godot.CSGPolygon.PathIntervalTypeEnum.Subdivide"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathInterval">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, the path interval or ratio of path points to extrusions.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathSimplifyAngle">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, extrusions that are less than this angle, will be merged together to reduce polygon count.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathRotation">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, the <see cref="T:Godot.CSGPolygon.PathRotationEnum"/> method used to rotate the <see cref="P:Godot.CSGPolygon.Polygon"/> as it is extruded.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathLocal">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, if <c>true</c> the <see cref="T:Godot.Transform"/> of the <see cref="T:Godot.CSGPolygon"/> is used as the starting point for the extrusions, not the <see cref="T:Godot.Transform"/> of the <see cref="P:Godot.CSGPolygon.PathNode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathContinuousU">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, by default, the top half of the <see cref="P:Godot.CSGPolygon.Material"/> is stretched along the entire length of the extruded shape. If <c>false</c> the top half of the material is repeated every step of the extrusion.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathUDistance">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, this is the distance along the path, in meters, the texture coordinates will tile. When set to 0, texture coordinates will match geometry exactly with no tiling.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.PathJoined">
            <summary>
            <para>When <see cref="P:Godot.CSGPolygon.Mode"/> is <see cref="F:Godot.CSGPolygon.ModeEnum.Path"/>, if <c>true</c> the ends of the path are joined, by adding an extrusion between the last and first points of the path.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.SmoothFaces">
            <summary>
            <para>If <c>true</c>, applies smooth shading to the extrusions.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPolygon.Material">
            <summary>
            <para>Material to use for the resulting mesh. The UV maps the top half of the material to the extruded shape (U along the the length of the extrusions and V around the outline of the <see cref="P:Godot.CSGPolygon.Polygon"/>), the bottom-left quarter to the front end face, and the bottom-right quarter to the back end face.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGPrimitive">
            <summary>
            <para>Parent class for various CSG primitives. It contains code and functionality that is common between them. It cannot be used directly. Instead use one of the various classes that inherit from it.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGPrimitive.InvertFaces">
            <summary>
            <para>Invert the faces of the mesh.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGShape">
            <summary>
            <para>This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGShape.OperationEnum.Union">
            <summary>
            <para>Geometry of both primitives is merged, intersecting geometry is removed.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGShape.OperationEnum.Intersection">
            <summary>
            <para>Only intersecting geometry remains, the rest is removed.</para>
            </summary>
        </member>
        <member name="F:Godot.CSGShape.OperationEnum.Subtraction">
            <summary>
            <para>The second shape is subtracted from the first, leaving a dent with its shape.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGShape.Operation">
            <summary>
            <para>The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGShape.Snap">
            <summary>
            <para>Snap makes the mesh snap to a given distance so that the faces of two meshes can be perfectly aligned. A lower value results in greater precision but may be harder to adjust.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGShape.CalculateTangents">
            <summary>
            <para>Calculate tangents for the CSG shape which allows the use of normal maps. This is only applied on the root shape, this setting is ignored on any child.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGShape.UseCollision">
            <summary>
            <para>Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGShape.CollisionLayer">
            <summary>
            <para>The physics layers this area is in.</para>
            <para>Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.</para>
            <para>A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGShape.CollisionMask">
            <summary>
            <para>The physics layers this CSG shape scans for collisions. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.CSGShape.IsRootShape">
            <summary>
            <para>Returns <c>true</c> if this is a root shape and is thus the object that is rendered.</para>
            </summary>
        </member>
        <member name="M:Godot.CSGShape.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets individual bits on the collision mask. Use this if you only need to change one layer's value.</para>
            </summary>
        </member>
        <member name="M:Godot.CSGShape.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns an individual bit on the collision mask.</para>
            </summary>
        </member>
        <member name="M:Godot.CSGShape.SetCollisionLayerBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets individual bits on the layer mask. Use this if you only need to change one layer's value.</para>
            </summary>
        </member>
        <member name="M:Godot.CSGShape.GetCollisionLayerBit(System.Int32)">
            <summary>
            <para>Returns an individual bit on the collision mask.</para>
            </summary>
        </member>
        <member name="M:Godot.CSGShape.GetMeshes">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> with two elements, the first is the <see cref="T:Godot.Transform"/> of this node and the second is the root <see cref="T:Godot.Mesh"/> of this node. Only works when this node is the root shape.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGSphere">
            <summary>
            <para>This node allows you to create a sphere for use with the CSG system.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGSphere.Radius">
            <summary>
            <para>Radius of the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGSphere.RadialSegments">
            <summary>
            <para>Number of vertical slices for the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGSphere.Rings">
            <summary>
            <para>Number of horizontal slices for the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGSphere.SmoothFaces">
            <summary>
            <para>If <c>true</c> the normals of the sphere are set to give a smooth effect making the sphere seem rounded. If <c>false</c> the sphere will have a flat shaded look.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGSphere.Material">
            <summary>
            <para>The material used to render the sphere.</para>
            </summary>
        </member>
        <member name="T:Godot.CSGTorus">
            <summary>
            <para>This node allows you to create a torus for use with the CSG system.</para>
            <para>Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a <see cref="T:Godot.MeshInstance"/> with a <see cref="T:Godot.PrimitiveMesh"/>. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGTorus.InnerRadius">
            <summary>
            <para>The inner radius of the torus.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGTorus.OuterRadius">
            <summary>
            <para>The outer radius of the torus.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGTorus.Sides">
            <summary>
            <para>The number of slices the torus is constructed of.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGTorus.RingSides">
            <summary>
            <para>The number of edges each ring of the torus is constructed of.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGTorus.SmoothFaces">
            <summary>
            <para>If <c>true</c> the normals of the torus are set to give a smooth effect making the torus seem rounded. If <c>false</c> the torus will have a flat shaded look.</para>
            </summary>
        </member>
        <member name="P:Godot.CSGTorus.Material">
            <summary>
            <para>The material used to render the torus.</para>
            </summary>
        </member>
        <member name="T:Godot.CSharpScript">
            <summary>
            <para>This class represents a C# script. It is the C# equivalent of the <see cref="T:Godot.GDScript"/> class and is only available in Mono-enabled Godot builds.</para>
            <para>See also <see cref="T:Godot.GodotSharp"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CSharpScript.New(System.Object[])">
            <summary>
            <para>Returns a new instance of the script.</para>
            </summary>
        </member>
        <member name="T:Godot.CallbackTweener">
            <summary>
            <para><see cref="T:Godot.CallbackTweener"/> is used to call a method in a tweening sequence. See <see cref="M:Godot.SceneTreeTween.TweenCallback(Godot.Object,System.String,Godot.Collections.Array)"/> for more usage information.</para>
            <para>Note: <see cref="M:Godot.SceneTreeTween.TweenCallback(Godot.Object,System.String,Godot.Collections.Array)"/> is the only correct way to create <see cref="T:Godot.CallbackTweener"/>. Any <see cref="T:Godot.CallbackTweener"/> created manually will not function correctly.</para>
            </summary>
        </member>
        <member name="M:Godot.CallbackTweener.SetDelay(System.Single)">
            <summary>
            <para>Makes the callback call delayed by given time in seconds. Example:</para>
            <para><code>
            var tween = get_tree().create_tween()
            tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() after 2 seconds
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.Camera">
            <summary>
            <para>Camera is a special node that displays what is visible from its current location. Cameras register themselves in the nearest <see cref="T:Godot.Viewport"/> node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a <see cref="T:Godot.Viewport"/>, and, without one, a scene registered in that <see cref="T:Godot.Viewport"/> (or higher viewports) can't be displayed.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera.KeepAspectEnum.Width">
            <summary>
            <para>Preserves the horizontal aspect ratio; also known as Vert- scaling. This is usually the best option for projects running in portrait mode, as taller aspect ratios will benefit from a wider vertical FOV.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera.KeepAspectEnum.Height">
            <summary>
            <para>Preserves the vertical aspect ratio; also known as Hor+ scaling. This is usually the best option for projects running in landscape mode, as wider aspect ratios will automatically benefit from a wider horizontal FOV.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera.ProjectionEnum.Perspective">
            <summary>
            <para>Perspective projection. Objects on the screen becomes smaller when they are far away.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera.ProjectionEnum.Orthogonal">
            <summary>
            <para>Orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera.ProjectionEnum.Frustum">
            <summary>
            <para>Frustum projection. This mode allows adjusting <see cref="P:Godot.Camera.FrustumOffset"/> to create "tilted frustum" effects.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera.DopplerTrackingEnum.Disabled">
            <summary>
            <para>Disables <a href="https://en.wikipedia.org/wiki/Doppler_effect">Doppler effect</a> simulation (default).</para>
            </summary>
        </member>
        <member name="F:Godot.Camera.DopplerTrackingEnum.IdleStep">
            <summary>
            <para>Simulate <a href="https://en.wikipedia.org/wiki/Doppler_effect">Doppler effect</a> by tracking positions of objects that are changed in <c>_process</c>. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's <see cref="P:Godot.AudioStreamPlayer3D.PitchScale"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.Camera.DopplerTrackingEnum.PhysicsStep">
            <summary>
            <para>Simulate <a href="https://en.wikipedia.org/wiki/Doppler_effect">Doppler effect</a> by tracking positions of objects that are changed in <c>_physics_process</c>. Changes in the relative velocity of this camera compared to those objects affect how audio is perceived (changing the audio's <see cref="P:Godot.AudioStreamPlayer3D.PitchScale"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.KeepAspect">
            <summary>
            <para>The axis to lock during <see cref="P:Godot.Camera.Fov"/>/<see cref="P:Godot.Camera.Size"/> adjustments. Can be either <see cref="F:Godot.Camera.KeepAspectEnum.Width"/> or <see cref="F:Godot.Camera.KeepAspectEnum.Height"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.CullMask">
            <summary>
            <para>The culling mask that describes which 3D render layers are rendered by this camera.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.Environment">
            <summary>
            <para>The <see cref="T:Godot.Environment"/> to use for this camera.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.HOffset">
            <summary>
            <para>The horizontal (X) offset of the camera viewport.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.VOffset">
            <summary>
            <para>The vertical (Y) offset of the camera viewport.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.DopplerTracking">
            <summary>
            <para>If not <see cref="F:Godot.Camera.DopplerTrackingEnum.Disabled"/>, this camera will simulate the <a href="https://en.wikipedia.org/wiki/Doppler_effect">Doppler effect</a> for objects changed in particular <c>_process</c> methods. The Doppler effect is only simulated for <see cref="T:Godot.AudioStreamPlayer3D"/> nodes that have <see cref="P:Godot.AudioStreamPlayer3D.DopplerTracking"/> set to a value other than <see cref="F:Godot.AudioStreamPlayer3D.DopplerTrackingEnum.Disabled"/>.</para>
            <para>Note: To toggle the Doppler effect preview in the editor, use the Perspective menu in the top-left corner of the 3D viewport and toggle Enable Doppler.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.Projection">
            <summary>
            <para>The camera's projection mode. In <see cref="F:Godot.Camera.ProjectionEnum.Perspective"/> mode, objects' Z distance from the camera's local space scales their perceived size.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.Current">
            <summary>
            <para>If <c>true</c>, the ancestor <see cref="T:Godot.Viewport"/> is currently using this camera.</para>
            <para>If multiple cameras are in the scene, one will always be made current. For example, if two <see cref="T:Godot.Camera"/> nodes are present in the scene and only one is current, setting one camera's <see cref="P:Godot.Camera.Current"/> to <c>false</c> will cause the other camera to be made current.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.Fov">
            <summary>
            <para>The camera's field of view angle (in degrees). Only applicable in perspective mode. Since <see cref="P:Godot.Camera.KeepAspect"/> locks one axis, <c>fov</c> sets the other axis' field of view angle.</para>
            <para>For reference, the default vertical field of view value (<c>70.0</c>) is equivalent to a horizontal FOV of:</para>
            <para>- ~86.07 degrees in a 4:3 viewport</para>
            <para>- ~96.50 degrees in a 16:10 viewport</para>
            <para>- ~102.45 degrees in a 16:9 viewport</para>
            <para>- ~117.06 degrees in a 21:9 viewport</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.Size">
            <summary>
            <para>The camera's size in meters measured as the diameter of the width or height, depending on <see cref="P:Godot.Camera.KeepAspect"/>. Only applicable in orthogonal and frustum modes.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.FrustumOffset">
            <summary>
            <para>The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as <a href="https://zdoom.org/wiki/Y-shearing">Y-shearing</a>.</para>
            <para>Note: Only effective if <see cref="P:Godot.Camera.Projection"/> is <see cref="F:Godot.Camera.ProjectionEnum.Frustum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.Near">
            <summary>
            <para>The distance to the near culling boundary for this camera relative to its local Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera.Far">
            <summary>
            <para>The distance to the far culling boundary for this camera relative to its local Z axis.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.ProjectRayNormal(Godot.Vector2)">
            <summary>
            <para>Returns a normal vector in world space, that is the result of projecting a point on the <see cref="T:Godot.Viewport"/> rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.ProjectLocalRayNormal(Godot.Vector2)">
            <summary>
            <para>Returns a normal vector from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.ProjectRayOrigin(Godot.Vector2)">
            <summary>
            <para>Returns a 3D position in world space, that is the result of projecting a point on the <see cref="T:Godot.Viewport"/> rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.UnprojectPosition(Godot.Vector3)">
            <summary>
            <para>Returns the 2D coordinate in the <see cref="T:Godot.Viewport"/> rectangle that maps to the given 3D point in world space.</para>
            <para>Note: When using this to position GUI elements over a 3D viewport, use <see cref="M:Godot.Camera.IsPositionBehind(Godot.Vector3)"/> to prevent them from appearing if the 3D point is behind the camera:</para>
            <para><code>
            # This code block is part of a script that inherits from Spatial.
            # `control` is a reference to a node inheriting from Control.
            control.visible = not get_viewport().get_camera().is_position_behind(global_transform.origin)
            control.rect_position = get_viewport().get_camera().unproject_position(global_transform.origin)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Camera.IsPositionBehind(Godot.Vector3)">
            <summary>
            <para>Returns <c>true</c> if the given position is behind the camera.</para>
            <para>Note: A position which returns <c>false</c> may still be outside the camera's field of view.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.ProjectPosition(Godot.Vector2,System.Single)">
            <summary>
            <para>Returns the 3D point in world space that maps to the given 2D coordinate in the <see cref="T:Godot.Viewport"/> rectangle on a plane that is the given <c>z_depth</c> distance into the scene away from the camera.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.SetPerspective(System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the camera projection to perspective mode (see <see cref="F:Godot.Camera.ProjectionEnum.Perspective"/>), by specifying a <c>fov</c> (field of view) angle in degrees, and the <c>z_near</c> and <c>z_far</c> clip planes in world space units.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.SetOrthogonal(System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the camera projection to orthogonal mode (see <see cref="F:Godot.Camera.ProjectionEnum.Orthogonal"/>), by specifying a <c>size</c>, and the <c>z_near</c> and <c>z_far</c> clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.SetFrustum(System.Single,Godot.Vector2,System.Single,System.Single)">
            <summary>
            <para>Sets the camera projection to frustum mode (see <see cref="F:Godot.Camera.ProjectionEnum.Frustum"/>), by specifying a <c>size</c>, an <c>offset</c>, and the <c>z_near</c> and <c>z_far</c> clip planes in world space units. See also <see cref="P:Godot.Camera.FrustumOffset"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.MakeCurrent">
            <summary>
            <para>Makes this camera the current camera for the <see cref="T:Godot.Viewport"/> (see class description). If the camera node is outside the scene tree, it will attempt to become current once it's added.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.ClearCurrent(System.Boolean)">
            <summary>
            <para>If this is the current camera, remove it from being current. If <c>enable_next</c> is <c>true</c>, request to make the next camera current, if any.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.GetCameraTransform">
            <summary>
            <para>Returns the transform of the camera plus the vertical (<see cref="P:Godot.Camera.VOffset"/>) and horizontal (<see cref="P:Godot.Camera.HOffset"/>) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as <see cref="T:Godot.ClippedCamera"/>, <see cref="T:Godot.InterpolatedCamera"/> and <see cref="T:Godot.ARVRCamera"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.GetFrustum">
            <summary>
            <para>Returns the camera's frustum planes in world space units as an array of <see cref="T:Godot.Plane"/>s in the following order: near, far, left, top, right, bottom. Not to be confused with <see cref="P:Godot.Camera.FrustumOffset"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.GetCameraRid">
            <summary>
            <para>Returns the camera's RID from the <see cref="T:Godot.VisualServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.SetCullMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Enables or disables the given <c>layer</c> in the <see cref="P:Godot.Camera.CullMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera.GetCullMaskBit(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <c>layer</c> in the <see cref="P:Godot.Camera.CullMask"/> is enabled, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="T:Godot.Camera2D">
            <summary>
            <para>Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of <see cref="T:Godot.CanvasItem"/>-based nodes.</para>
            <para>This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from <see cref="T:Godot.Node2D"/> and change the transform of the canvas by setting <see cref="P:Godot.Viewport.CanvasTransform"/> in <see cref="T:Godot.Viewport"/> (you can obtain the current <see cref="T:Godot.Viewport"/> by using <see cref="M:Godot.Node.GetViewport"/>).</para>
            <para>Note that the <see cref="T:Godot.Camera2D"/> node's <c>position</c> doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use <see cref="M:Godot.Camera2D.GetCameraScreenCenter"/> to get the real position.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera2D.Camera2DProcessMode.Physics">
            <summary>
            <para>The camera updates with the <c>_physics_process</c> callback.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera2D.Camera2DProcessMode.Idle">
            <summary>
            <para>The camera updates with the <c>_process</c> callback.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera2D.AnchorModeEnum.FixedTopLeft">
            <summary>
            <para>The camera's position is fixed so that the top-left corner is always at the origin.</para>
            </summary>
        </member>
        <member name="F:Godot.Camera2D.AnchorModeEnum.DragCenter">
            <summary>
            <para>The camera's position takes into account vertical/horizontal offsets and the screen size.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.Offset">
            <summary>
            <para>The camera's offset, useful for looking around or camera shake animations.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.AnchorMode">
            <summary>
            <para>The Camera2D's anchor point. See <see cref="T:Godot.Camera2D.AnchorModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.Rotating">
            <summary>
            <para>If <c>true</c>, the camera view rotates with the target.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.Current">
            <summary>
            <para>If <c>true</c>, the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera <c>current</c> will disable this one.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.Zoom">
            <summary>
            <para>The camera's zoom relative to the viewport. Values larger than <c>Vector2(1, 1)</c> zoom out and smaller values zoom in. For an example, use <c>Vector2(0.5, 0.5)</c> for a 2× zoom-in, and <c>Vector2(4, 4)</c> for a 4× zoom-out.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.CustomViewport">
            <summary>
            <para>The custom <see cref="T:Godot.Viewport"/> node attached to the <see cref="T:Godot.Camera2D"/>. If <c>null</c> or not a <see cref="T:Godot.Viewport"/>, uses the default viewport instead.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.ProcessMode">
            <summary>
            <para>The camera's process callback. See <see cref="T:Godot.Camera2D.Camera2DProcessMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitLeft">
            <summary>
            <para>Left scroll limit in pixels. The camera stops moving when reaching this value.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitTop">
            <summary>
            <para>Top scroll limit in pixels. The camera stops moving when reaching this value.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitRight">
            <summary>
            <para>Right scroll limit in pixels. The camera stops moving when reaching this value.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitBottom">
            <summary>
            <para>Bottom scroll limit in pixels. The camera stops moving when reaching this value.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.LimitSmoothed">
            <summary>
            <para>If <c>true</c>, the camera smoothly stops when reaches its limits.</para>
            <para>This property has no effect if <see cref="P:Godot.Camera2D.SmoothingEnabled"/> is <c>false</c>.</para>
            <para>Note: To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke <see cref="M:Godot.Camera2D.ResetSmoothing"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragMarginHEnabled">
            <summary>
            <para>If <c>true</c>, the camera only moves when reaching the horizontal drag margins. If <c>false</c>, the camera moves horizontally regardless of margins.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragMarginVEnabled">
            <summary>
            <para>If <c>true</c>, the camera only moves when reaching the vertical drag margins. If <c>false</c>, the camera moves vertically regardless of margins.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.SmoothingEnabled">
            <summary>
            <para>If <c>true</c>, the camera smoothly moves towards the target at <see cref="P:Godot.Camera2D.SmoothingSpeed"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.SmoothingSpeed">
            <summary>
            <para>Speed in pixels per second of the camera's smoothing effect when <see cref="P:Godot.Camera2D.SmoothingEnabled"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.OffsetH">
            <summary>
            <para>The horizontal offset of the camera, relative to the drag margins.</para>
            <para>Note: Offset H is used only to force offset relative to margins. It's not updated in any way if drag margins are enabled and can be used to set initial offset.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.OffsetV">
            <summary>
            <para>The vertical offset of the camera, relative to the drag margins.</para>
            <para>Note: Used the same as <see cref="P:Godot.Camera2D.OffsetH"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragMarginLeft">
            <summary>
            <para>Left margin needed to drag the camera. A value of <c>1</c> makes the camera move only when reaching the edge of the screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragMarginTop">
            <summary>
            <para>Top margin needed to drag the camera. A value of <c>1</c> makes the camera move only when reaching the edge of the screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragMarginRight">
            <summary>
            <para>Right margin needed to drag the camera. A value of <c>1</c> makes the camera move only when reaching the edge of the screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.DragMarginBottom">
            <summary>
            <para>Bottom margin needed to drag the camera. A value of <c>1</c> makes the camera move only when reaching the edge of the screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.EditorDrawScreen">
            <summary>
            <para>If <c>true</c>, draws the camera's screen rectangle in the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.EditorDrawLimits">
            <summary>
            <para>If <c>true</c>, draws the camera's limits rectangle in the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.Camera2D.EditorDrawDragMargin">
            <summary>
            <para>If <c>true</c>, draws the camera's drag margin rectangle in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.MakeCurrent">
            <summary>
            <para>Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.ClearCurrent">
            <summary>
            <para>Removes any <see cref="T:Godot.Camera2D"/> from the ancestor <see cref="T:Godot.Viewport"/>'s internal currently-assigned camera.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.SetLimit(Godot.Margin,System.Int32)">
            <summary>
            <para>Sets the specified camera limit. See also <see cref="P:Godot.Camera2D.LimitBottom"/>, <see cref="P:Godot.Camera2D.LimitTop"/>, <see cref="P:Godot.Camera2D.LimitLeft"/>, and <see cref="P:Godot.Camera2D.LimitRight"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.GetLimit(Godot.Margin)">
            <summary>
            <para>Returns the specified camera limit. See also <see cref="P:Godot.Camera2D.LimitBottom"/>, <see cref="P:Godot.Camera2D.LimitTop"/>, <see cref="P:Godot.Camera2D.LimitLeft"/>, and <see cref="P:Godot.Camera2D.LimitRight"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.SetDragMargin(Godot.Margin,System.Single)">
            <summary>
            <para>Sets the specified margin. See also <see cref="P:Godot.Camera2D.DragMarginBottom"/>, <see cref="P:Godot.Camera2D.DragMarginTop"/>, <see cref="P:Godot.Camera2D.DragMarginLeft"/>, and <see cref="P:Godot.Camera2D.DragMarginRight"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.GetDragMargin(Godot.Margin)">
            <summary>
            <para>Returns the specified margin. See also <see cref="P:Godot.Camera2D.DragMarginBottom"/>, <see cref="P:Godot.Camera2D.DragMarginTop"/>, <see cref="P:Godot.Camera2D.DragMarginLeft"/>, and <see cref="P:Godot.Camera2D.DragMarginRight"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.GetCameraPosition">
            <summary>
            <para>Returns the camera's <c>position</c> (the tracked point the camera attempts to follow), relative to the origin.</para>
            <para>Note: The returned value is not the same as <see cref="P:Godot.Node2D.Position"/> or <see cref="P:Godot.Node2D.GlobalPosition"/>, as it is affected by the <c>drag</c> properties.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.GetCameraScreenCenter">
            <summary>
            <para>Returns the location of the <see cref="T:Godot.Camera2D"/>'s screen-center, relative to the origin.</para>
            <para>Note: The real <c>position</c> of the camera may be different, see <see cref="M:Godot.Camera2D.GetCameraPosition"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.ForceUpdateScroll">
            <summary>
            <para>Forces the camera to update scroll immediately.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.ResetSmoothing">
            <summary>
            <para>Sets the camera's position immediately to its current smoothing destination.</para>
            <para>This method has no effect if <see cref="P:Godot.Camera2D.SmoothingEnabled"/> is <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Camera2D.Align">
            <summary>
            <para>Aligns the camera to the tracked node.</para>
            </summary>
        </member>
        <member name="T:Godot.CameraFeed">
            <summary>
            <para>A camera feed gives you access to a single physical camera attached to your device. When enabled, Godot will start capturing frames from the camera which can then be used. See also <see cref="T:Godot.CameraServer"/>.</para>
            <para>Note: Many cameras will return YCbCr images which are split into two textures and need to be combined in a shader. Godot does this automatically for you if you set the environment to show the camera image in the background.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraFeed.FeedDataType.Noimage">
            <summary>
            <para>No image set for the feed.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraFeed.FeedDataType.Rgb">
            <summary>
            <para>Feed supplies RGB images.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraFeed.FeedDataType.Ycbcr">
            <summary>
            <para>Feed supplies YCbCr images that need to be converted to RGB.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraFeed.FeedDataType.YcbcrSep">
            <summary>
            <para>Feed supplies separate Y and CbCr images that need to be combined and converted to RGB.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraFeed.FeedPosition.Unspecified">
            <summary>
            <para>Unspecified position.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraFeed.FeedPosition.Front">
            <summary>
            <para>Camera is mounted at the front of the device.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraFeed.FeedPosition.Back">
            <summary>
            <para>Camera is mounted at the back of the device.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraFeed.FeedIsActive">
            <summary>
            <para>If <c>true</c>, the feed is active.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraFeed.FeedTransform">
            <summary>
            <para>The transform applied to the camera's image.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraFeed.GetId">
            <summary>
            <para>Returns the unique ID for this feed.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraFeed.GetName">
            <summary>
            <para>Returns the camera's name.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraFeed.GetPosition">
            <summary>
            <para>Returns the position of camera on the device.</para>
            </summary>
        </member>
        <member name="T:Godot.CameraServer">
            <summary>
            <para>The <see cref="T:Godot.CameraServer"/> keeps track of different cameras accessible in Godot. These are external cameras such as webcams or the cameras on your phone.</para>
            <para>It is notably used to provide AR modules with a video feed from the camera.</para>
            <para>Note: This class is currently only implemented on macOS and iOS. On other platforms, no <see cref="T:Godot.CameraFeed"/>s will be available.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraServer.FeedImage.RgbaImage">
            <summary>
            <para>The RGBA camera image.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraServer.FeedImage.YcbcrImage">
            <summary>
            <para>The <a href="https://en.wikipedia.org/wiki/YCbCr">YCbCr</a> camera image.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraServer.FeedImage.YImage">
            <summary>
            <para>The Y component camera image.</para>
            </summary>
        </member>
        <member name="F:Godot.CameraServer.FeedImage.CbcrImage">
            <summary>
            <para>The CbCr component camera image.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraServer.GetFeed(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.CameraFeed"/> corresponding to the camera with the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraServer.GetFeedCount">
            <summary>
            <para>Returns the number of <see cref="T:Godot.CameraFeed"/>s registered.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraServer.Feeds">
            <summary>
            <para>Returns an array of <see cref="T:Godot.CameraFeed"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraServer.AddFeed(Godot.CameraFeed)">
            <summary>
            <para>Adds the camera <c>feed</c> to the camera server.</para>
            </summary>
        </member>
        <member name="M:Godot.CameraServer.RemoveFeed(Godot.CameraFeed)">
            <summary>
            <para>Removes the specified camera <c>feed</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.CameraTexture">
            <summary>
            <para>This texture gives access to the camera texture provided by a <see cref="T:Godot.CameraFeed"/>.</para>
            <para>Note: Many cameras supply YCbCr images which need to be converted in a shader.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraTexture.CameraFeedId">
            <summary>
            <para>The ID of the <see cref="T:Godot.CameraFeed"/> for which we want to display the image.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraTexture.WhichFeed">
            <summary>
            <para>Which image within the <see cref="T:Godot.CameraFeed"/> we want access to, important if the camera image is split in a Y and CbCr component.</para>
            </summary>
        </member>
        <member name="P:Godot.CameraTexture.CameraIsActive">
            <summary>
            <para>Convenience property that gives access to the active property of the <see cref="T:Godot.CameraFeed"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.CanvasItem">
            <summary>
            <para>Base class of anything 2D. Canvas items are laid out in a tree; children inherit and extend their parent's transform. <see cref="T:Godot.CanvasItem"/> is extended by <see cref="T:Godot.Control"/> for anything GUI-related, and by <see cref="T:Godot.Node2D"/> for anything related to the 2D engine.</para>
            <para>Any <see cref="T:Godot.CanvasItem"/> can draw. For this, <see cref="M:Godot.CanvasItem.Update"/> is called by the engine, then <see cref="F:Godot.CanvasItem.NotificationDraw"/> will be received on idle time to request redraw. Because of this, canvas items don't need to be redrawn on every frame, improving the performance significantly. Several functions for drawing on the <see cref="T:Godot.CanvasItem"/> are provided (see <c>draw_*</c> functions). However, they can only be used inside <see cref="M:Godot.CanvasItem._Draw"/>, its corresponding <see cref="M:Godot.Object._Notification(System.Int32)"/> or methods connected to the <c>draw</c> signal.</para>
            <para>Canvas items are drawn in tree order. By default, children are on top of their parents so a root <see cref="T:Godot.CanvasItem"/> will be drawn behind everything. This behavior can be changed on a per-item basis.</para>
            <para>A <see cref="T:Godot.CanvasItem"/> can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode.</para>
            <para>Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.</para>
            <para>Note: Unless otherwise specified, all methods that have angle parameters must have angles specified as radians. To convert degrees to radians, use <c>@GDScript.deg2rad</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.NotificationTransformChanged">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/>'s global transform has changed. This notification is only received if enabled by <see cref="M:Godot.CanvasItem.SetNotifyTransform(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.NotificationLocalTransformChanged">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/>'s local transform has changed. This notification is only received if enabled by <see cref="M:Godot.CanvasItem.SetNotifyLocalTransform(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.NotificationDraw">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/> is requested to draw (see <see cref="M:Godot.CanvasItem._Draw"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.NotificationVisibilityChanged">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/>'s visibility has changed.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.NotificationEnterCanvas">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/> has entered the canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.NotificationExitCanvas">
            <summary>
            <para>The <see cref="T:Godot.CanvasItem"/> has exited the canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.BlendMode.Mix">
            <summary>
            <para>Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.BlendMode.Add">
            <summary>
            <para>Additive blending mode.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.BlendMode.Sub">
            <summary>
            <para>Subtractive blending mode.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.BlendMode.Mul">
            <summary>
            <para>Multiplicative blending mode.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.BlendMode.PremultAlpha">
            <summary>
            <para>Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItem.BlendMode.Disabled">
            <summary>
            <para>Disables blending mode. Colors including alpha are written as-is. Only applicable for render targets with a transparent background. No lighting will be applied.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.Visible">
            <summary>
            <para>If <c>true</c>, this <see cref="T:Godot.CanvasItem"/> is drawn. The node is only visible if all of its antecedents are visible as well (in other words, <see cref="M:Godot.CanvasItem.IsVisibleInTree"/> must return <c>true</c>).</para>
            <para>Note: For controls that inherit <see cref="T:Godot.Popup"/>, the correct way to make them visible is to call one of the multiple <c>popup*()</c> functions instead.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.Modulate">
            <summary>
            <para>The color applied to textures on this <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.SelfModulate">
            <summary>
            <para>The color applied to textures on this <see cref="T:Godot.CanvasItem"/>. This is not inherited by children <see cref="T:Godot.CanvasItem"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.ShowBehindParent">
            <summary>
            <para>If <c>true</c>, the object draws behind its parent.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.ShowOnTop">
            <summary>
            <para>If <c>true</c>, the object draws on top of its parent.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.LightMask">
            <summary>
            <para>The rendering layers in which this <see cref="T:Godot.CanvasItem"/> responds to <see cref="T:Godot.Light2D"/> nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.Material">
            <summary>
            <para>The material applied to textures on this <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItem.UseParentMaterial">
            <summary>
            <para>If <c>true</c>, the parent <see cref="T:Godot.CanvasItem"/>'s <see cref="P:Godot.CanvasItem.Material"/> property is used as this one's material.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem._Draw">
            <summary>
            <para>Called when <see cref="T:Godot.CanvasItem"/> has been requested to redraw (when <see cref="M:Godot.CanvasItem.Update"/> is called, either manually or by the engine).</para>
            <para>Corresponds to the <see cref="F:Godot.CanvasItem.NotificationDraw"/> notification in <see cref="M:Godot.Object._Notification(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetCanvasItem">
            <summary>
            <para>Returns the canvas item RID used by <see cref="T:Godot.VisualServer"/> for this item.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.IsVisibleInTree">
            <summary>
            <para>Returns <c>true</c> if the node is present in the <see cref="T:Godot.SceneTree"/>, its <see cref="P:Godot.CanvasItem.Visible"/> property is <c>true</c> and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree, and is consequently not drawn (see <see cref="M:Godot.CanvasItem._Draw"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.Show">
            <summary>
            <para>Show the <see cref="T:Godot.CanvasItem"/> if it's currently hidden. This is equivalent to setting <see cref="P:Godot.CanvasItem.Visible"/> to <c>true</c>. For controls that inherit <see cref="T:Godot.Popup"/>, the correct way to make them visible is to call one of the multiple <c>popup*()</c> functions instead.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.Hide">
            <summary>
            <para>Hide the <see cref="T:Godot.CanvasItem"/> if it's currently visible. This is equivalent to setting <see cref="P:Godot.CanvasItem.Visible"/> to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.Update">
            <summary>
            <para>Queues the <see cref="T:Godot.CanvasItem"/> to redraw. During idle time, if <see cref="T:Godot.CanvasItem"/> is visible, <see cref="F:Godot.CanvasItem.NotificationDraw"/> is sent and <see cref="M:Godot.CanvasItem._Draw"/> is called. This only occurs once per frame, even if this method has been called multiple times.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.SetAsToplevel(System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, this <see cref="T:Godot.CanvasItem"/> will not inherit its transform from parent <see cref="T:Godot.CanvasItem"/>s. Its draw order will also be changed to make it draw on top of other <see cref="T:Godot.CanvasItem"/>s that are not set as top-level. The <see cref="T:Godot.CanvasItem"/> will effectively act as if it was placed as a child of a bare <see cref="T:Godot.Node"/>. See also <see cref="M:Godot.CanvasItem.IsSetAsToplevel"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.IsSetAsToplevel">
            <summary>
            <para>Returns <c>true</c> if the node is set as top-level. See <see cref="M:Godot.CanvasItem.SetAsToplevel(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawLine(Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)">
            <summary>
            <para>Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also <see cref="M:Godot.CanvasItem.DrawMultiline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/> and <see cref="M:Godot.CanvasItem.DrawPolyline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/>.</para>
            <para>Note: Line drawing is not accelerated by batching if <c>antialiased</c> is <c>true</c>.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawPolyline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)">
            <summary>
            <para>Draws interconnected line segments with a uniform <c>color</c> and <c>width</c> and optional antialiasing. When drawing large amounts of lines, this is faster than using individual <see cref="M:Godot.CanvasItem.DrawLine(Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)"/> calls. To draw disconnected lines, use <see cref="M:Godot.CanvasItem.DrawMultiline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/> instead. See also <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture,Godot.Texture,System.Boolean)"/>.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawPolylineColors(Godot.Vector2[],Godot.Color[],System.Single,System.Boolean)">
            <summary>
            <para>Draws interconnected line segments with a uniform <c>width</c> and segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between <c>points</c> and <c>colors</c>. When drawing large amounts of lines, this is faster than using individual <see cref="M:Godot.CanvasItem.DrawLine(Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)"/> calls. To draw disconnected lines, use <see cref="M:Godot.CanvasItem.DrawMultilineColors(Godot.Vector2[],Godot.Color[],System.Single,System.Boolean)"/> instead. See also <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture,Godot.Texture,System.Boolean)"/>.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawArc(Godot.Vector2,System.Single,System.Single,System.Single,System.Int32,Godot.Color,System.Single,System.Boolean)">
            <summary>
            <para>Draws a unfilled arc between the given angles. The larger the value of <c>point_count</c>, the smoother the curve. See also <see cref="M:Godot.CanvasItem.DrawCircle(Godot.Vector2,System.Single,Godot.Color)"/>.</para>
            <para>Note: Line drawing is not accelerated by batching if <c>antialiased</c> is <c>true</c>.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedRegularPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawMultiline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)">
            <summary>
            <para>Draws multiple disconnected lines with a uniform <c>color</c>. When drawing large amounts of lines, this is faster than using individual <see cref="M:Godot.CanvasItem.DrawLine(Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)"/> calls. To draw interconnected lines, use <see cref="M:Godot.CanvasItem.DrawPolyline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/> instead.</para>
            <para>Note: <c>width</c> and <c>antialiased</c> are currently not implemented and have no effect. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawMultilineColors(Godot.Vector2[],Godot.Color[],System.Single,System.Boolean)">
            <summary>
            <para>Draws multiple disconnected lines with a uniform <c>width</c> and segment-by-segment coloring. Colors assigned to line segments match by index between <c>points</c> and <c>colors</c>. When drawing large amounts of lines, this is faster than using individual <see cref="M:Godot.CanvasItem.DrawLine(Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)"/> calls. To draw interconnected lines, use <see cref="M:Godot.CanvasItem.DrawPolylineColors(Godot.Vector2[],Godot.Color[],System.Single,System.Boolean)"/> instead.</para>
            <para>Note: <c>width</c> and <c>antialiased</c> are currently not implemented and have no effect. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawRect(Godot.Rect2,Godot.Color,System.Boolean,System.Single,System.Boolean)">
            <summary>
            <para>Draws a rectangle. If <c>filled</c> is <c>true</c>, the rectangle will be filled with the <c>color</c> specified. If <c>filled</c> is <c>false</c>, the rectangle will be drawn as a stroke with the <c>color</c> and <c>width</c> specified. If <c>antialiased</c> is <c>true</c>, the lines will attempt to perform antialiasing using OpenGL line smoothing.</para>
            <para>Note: <c>width</c> and <c>antialiased</c> are only effective if <c>filled</c> is <c>false</c>.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawCircle(Godot.Vector2,System.Single,Godot.Color)">
            <summary>
            <para>Draws a colored, filled circle. See also <see cref="M:Godot.CanvasItem.DrawArc(Godot.Vector2,System.Single,System.Single,System.Single,System.Int32,Godot.Color,System.Single,System.Boolean)"/>, <see cref="M:Godot.CanvasItem.DrawPolyline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/> and <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture,Godot.Texture,System.Boolean)"/>.</para>
            <para>Note: Built-in antialiasing is not provided for <see cref="M:Godot.CanvasItem.DrawCircle(Godot.Vector2,System.Single,Godot.Color)"/>. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedRegularPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawTexture(Godot.Texture,Godot.Vector2,System.Nullable{Godot.Color},Godot.Texture)">
            <summary>
            <para>Draws a texture at a given position.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawTextureRect(Godot.Texture,Godot.Rect2,System.Boolean,System.Nullable{Godot.Color},System.Boolean,Godot.Texture)">
            <summary>
            <para>Draws a textured rectangle at a given position, optionally modulated by a color. If <c>transpose</c> is <c>true</c>, the texture will have its X and Y coordinates swapped.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawTextureRectRegion(Godot.Texture,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,Godot.Texture,System.Boolean)">
            <summary>
            <para>Draws a textured rectangle region at a given position, optionally modulated by a color. If <c>transpose</c> is <c>true</c>, the texture will have its X and Y coordinates swapped.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawStyleBox(Godot.StyleBox,Godot.Rect2)">
            <summary>
            <para>Draws a styled rectangle.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawPrimitive(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture,System.Single,Godot.Texture)">
            <summary>
            <para>Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also <see cref="M:Godot.CanvasItem.DrawLine(Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)"/>, <see cref="M:Godot.CanvasItem.DrawPolyline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/>, <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture,Godot.Texture,System.Boolean)"/>, and <see cref="M:Godot.CanvasItem.DrawRect(Godot.Rect2,Godot.Color,System.Boolean,System.Single,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture,Godot.Texture,System.Boolean)">
            <summary>
            <para>Draws a solid polygon of any amount of points, convex or concave. Unlike <see cref="M:Godot.CanvasItem.DrawColoredPolygon(Godot.Vector2[],Godot.Color,Godot.Vector2[],Godot.Texture,Godot.Texture,System.Boolean)"/>, each point's color can be changed individually. See also <see cref="M:Godot.CanvasItem.DrawPolyline(Godot.Vector2[],Godot.Color,System.Single,System.Boolean)"/> and <see cref="M:Godot.CanvasItem.DrawPolylineColors(Godot.Vector2[],Godot.Color[],System.Single,System.Boolean)"/>.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is Array.Empty&lt;Vector2&gt;()</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawColoredPolygon(Godot.Vector2[],Godot.Color,Godot.Vector2[],Godot.Texture,Godot.Texture,System.Boolean)">
            <summary>
            <para>Draws a colored polygon of any amount of points, convex or concave. Unlike <see cref="M:Godot.CanvasItem.DrawPolygon(Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Texture,Godot.Texture,System.Boolean)"/>, a single color must be specified for the whole polygon.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is Array.Empty&lt;Vector2&gt;()</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawString(Godot.Font,Godot.Vector2,System.String,System.Nullable{Godot.Color},System.Int32)">
            <summary>
            <para>Draws <c>text</c> using the specified <c>font</c> at the <c>position</c> (bottom-left corner using the baseline of the font). The text will have its color multiplied by <c>modulate</c>. If <c>clip_w</c> is greater than or equal to 0, the text will be clipped if it exceeds the specified width.</para>
            <para>Example using the default project font:</para>
            <para><code>
            # If using this method in a script that redraws constantly, move the
            # `default_font` declaration to a member variable assigned in `_ready()`
            # so the Control is only created once.
            var default_font = Control.new().get_font("font")
            draw_string(default_font, Vector2(64, 64), "Hello world")
            </code></para>
            <para>See also <see cref="M:Godot.Font.Draw(Godot.RID,Godot.Vector2,System.String,System.Nullable{Godot.Color},System.Int32,System.Nullable{Godot.Color})"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawChar(Godot.Font,Godot.Vector2,System.String,System.String,System.Nullable{Godot.Color})">
            <summary>
            <para>Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawMesh(Godot.Mesh,Godot.Texture,Godot.Texture,System.Nullable{Godot.Transform2D},System.Nullable{Godot.Color})">
            <summary>
            <para>Draws a <see cref="T:Godot.Mesh"/> in 2D, using the provided texture. See <see cref="T:Godot.MeshInstance2D"/> for related documentation.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is Transform2D.Identity</param>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.CanvasItem.DrawMultimesh(Godot.MultiMesh,Godot.Texture,Godot.Texture)">
            <summary>
            <para>Draws a <see cref="T:Godot.MultiMesh"/> in 2D with the provided texture. See <see cref="T:Godot.MultiMeshInstance2D"/> for related documentation.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawSetTransform(Godot.Vector2,System.Single,Godot.Vector2)">
            <summary>
            <para>Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.DrawSetTransformMatrix(Godot.Transform2D)">
            <summary>
            <para>Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetTransform">
            <summary>
            <para>Returns the transform matrix of this item.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetGlobalTransform">
            <summary>
            <para>Returns the global transform matrix of this item, i.e. the combined transform up to the topmost <see cref="T:Godot.CanvasItem"/> node. The topmost item is a <see cref="T:Godot.CanvasItem"/> that either has no parent, has non-<see cref="T:Godot.CanvasItem"/> parent or it is top-level. See also <see cref="M:Godot.CanvasItem.SetAsToplevel(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetGlobalTransformWithCanvas">
            <summary>
            <para>Returns the transform from the local coordinate system of this <see cref="T:Godot.CanvasItem"/> to the <see cref="T:Godot.Viewport"/>s coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetViewportTransform">
            <summary>
            <para>Returns the transform from the coordinate system of the canvas, this item is in, to the <see cref="T:Godot.Viewport"/>s embedders coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetViewportRect">
            <summary>
            <para>Returns the viewport's boundaries as a <see cref="T:Godot.Rect2"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetCanvasTransform">
            <summary>
            <para>Returns the transform from the coordinate system of the canvas, this item is in, to the <see cref="T:Godot.Viewport"/>s coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetLocalMousePosition">
            <summary>
            <para>Returns the mouse's position in this <see cref="T:Godot.CanvasItem"/> using the local coordinate system of this <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetGlobalMousePosition">
            <summary>
            <para>Returns the mouse's position in the <see cref="T:Godot.CanvasLayer"/> that this <see cref="T:Godot.CanvasItem"/> is in using the coordinate system of the <see cref="T:Godot.CanvasLayer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetCanvas">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the <see cref="T:Godot.World2D"/> canvas where this item is in.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.GetWorld2d">
            <summary>
            <para>Returns the <see cref="T:Godot.World2D"/> where this item is in.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.SetNotifyLocalTransform(System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, this node will receive <see cref="F:Godot.CanvasItem.NotificationLocalTransformChanged"/> when its local transform changes.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.IsLocalTransformNotificationEnabled">
            <summary>
            <para>Returns <c>true</c> if local transform notifications are communicated to children.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.SetNotifyTransform(System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, this node will receive <see cref="F:Godot.CanvasItem.NotificationTransformChanged"/> when its global transform changes.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.IsTransformNotificationEnabled">
            <summary>
            <para>Returns <c>true</c> if global transform notifications are communicated to children.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.ForceUpdateTransform">
            <summary>
            <para>Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.MakeCanvasPositionLocal(Godot.Vector2)">
            <summary>
            <para>Assigns <c>screen_point</c> as this node's new local transform.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasItem.MakeInputLocal(Godot.InputEvent)">
            <summary>
            <para>Transformations issued by <c>event</c>'s inputs are applied in local space instead of global space.</para>
            </summary>
        </member>
        <member name="T:Godot.CanvasItemMaterial">
            <summary>
            <para><see cref="T:Godot.CanvasItemMaterial"/>s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a <see cref="T:Godot.ShaderMaterial"/> to more fully customize a material's interactions with a <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItemMaterial.LightModeEnum.Normal">
            <summary>
            <para>Render the material using both light and non-light sensitive material properties.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItemMaterial.LightModeEnum.Unshaded">
            <summary>
            <para>Render the material as if there were no light.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItemMaterial.LightModeEnum.LightOnly">
            <summary>
            <para>Render the material as if there were only light.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItemMaterial.BlendModeEnum.Mix">
            <summary>
            <para>Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItemMaterial.BlendModeEnum.Add">
            <summary>
            <para>Additive blending mode.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItemMaterial.BlendModeEnum.Sub">
            <summary>
            <para>Subtractive blending mode.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItemMaterial.BlendModeEnum.Mul">
            <summary>
            <para>Multiplicative blending mode.</para>
            </summary>
        </member>
        <member name="F:Godot.CanvasItemMaterial.BlendModeEnum.PremultAlpha">
            <summary>
            <para>Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItemMaterial.BlendMode">
            <summary>
            <para>The manner in which a material's rendering is applied to underlying textures.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItemMaterial.LightMode">
            <summary>
            <para>The manner in which material reacts to lighting.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItemMaterial.ParticlesAnimation">
            <summary>
            <para>If <c>true</c>, enable spritesheet-based animation features when assigned to <see cref="T:Godot.Particles2D"/> and <see cref="T:Godot.CPUParticles2D"/> nodes. The <see cref="P:Godot.ParticlesMaterial.AnimSpeed"/> or <see cref="P:Godot.CPUParticles2D.AnimSpeed"/> should also be set to a positive value for the animation to play.</para>
            <para>This property (and other <c>particles_anim_*</c> properties that depend on it) has no effect on other types of nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItemMaterial.ParticlesAnimHFrames">
            <summary>
            <para>The number of columns in the spritesheet assigned as <see cref="T:Godot.Texture"/> for a <see cref="T:Godot.Particles2D"/> or <see cref="T:Godot.CPUParticles2D"/>.</para>
            <para>Note: This property is only used and visible in the editor if <see cref="P:Godot.CanvasItemMaterial.ParticlesAnimation"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItemMaterial.ParticlesAnimVFrames">
            <summary>
            <para>The number of rows in the spritesheet assigned as <see cref="T:Godot.Texture"/> for a <see cref="T:Godot.Particles2D"/> or <see cref="T:Godot.CPUParticles2D"/>.</para>
            <para>Note: This property is only used and visible in the editor if <see cref="P:Godot.CanvasItemMaterial.ParticlesAnimation"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasItemMaterial.ParticlesAnimLoop">
            <summary>
            <para>If <c>true</c>, the particles animation will loop.</para>
            <para>Note: This property is only used and visible in the editor if <see cref="P:Godot.CanvasItemMaterial.ParticlesAnimation"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.CanvasLayer">
            <summary>
            <para>Canvas drawing layer. <see cref="T:Godot.CanvasItem"/> nodes that are direct or indirect children of a <see cref="T:Godot.CanvasLayer"/> will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a <see cref="T:Godot.CanvasLayer"/> with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.Layer">
            <summary>
            <para>Layer index for draw order. Lower values are drawn first.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.Visible">
            <summary>
            <para>If <c>false</c>, any <see cref="T:Godot.CanvasItem"/> under this <see cref="T:Godot.CanvasLayer"/> will be hidden.</para>
            <para>Unlike <see cref="P:Godot.CanvasItem.Visible"/>, visibility of a <see cref="T:Godot.CanvasLayer"/> isn't propagated to underlying layers.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.Offset">
            <summary>
            <para>The layer's base offset.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.RotationDegrees">
            <summary>
            <para>The layer's rotation in degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.Rotation">
            <summary>
            <para>The layer's rotation in radians.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.Scale">
            <summary>
            <para>The layer's scale.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.Transform">
            <summary>
            <para>The layer's transform.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.CustomViewport">
            <summary>
            <para>The custom <see cref="T:Godot.Viewport"/> node assigned to the <see cref="T:Godot.CanvasLayer"/>. If <c>null</c>, uses the default viewport instead.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.FollowViewportEnable">
            <summary>
            <para>If enabled, the <see cref="T:Godot.CanvasLayer"/> will use the viewport's transform, so it will move when camera moves instead of being anchored in a fixed position on the screen.</para>
            <para>Together with <see cref="P:Godot.CanvasLayer.FollowViewportScale"/> it can be used for a pseudo 3D effect.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasLayer.FollowViewportScale">
            <summary>
            <para>Scales the layer when using <see cref="P:Godot.CanvasLayer.FollowViewportEnable"/>. Layers moving into the foreground should have increasing scales, while layers moving into the background should have decreasing scales.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasLayer.Show">
            <summary>
            <para>Shows any <see cref="T:Godot.CanvasItem"/> under this <see cref="T:Godot.CanvasLayer"/>. This is equivalent to setting <see cref="P:Godot.CanvasLayer.Visible"/> to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasLayer.Hide">
            <summary>
            <para>Hides any <see cref="T:Godot.CanvasItem"/> under this <see cref="T:Godot.CanvasLayer"/>. This is equivalent to setting <see cref="P:Godot.CanvasLayer.Visible"/> to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasLayer.GetFinalTransform">
            <summary>
            <para>Returns the transform from the <see cref="T:Godot.CanvasLayer"/>s coordinate system to the <see cref="T:Godot.Viewport"/>s coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.CanvasLayer.GetCanvas">
            <summary>
            <para>Returns the RID of the canvas used by this layer.</para>
            </summary>
        </member>
        <member name="T:Godot.CanvasModulate">
            <summary>
            <para><see cref="T:Godot.CanvasModulate"/> tints the canvas elements using its assigned <see cref="P:Godot.CanvasModulate.Color"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CanvasModulate.Color">
            <summary>
            <para>The tint color to apply.</para>
            </summary>
        </member>
        <member name="T:Godot.CapsuleMesh">
            <summary>
            <para>Class representing a capsule-shaped <see cref="T:Godot.PrimitiveMesh"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleMesh.Radius">
            <summary>
            <para>Radius of the capsule mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleMesh.MidHeight">
            <summary>
            <para>Height of the middle cylindrical part of the capsule (without the hemispherical ends).</para>
            <para>Note: The capsule's total height is equal to <see cref="P:Godot.CapsuleMesh.MidHeight"/> + 2 * <see cref="P:Godot.CapsuleMesh.Radius"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleMesh.RadialSegments">
            <summary>
            <para>Number of radial segments on the capsule mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleMesh.Rings">
            <summary>
            <para>Number of rings along the height of the capsule.</para>
            </summary>
        </member>
        <member name="T:Godot.CapsuleShape">
            <summary>
            <para>Capsule shape for collisions.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleShape.Radius">
            <summary>
            <para>The capsule's radius.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleShape.Height">
            <summary>
            <para>The capsule's height.</para>
            </summary>
        </member>
        <member name="T:Godot.CapsuleShape2D">
            <summary>
            <para>Capsule shape for 2D collisions.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleShape2D.Radius">
            <summary>
            <para>The capsule's radius.</para>
            </summary>
        </member>
        <member name="P:Godot.CapsuleShape2D.Height">
            <summary>
            <para>The capsule's height.</para>
            </summary>
        </member>
        <member name="T:Godot.CenterContainer">
            <summary>
            <para>CenterContainer keeps children controls centered. This container keeps all children to their minimum size, in the center.</para>
            </summary>
        </member>
        <member name="P:Godot.CenterContainer.UseTopLeft">
            <summary>
            <para>If <c>true</c>, centers children relative to the <see cref="T:Godot.CenterContainer"/>'s top left corner.</para>
            </summary>
        </member>
        <member name="T:Godot.CharFXTransform">
            <summary>
            <para>By setting various properties on this object, you can control how individual characters will be displayed in a <see cref="T:Godot.RichTextEffect"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.RelativeIndex">
            <summary>
            <para>The index of the current character (starting from 0) for this <see cref="T:Godot.RichTextEffect"/> custom block. Setting this property won't affect drawing.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.AbsoluteIndex">
            <summary>
            <para>The index of the current character (starting from 0) for the <see cref="T:Godot.RichTextLabel"/>'s BBCode text. Setting this property won't affect drawing.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.ElapsedTime">
            <summary>
            <para>The time elapsed since the <see cref="T:Godot.RichTextLabel"/> was added to the scene tree (in seconds). Time stops when the <see cref="T:Godot.RichTextLabel"/> is paused (see <see cref="P:Godot.Node.PauseMode"/>). Resets when the text in the <see cref="T:Godot.RichTextLabel"/> is changed.</para>
            <para>Note: Time still passes while the <see cref="T:Godot.RichTextLabel"/> is hidden.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.Visible">
            <summary>
            <para>If <c>true</c>, the character will be drawn. If <c>false</c>, the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their <see cref="P:Godot.CharFXTransform.Color"/> to <c>Color(1, 1, 1, 0)</c> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.Offset">
            <summary>
            <para>The position offset the character will be drawn with (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.Color">
            <summary>
            <para>The color the character will be drawn with.</para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.Env">
            <summary>
            <para>Contains the arguments passed in the opening BBCode tag. By default, arguments are strings; if their contents match a type such as <see cref="T:System.Boolean"/>, <see cref="T:System.Int32"/> or <see cref="T:System.Single"/>, they will be converted automatically. Color codes in the form <c>#rrggbb</c> or <c>#rgb</c> will be converted to an opaque <see cref="T:Godot.Color"/>. String arguments may not contain spaces, even if they're quoted. If present, quotes will also be present in the final string.</para>
            <para>For example, the opening BBCode tag <c>[example foo=hello bar=true baz=42 color=#ffffff]</c> will map to the following <see cref="T:Godot.Collections.Dictionary"/>:</para>
            <para><code>
            {"foo": "hello", "bar": true, "baz": 42, "color": Color(1, 1, 1, 1)}
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.CharFXTransform.Character">
            <summary>
            <para>The Unicode codepoint the character will use. This only affects non-whitespace characters. <c>@GDScript.ord</c> can be useful here. For example, the following will replace all characters with asterisks:</para>
            <para><code>
            # `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.
            # See the RichTextEffect documentation for details.
            char_fx.character = ord("*")
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.CheckBox">
            <summary>
            <para>A checkbox allows the user to make a binary choice (choosing only one of two possible options). It's similar to <see cref="T:Godot.CheckButton"/> in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckBox when toggling it has no immediate effect on something. For instance, it should be used when toggling it will only do something once a confirmation button is pressed.</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            </summary>
        </member>
        <member name="T:Godot.CheckButton">
            <summary>
            <para>CheckButton is a toggle button displayed as a check field. It's similar to <see cref="T:Godot.CheckBox"/> in functionality, but it has a different appearance. To follow established UX patterns, it's recommended to use CheckButton when toggling it has an immediate effect on something. For instance, it should be used if toggling it enables/disables a setting without requiring the user to press a confirmation button.</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            </summary>
        </member>
        <member name="T:Godot.CircleShape2D">
            <summary>
            <para>Circular shape for 2D collisions. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.</para>
            </summary>
        </member>
        <member name="P:Godot.CircleShape2D.Radius">
            <summary>
            <para>The circle's radius.</para>
            </summary>
        </member>
        <member name="T:Godot.ClippedCamera">
            <summary>
            <para>This node extends <see cref="T:Godot.Camera"/> to add collisions with <see cref="T:Godot.Area"/> and/or <see cref="T:Godot.PhysicsBody"/> nodes. The camera cannot move through colliding objects.</para>
            </summary>
        </member>
        <member name="F:Godot.ClippedCamera.ProcessModeEnum.Physics">
            <summary>
            <para>The camera updates with the <c>_physics_process</c> callback.</para>
            </summary>
        </member>
        <member name="F:Godot.ClippedCamera.ProcessModeEnum.Idle">
            <summary>
            <para>The camera updates with the <c>_process</c> callback.</para>
            </summary>
        </member>
        <member name="P:Godot.ClippedCamera.Margin">
            <summary>
            <para>The camera's collision margin. The camera can't get closer than this distance to a colliding object.</para>
            </summary>
        </member>
        <member name="P:Godot.ClippedCamera.ProcessMode">
            <summary>
            <para>The camera's process callback. See <see cref="T:Godot.ClippedCamera.ProcessModeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ClippedCamera.CollisionMask">
            <summary>
            <para>The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.ClippedCamera.ClipToAreas">
            <summary>
            <para>If <c>true</c>, the camera stops on contact with <see cref="T:Godot.Area"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.ClippedCamera.ClipToBodies">
            <summary>
            <para>If <c>true</c>, the camera stops on contact with <see cref="T:Godot.PhysicsBody"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.ClippedCamera.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the specified bit index to the <c>value</c>.</para>
            <para>Note: Bit indices range from 0-19.</para>
            </summary>
        </member>
        <member name="M:Godot.ClippedCamera.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the specified bit index is on.</para>
            <para>Note: Bit indices range from 0-19.</para>
            </summary>
        </member>
        <member name="M:Godot.ClippedCamera.AddExceptionRid(Godot.RID)">
            <summary>
            <para>Adds a collision exception so the camera does not collide with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClippedCamera.AddException(Godot.Object)">
            <summary>
            <para>Adds a collision exception so the camera does not collide with the specified node.</para>
            </summary>
        </member>
        <member name="M:Godot.ClippedCamera.RemoveExceptionRid(Godot.RID)">
            <summary>
            <para>Removes a collision exception with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClippedCamera.RemoveException(Godot.Object)">
            <summary>
            <para>Removes a collision exception with the specified node.</para>
            </summary>
        </member>
        <member name="M:Godot.ClippedCamera.GetClipOffset">
            <summary>
            <para>Returns the distance the camera has been offset due to a collision.</para>
            </summary>
        </member>
        <member name="M:Godot.ClippedCamera.ClearExceptions">
            <summary>
            <para>Removes all collision exceptions.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionObject">
            <summary>
            <para>CollisionObject is the base class for physics objects. It can hold any number of collision <see cref="T:Godot.Shape"/>s. Each shape must be assigned to a shape owner. The CollisionObject can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the <c>shape_owner_*</c> methods.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject.CollisionLayer">
            <summary>
            <para>The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also <see cref="P:Godot.CollisionObject.CollisionMask"/>.</para>
            <para>Note: A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject.CollisionMask">
            <summary>
            <para>The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also <see cref="P:Godot.CollisionObject.CollisionLayer"/>.</para>
            <para>Note: A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject.InputRayPickable">
            <summary>
            <para>If <c>true</c>, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one <see cref="P:Godot.CollisionObject.CollisionLayer"/> bit to be set.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject.InputCaptureOnDrag">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.CollisionObject"/> will continue to receive input events as the mouse is dragged across its shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject._InputEvent(Godot.Object,Godot.InputEvent,Godot.Vector3,Godot.Vector3,System.Int32)">
            <summary>
            <para>Receives unhandled <see cref="T:Godot.InputEvent"/>s. <c>position</c> is the location in world space of the mouse pointer on the surface of the shape with index <c>shape_idx</c> and <c>normal</c> is the normal vector of the surface at that point. Connect to the <c>input_event</c> signal to easily pick up these events.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.SetCollisionLayerBit(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>value</c> is <c>true</c>, sets the specified <c>bit</c> in the <see cref="P:Godot.CollisionObject.CollisionLayer"/>.</para>
            <para>If <c>value</c> is <c>false</c>, clears the specified <c>bit</c> in the <see cref="P:Godot.CollisionObject.CollisionLayer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.GetCollisionLayerBit(System.Int32)">
            <summary>
            <para>Returns whether or not the specified <c>bit</c> of the <see cref="P:Godot.CollisionObject.CollisionLayer"/> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>value</c> is <c>true</c>, sets the specified <c>bit</c> in the <see cref="P:Godot.CollisionObject.CollisionMask"/>.</para>
            <para>If <c>value</c> is <c>false</c>, clears the specified <c>bit</c> in the <see cref="P:Godot.CollisionObject.CollisionMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns whether or not the specified <c>bit</c> of the <see cref="P:Godot.CollisionObject.CollisionMask"/> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.GetRid">
            <summary>
            <para>Returns the object's <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.CreateShapeOwner(Godot.Object)">
            <summary>
            <para>Creates a new shape owner for the given object. Returns <c>owner_id</c> of the new owner for future reference.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.RemoveShapeOwner(System.UInt32)">
            <summary>
            <para>Removes the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.GetShapeOwners">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of <c>owner_id</c> identifiers. You can use these ids in other methods that take <c>owner_id</c> as an argument.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerSetTransform(System.UInt32,Godot.Transform)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform"/> of the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerGetTransform(System.UInt32)">
            <summary>
            <para>Returns the shape owner's <see cref="T:Godot.Transform"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerGetOwner(System.UInt32)">
            <summary>
            <para>Returns the parent object of the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerSetDisabled(System.UInt32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, disables the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.IsShapeOwnerDisabled(System.UInt32)">
            <summary>
            <para>If <c>true</c>, the shape owner and its shapes are disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerAddShape(System.UInt32,Godot.Shape)">
            <summary>
            <para>Adds a <see cref="T:Godot.Shape"/> to the shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerGetShapeCount(System.UInt32)">
            <summary>
            <para>Returns the number of shapes the given shape owner contains.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerGetShape(System.UInt32,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Shape"/> with the given id from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerGetShapeIndex(System.UInt32,System.Int32)">
            <summary>
            <para>Returns the child index of the <see cref="T:Godot.Shape"/> with the given id from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerRemoveShape(System.UInt32,System.Int32)">
            <summary>
            <para>Removes a shape from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeOwnerClearShapes(System.UInt32)">
            <summary>
            <para>Removes all shapes from the shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject.ShapeFindOwner(System.Int32)">
            <summary>
            <para>Returns the <c>owner_id</c> of the given shape.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionObject2D">
            <summary>
            <para>CollisionObject2D is the base class for 2D physics objects. It can hold any number of 2D collision <see cref="T:Godot.Shape2D"/>s. Each shape must be assigned to a shape owner. The CollisionObject2D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the <c>shape_owner_*</c> methods.</para>
            <para>Note: Only collisions between objects within the same canvas (<see cref="T:Godot.Viewport"/> canvas or <see cref="T:Godot.CanvasLayer"/>) are supported. The behavior of collisions between objects in different canvases is undefined.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject2D.CollisionLayer">
            <summary>
            <para>The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also <see cref="P:Godot.CollisionObject2D.CollisionMask"/>.</para>
            <para>Note: A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject2D.CollisionMask">
            <summary>
            <para>The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also <see cref="P:Godot.CollisionObject2D.CollisionLayer"/>.</para>
            <para>Note: A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionObject2D.InputPickable">
            <summary>
            <para>If <c>true</c>, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> bit to be set.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D._InputEvent(Godot.Object,Godot.InputEvent,System.Int32)">
            <summary>
            <para>Accepts unhandled <see cref="T:Godot.InputEvent"/>s. Requires <see cref="P:Godot.CollisionObject2D.InputPickable"/> to be <c>true</c>. <c>shape_idx</c> is the child index of the clicked <see cref="T:Godot.Shape2D"/>. Connect to the <c>input_event</c> signal to easily pick up these events.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.GetRid">
            <summary>
            <para>Returns the object's <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.SetCollisionLayerBit(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>value</c> is <c>true</c>, sets the specified <c>bit</c> in the <see cref="P:Godot.CollisionObject2D.CollisionLayer"/>.</para>
            <para>If <c>value</c> is <c>false</c>, clears the specified <c>bit</c> in the <see cref="P:Godot.CollisionObject2D.CollisionLayer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.GetCollisionLayerBit(System.Int32)">
            <summary>
            <para>Returns whether or not the specified <c>bit</c> of the <see cref="P:Godot.CollisionObject2D.CollisionLayer"/> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>value</c> is <c>true</c>, sets the specified <c>bit</c> in the <see cref="P:Godot.CollisionObject2D.CollisionMask"/>.</para>
            <para>If <c>value</c> is <c>false</c>, clears the specified <c>bit</c> in the <see cref="P:Godot.CollisionObject2D.CollisionMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns whether or not the specified <c>bit</c> of the <see cref="P:Godot.CollisionObject2D.CollisionMask"/> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.CreateShapeOwner(Godot.Object)">
            <summary>
            <para>Creates a new shape owner for the given object. Returns <c>owner_id</c> of the new owner for future reference.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.RemoveShapeOwner(System.UInt32)">
            <summary>
            <para>Removes the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.GetShapeOwners">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of <c>owner_id</c> identifiers. You can use these ids in other methods that take <c>owner_id</c> as an argument.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerSetTransform(System.UInt32,Godot.Transform2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform2D"/> of the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerGetTransform(System.UInt32)">
            <summary>
            <para>Returns the shape owner's <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerGetOwner(System.UInt32)">
            <summary>
            <para>Returns the parent object of the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerSetDisabled(System.UInt32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, disables the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.IsShapeOwnerDisabled(System.UInt32)">
            <summary>
            <para>If <c>true</c>, the shape owner and its shapes are disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerSetOneWayCollision(System.UInt32,System.Boolean)">
            <summary>
            <para>If <c>enable</c> is <c>true</c>, collisions for the shape owner originating from this <see cref="T:Godot.CollisionObject2D"/> will not be reported to collided with <see cref="T:Godot.CollisionObject2D"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.IsShapeOwnerOneWayCollisionEnabled(System.UInt32)">
            <summary>
            <para>Returns <c>true</c> if collisions for the shape owner originating from this <see cref="T:Godot.CollisionObject2D"/> will not be reported to collided with <see cref="T:Godot.CollisionObject2D"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerSetOneWayCollisionMargin(System.UInt32,System.Single)">
            <summary>
            <para>Sets the <c>one_way_collision_margin</c> of the shape owner identified by given <c>owner_id</c> to <c>margin</c> pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.GetShapeOwnerOneWayCollisionMargin(System.UInt32)">
            <summary>
            <para>Returns the <c>one_way_collision_margin</c> of the shape owner identified by given <c>owner_id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerAddShape(System.UInt32,Godot.Shape2D)">
            <summary>
            <para>Adds a <see cref="T:Godot.Shape2D"/> to the shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerGetShapeCount(System.UInt32)">
            <summary>
            <para>Returns the number of shapes the given shape owner contains.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerGetShape(System.UInt32,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Shape2D"/> with the given id from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerGetShapeIndex(System.UInt32,System.Int32)">
            <summary>
            <para>Returns the child index of the <see cref="T:Godot.Shape2D"/> with the given id from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerRemoveShape(System.UInt32,System.Int32)">
            <summary>
            <para>Removes a shape from the given shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeOwnerClearShapes(System.UInt32)">
            <summary>
            <para>Removes all shapes from the shape owner.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionObject2D.ShapeFindOwner(System.Int32)">
            <summary>
            <para>Returns the <c>owner_id</c> of the given shape.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionPolygon">
            <summary>
            <para>Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a <see cref="T:Godot.Shape"/> for gameplay. Properties modified during gameplay will have no effect.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon.Depth">
            <summary>
            <para>Length that the resulting collision extends in either direction perpendicular to its polygon.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon.Disabled">
            <summary>
            <para>If <c>true</c>, no collision will be produced.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon.Polygon">
            <summary>
            <para>Array of vertices which define the polygon.</para>
            <para>Note: The returned value is a copy of the original. Methods which mutate the size or properties of the return value will not impact the original polygon. To change properties of the polygon, assign it to a temporary variable and make changes before reassigning the <c>polygon</c> member.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon.Margin">
            <summary>
            <para>The collision margin for the generated <see cref="T:Godot.Shape"/>. See <see cref="P:Godot.Shape.Margin"/> for more details.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionPolygon2D">
            <summary>
            <para>Provides a 2D collision polygon to a <see cref="T:Godot.CollisionObject2D"/> parent. Polygons can be drawn in the editor or specified by a list of vertices.</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionPolygon2D.BuildModeEnum.Solids">
            <summary>
            <para>Collisions will include the polygon and its contained area.</para>
            </summary>
        </member>
        <member name="F:Godot.CollisionPolygon2D.BuildModeEnum.Segments">
            <summary>
            <para>Collisions will only include the polygon edges.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon2D.BuildMode">
            <summary>
            <para>Collision build mode. Use one of the <see cref="T:Godot.CollisionPolygon2D.BuildModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon2D.Polygon">
            <summary>
            <para>The polygon's list of vertices. The final point will be connected to the first. The returned value is a clone of the <see cref="T:Godot.Vector2"/>, not a reference.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon2D.Disabled">
            <summary>
            <para>If <c>true</c>, no collisions will be detected.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon2D.OneWayCollision">
            <summary>
            <para>If <c>true</c>, only edges that face up, relative to <see cref="T:Godot.CollisionPolygon2D"/>'s rotation, will collide with other objects.</para>
            <para>Note: This property has no effect if this <see cref="T:Godot.CollisionPolygon2D"/> is a child of an <see cref="T:Godot.Area2D"/> node.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionPolygon2D.OneWayCollisionMargin">
            <summary>
            <para>The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the polygon at a high velocity.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionShape">
            <summary>
            <para>Editor facility for creating and editing collision shapes in 3D space. Set the <see cref="P:Godot.CollisionShape.Shape"/> property to configure the shape. IMPORTANT: this is an Editor-only helper to create shapes, use <see cref="M:Godot.CollisionObject.ShapeOwnerGetShape(System.UInt32,System.Int32)"/> to get the actual shape.</para>
            <para>You can use this node to represent all sorts of collision shapes, for example, add this to an <see cref="T:Godot.Area"/> to give it a detection shape, or add it to a <see cref="T:Godot.PhysicsBody"/> to create a solid object.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionShape.Shape">
            <summary>
            <para>The actual shape owned by this collision shape.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionShape.Disabled">
            <summary>
            <para>A disabled collision shape has no effect in the world.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionShape.ResourceChanged(Godot.Resource)">
            <summary>
            <para>If this method exists within a script it will be called whenever the shape resource has been modified.</para>
            </summary>
        </member>
        <member name="M:Godot.CollisionShape.MakeConvexFromBrothers">
            <summary>
            <para>Sets the collision shape's shape to the addition of all its convexed <see cref="T:Godot.MeshInstance"/> siblings geometry.</para>
            </summary>
        </member>
        <member name="T:Godot.CollisionShape2D">
            <summary>
            <para>Editor facility for creating and editing collision shapes in 2D space. Set the <see cref="P:Godot.CollisionShape2D.Shape"/> property to configure the shape. IMPORTANT: this is an Editor-only helper to create shapes, use <see cref="M:Godot.CollisionObject2D.ShapeOwnerGetShape(System.UInt32,System.Int32)"/> to get the actual shape.</para>
            <para>You can use this node to represent all sorts of collision shapes, for example, add this to an <see cref="T:Godot.Area2D"/> to give it a detection shape, or add it to a <see cref="T:Godot.PhysicsBody2D"/> to create a solid object.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionShape2D.Shape">
            <summary>
            <para>The actual shape owned by this collision shape.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionShape2D.Disabled">
            <summary>
            <para>A disabled collision shape has no effect in the world. This property should be changed with <see cref="M:Godot.Object.SetDeferred(System.String,System.Object)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionShape2D.OneWayCollision">
            <summary>
            <para>Sets whether this collision shape should only detect collision on one side (top or bottom).</para>
            <para>Note: This property has no effect if this <see cref="T:Godot.CollisionShape2D"/> is a child of an <see cref="T:Godot.Area2D"/> node.</para>
            </summary>
        </member>
        <member name="P:Godot.CollisionShape2D.OneWayCollisionMargin">
            <summary>
            <para>The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.</para>
            </summary>
        </member>
        <member name="T:Godot.ColorPicker">
            <summary>
            <para>Displays a color picker widget. Useful for selecting a color from an RGB/RGBA colorspace.</para>
            <para>Note: This control is the color picker widget itself. You can use a <see cref="T:Godot.ColorPickerButton"/> instead if you need a button that brings up a <see cref="T:Godot.ColorPicker"/> in a pop-up.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.Color">
            <summary>
            <para>The currently selected color.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.EditAlpha">
            <summary>
            <para>If <c>true</c>, shows an alpha channel slider (opacity).</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.HsvMode">
            <summary>
            <para>If <c>true</c>, allows editing the color with Hue/Saturation/Value sliders.</para>
            <para>Note: Cannot be enabled if raw mode is on.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.RawMode">
            <summary>
            <para>If <c>true</c>, allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR).</para>
            <para>Note: Cannot be enabled if HSV mode is on.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.DeferredMode">
            <summary>
            <para>If <c>true</c>, the color will apply only after the user releases the mouse button, otherwise it will apply immediately even in mouse motion event (which can cause performance issues).</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.PresetsEnabled">
            <summary>
            <para>If <c>true</c>, the "add preset" button is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPicker.PresetsVisible">
            <summary>
            <para>If <c>true</c>, saved color presets are visible.</para>
            </summary>
        </member>
        <member name="M:Godot.ColorPicker.AddPreset(Godot.Color)">
            <summary>
            <para>Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them.</para>
            <para>Note: The presets list is only for this color picker.</para>
            </summary>
        </member>
        <member name="M:Godot.ColorPicker.ErasePreset(Godot.Color)">
            <summary>
            <para>Removes the given color from the list of color presets of this color picker.</para>
            </summary>
        </member>
        <member name="M:Godot.ColorPicker.GetPresets">
            <summary>
            <para>Returns the list of colors in the presets of the color picker.</para>
            </summary>
        </member>
        <member name="T:Godot.ColorPickerButton">
            <summary>
            <para>Encapsulates a <see cref="T:Godot.ColorPicker"/> making it accessible by pressing a button. Pressing the button will toggle the <see cref="T:Godot.ColorPicker"/> visibility.</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            <para>Note: By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set <see cref="P:Godot.Control.RectMinSize"/> to a big enough value to give the button enough space.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPickerButton.Color">
            <summary>
            <para>The currently selected color.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorPickerButton.EditAlpha">
            <summary>
            <para>If <c>true</c>, the alpha channel in the displayed <see cref="T:Godot.ColorPicker"/> will be visible.</para>
            </summary>
        </member>
        <member name="M:Godot.ColorPickerButton.GetPicker">
            <summary>
            <para>Returns the <see cref="T:Godot.ColorPicker"/> that this node toggles.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.ColorPickerButton.GetPopup">
            <summary>
            <para>Returns the control's <see cref="T:Godot.PopupPanel"/> which allows you to connect to popup signals. This allows you to handle events when the ColorPicker is shown or hidden.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.ColorRect">
            <summary>
            <para>Displays a rectangle filled with a solid <see cref="P:Godot.ColorRect.Color"/>. If you need to display the border alone, consider using <see cref="T:Godot.ReferenceRect"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.ColorRect.Color">
            <summary>
            <para>The fill color.</para>
            <para><code>
            $ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.ConcavePolygonShape">
            <summary>
            <para>Concave polygon shape resource, which can be set into a <see cref="T:Godot.PhysicsBody"/> or area. This shape is created by feeding a list of triangles.</para>
            <para>Note: When used for collision, <see cref="T:Godot.ConcavePolygonShape"/> is intended to work with static <see cref="T:Godot.PhysicsBody"/> nodes like <see cref="T:Godot.StaticBody"/> and will not work with <see cref="T:Godot.KinematicBody"/> or <see cref="T:Godot.RigidBody"/> with a mode other than Static.</para>
            <para>Warning: Using this shape for an <see cref="T:Godot.Area"/> (via a <see cref="T:Godot.CollisionShape"/> node, created e.g. by using the Create Trimesh Collision Sibling option in the Mesh menu that appears when selecting a <see cref="T:Godot.MeshInstance"/> node) may give unexpected results: when using Godot Physics, the area will only detect collisions with the triangle faces in the <see cref="T:Godot.ConcavePolygonShape"/> (and not with any "inside" of the shape, for example), and when using Bullet Physics the area will not detect any collisions with the concave shape at all (this is a known bug).</para>
            </summary>
        </member>
        <member name="M:Godot.ConcavePolygonShape.SetFaces(Godot.Vector3[])">
            <summary>
            <para>Sets the faces (an array of triangles).</para>
            </summary>
        </member>
        <member name="M:Godot.ConcavePolygonShape.GetFaces">
            <summary>
            <para>Returns the faces (an array of triangles).</para>
            </summary>
        </member>
        <member name="T:Godot.ConcavePolygonShape2D">
            <summary>
            <para>Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for <see cref="T:Godot.RigidBody2D"/> nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.</para>
            <para>The main difference between a <see cref="T:Godot.ConvexPolygonShape2D"/> and a <see cref="T:Godot.ConcavePolygonShape2D"/> is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.</para>
            <para>Warning: Using this shape for an <see cref="T:Godot.Area2D"/> (via a <see cref="T:Godot.CollisionShape2D"/> node) may give unexpected results: the area will only detect collisions with the segments in the <see cref="T:Godot.ConcavePolygonShape2D"/> (and not with any "inside" of the shape, for example).</para>
            </summary>
        </member>
        <member name="P:Godot.ConcavePolygonShape2D.Segments">
            <summary>
            <para>The array of points that make up the <see cref="T:Godot.ConcavePolygonShape2D"/>'s line segments.</para>
            </summary>
        </member>
        <member name="T:Godot.ConeTwistJoint">
            <summary>
            <para>The joint can rotate the bodies across an axis defined by the local x-axes of the <see cref="T:Godot.Joint"/>.</para>
            <para>The twist axis is initiated as the X axis of the <see cref="T:Godot.Joint"/>.</para>
            <para>Once the Bodies swing, the twist axis is calculated as the middle of the x-axes of the Joint in the local space of the two Bodies. See also <see cref="T:Godot.Generic6DOFJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ConeTwistJoint.Param.SwingSpan">
            <summary>
            <para>Swing is rotation from side to side, around the axis perpendicular to the twist axis.</para>
            <para>The swing span defines, how much rotation will not get corrected along the swing axis.</para>
            <para>Could be defined as looseness in the <see cref="T:Godot.ConeTwistJoint"/>.</para>
            <para>If below 0.05, this behavior is locked.</para>
            </summary>
        </member>
        <member name="F:Godot.ConeTwistJoint.Param.TwistSpan">
            <summary>
            <para>Twist is the rotation around the twist axis, this value defined how far the joint can twist.</para>
            <para>Twist is locked if below 0.05.</para>
            </summary>
        </member>
        <member name="F:Godot.ConeTwistJoint.Param.Bias">
            <summary>
            <para>The speed with which the swing or twist will take place.</para>
            <para>The higher, the faster.</para>
            </summary>
        </member>
        <member name="F:Godot.ConeTwistJoint.Param.Softness">
            <summary>
            <para>The ease with which the joint starts to twist. If it's too low, it takes more force to start twisting the joint.</para>
            </summary>
        </member>
        <member name="F:Godot.ConeTwistJoint.Param.Relaxation">
            <summary>
            <para>Defines, how fast the swing- and twist-speed-difference on both sides gets synced.</para>
            </summary>
        </member>
        <member name="F:Godot.ConeTwistJoint.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ConeTwistJoint.Param"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.ConeTwistJoint.SwingSpan">
            <summary>
            <para>Swing is rotation from side to side, around the axis perpendicular to the twist axis.</para>
            <para>The swing span defines, how much rotation will not get corrected along the swing axis.</para>
            <para>Could be defined as looseness in the <see cref="T:Godot.ConeTwistJoint"/>.</para>
            <para>If below 0.05, this behavior is locked.</para>
            </summary>
        </member>
        <member name="P:Godot.ConeTwistJoint.TwistSpan">
            <summary>
            <para>Twist is the rotation around the twist axis, this value defined how far the joint can twist.</para>
            <para>Twist is locked if below 0.05.</para>
            </summary>
        </member>
        <member name="P:Godot.ConeTwistJoint.Bias">
            <summary>
            <para>The speed with which the swing or twist will take place.</para>
            <para>The higher, the faster.</para>
            </summary>
        </member>
        <member name="P:Godot.ConeTwistJoint.Softness">
            <summary>
            <para>The ease with which the joint starts to twist. If it's too low, it takes more force to start twisting the joint.</para>
            </summary>
        </member>
        <member name="P:Godot.ConeTwistJoint.Relaxation">
            <summary>
            <para>Defines, how fast the swing- and twist-speed-difference on both sides gets synced.</para>
            </summary>
        </member>
        <member name="T:Godot.ConfigFile">
            <summary>
            <para>This helper class can be used to store <c>Variant</c> values on the filesystem using INI-style formatting. The stored values are identified by a section and a key:</para>
            <para><code>
            [section]
            some_key=42
            string_example="Hello World!"
            a_vector=Vector3( 1, 0, 2 )
            </code></para>
            <para>The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly without accessing the filesystem.</para>
            <para>The following example shows how to create a simple <see cref="T:Godot.ConfigFile"/> and save it on disk:</para>
            <para><code>
            # Create new ConfigFile object.
            var config = ConfigFile.new()
            
            # Store some values.
            config.set_value("Player1", "player_name", "Steve")
            config.set_value("Player1", "best_score", 10)
            config.set_value("Player2", "player_name", "V3geta")
            config.set_value("Player2", "best_score", 9001)
            
            # Save it to a file (overwrite if already exists).
            config.save("user://scores.cfg")
            </code></para>
            <para>This example shows how the above file could be loaded:</para>
            <para><code>
            var score_data = {}
            var config = ConfigFile.new()
            
            # Load data from a file.
            var err = config.load("user://scores.cfg")
            
            # If the file didn't load, ignore it.
            if err != OK:
                return
            
            # Iterate over all sections.
            for player in config.get_sections():
                # Fetch the data for each section.
                var player_name = config.get_value(player, "player_name")
                var player_score = config.get_value(player, "best_score")
                score_data[player_name] = player_score
            </code></para>
            <para>Any operation that mutates the ConfigFile such as <see cref="M:Godot.ConfigFile.SetValue(System.String,System.String,System.Object)"/>, <see cref="M:Godot.ConfigFile.Clear"/>, or <see cref="M:Godot.ConfigFile.EraseSection(System.String)"/>, only changes what is loaded in memory. If you want to write the change to a file, you have to save the changes with <see cref="M:Godot.ConfigFile.Save(System.String)"/>, <see cref="M:Godot.ConfigFile.SaveEncrypted(System.String,System.Byte[])"/>, or <see cref="M:Godot.ConfigFile.SaveEncryptedPass(System.String,System.String)"/>.</para>
            <para>Keep in mind that section and property names can't contain spaces. Anything after a space will be ignored on save and on load.</para>
            <para>ConfigFiles can also contain manually written comment lines starting with a semicolon (<c>;</c>). Those lines will be ignored when parsing the file. Note that comments will be lost when saving the ConfigFile. This can still be useful for dedicated server configuration files, which are typically never overwritten without explicit user action.</para>
            <para>Note: The file extension given to a ConfigFile does not have any impact on its formatting or behavior. By convention, the <c>.cfg</c> extension is used here, but any other extension such as <c>.ini</c> is also valid. Since neither <c>.cfg</c> nor <c>.ini</c> are standardized, Godot's ConfigFile formatting may differ from files written by other programs.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.SetValue(System.String,System.String,System.Object)">
            <summary>
            <para>Assigns a value to the specified key of the specified section. If either the section or the key do not exist, they are created. Passing a <c>null</c> value deletes the specified key if it exists, and deletes the section if it ends up empty once the key has been removed.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.GetValue(System.String,System.String,System.Object)">
            <summary>
            <para>Returns the current value for the specified section and key. If either the section or the key do not exist, the method returns the fallback <c>default</c> value. If <c>default</c> is not specified or set to <c>null</c>, an error is also raised.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.HasSection(System.String)">
            <summary>
            <para>Returns <c>true</c> if the specified section exists.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.HasSectionKey(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if the specified section-key pair exists.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.GetSections">
            <summary>
            <para>Returns an array of all defined section identifiers.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.GetSectionKeys(System.String)">
            <summary>
            <para>Returns an array of all defined key identifiers in the specified section. Raises an error and returns an empty array if the section does not exist.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.EraseSection(System.String)">
            <summary>
            <para>Deletes the specified section along with all the key-value pairs inside. Raises an error if the section does not exist.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.EraseSectionKey(System.String,System.String)">
            <summary>
            <para>Deletes the specified key in a section. Raises an error if either the section or the key do not exist.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.Load(System.String)">
            <summary>
            <para>Loads the config file specified as a parameter. The file's contents are parsed and loaded in the <see cref="T:Godot.ConfigFile"/> object which the method was called on.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.Parse(System.String)">
            <summary>
            <para>Parses the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.Save(System.String)">
            <summary>
            <para>Saves the contents of the <see cref="T:Godot.ConfigFile"/> object to the file specified as a parameter. The output file uses an INI-style structure.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.LoadEncrypted(System.String,System.Byte[])">
            <summary>
            <para>Loads the encrypted config file specified as a parameter, using the provided <c>key</c> to decrypt it. The file's contents are parsed and loaded in the <see cref="T:Godot.ConfigFile"/> object which the method was called on.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.LoadEncryptedPass(System.String,System.String)">
            <summary>
            <para>Loads the encrypted config file specified as a parameter, using the provided <c>password</c> to decrypt it. The file's contents are parsed and loaded in the <see cref="T:Godot.ConfigFile"/> object which the method was called on.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.SaveEncrypted(System.String,System.Byte[])">
            <summary>
            <para>Saves the contents of the <see cref="T:Godot.ConfigFile"/> object to the AES-256 encrypted file specified as a parameter, using the provided <c>key</c> to encrypt it. The output file uses an INI-style structure.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.SaveEncryptedPass(System.String,System.String)">
            <summary>
            <para>Saves the contents of the <see cref="T:Godot.ConfigFile"/> object to the AES-256 encrypted file specified as a parameter, using the provided <c>password</c> to encrypt it. The output file uses an INI-style structure.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.ConfigFile.Clear">
            <summary>
            <para>Removes the entire contents of the config.</para>
            </summary>
        </member>
        <member name="T:Godot.ConfirmationDialog">
            <summary>
            <para>Dialog for confirmation of actions. This dialog inherits from <see cref="T:Godot.AcceptDialog"/>, but has by default an OK and Cancel button (in host OS order).</para>
            <para>To get cancel action, you can use:</para>
            <para><code>
            get_cancel().connect("pressed", self, "cancelled")
            </code>.</para>
            </summary>
        </member>
        <member name="M:Godot.ConfirmationDialog.GetCancel">
            <summary>
            <para>Returns the cancel button.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.Container">
            <summary>
            <para>Base node for containers. A <see cref="T:Godot.Container"/> contains other controls and automatically arranges them in a certain way.</para>
            <para>A Control can inherit this to create custom container classes.</para>
            </summary>
        </member>
        <member name="F:Godot.Container.NotificationSortChildren">
            <summary>
            <para>Notification for when sorting the children, it must be obeyed immediately.</para>
            </summary>
        </member>
        <member name="M:Godot.Container.QueueSort">
            <summary>
            <para>Queue resort of the contained children. This is called automatically anyway, but can be called upon request.</para>
            </summary>
        </member>
        <member name="M:Godot.Container.FitChildInRect(Godot.Control,Godot.Rect2)">
            <summary>
            <para>Fit a child control in a given rect. This is mainly a helper for creating custom container classes.</para>
            </summary>
        </member>
        <member name="T:Godot.Control">
            <summary>
            <para>Base class for all UI-related nodes. <see cref="T:Godot.Control"/> features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change.</para>
            <para>For more information on Godot's UI system, anchors, margins, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from <see cref="T:Godot.Control"/> and <see cref="T:Godot.Container"/> nodes.</para>
            <para>User Interface nodes and input</para>
            <para>Godot sends input events to the scene's root node first, by calling <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>. <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> forwards the event down the node tree to the nodes under the mouse cursor, or in focus. To do so, it calls <see cref="M:Godot.MainLoop._InputEvent(Godot.InputEvent)"/>. Call <see cref="M:Godot.Control.AcceptEvent"/> so no other node receives the event. Once you accept an input, it becomes handled so <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> will not process it.</para>
            <para>Only one <see cref="T:Godot.Control"/> node can be in focus. Only the node in focus will receive events. To get the focus, call <see cref="M:Godot.Control.GrabFocus"/>. <see cref="T:Godot.Control"/> nodes lose focus when another node grabs it, or if you hide the node in focus.</para>
            <para>Sets <see cref="P:Godot.Control.MouseFilter"/> to <see cref="F:Godot.Control.MouseFilterEnum.Ignore"/> to tell a <see cref="T:Godot.Control"/> node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.</para>
            <para><see cref="T:Godot.Theme"/> resources change the Control's appearance. If you change the <see cref="T:Godot.Theme"/> on a <see cref="T:Godot.Control"/> node, it affects all of its children. To override some of the theme's parameters, call one of the <c>add_*_override</c> methods, like <see cref="M:Godot.Control.AddFontOverride(System.String,Godot.Font)"/>. You can override the theme with the inspector.</para>
            <para>Note: Theme items are not <see cref="T:Godot.Object"/> properties. This means you can't access their values using <see cref="M:Godot.Object.Get(System.String)"/> and <see cref="M:Godot.Object.Set(System.String,System.Object)"/>. Instead, use <see cref="M:Godot.Control.GetColor(System.String,System.String)"/>, <see cref="M:Godot.Control.GetConstant(System.String,System.String)"/>, <see cref="M:Godot.Control.GetFont(System.String,System.String)"/>, <see cref="M:Godot.Control.GetIcon(System.String,System.String)"/>, <see cref="M:Godot.Control.GetStylebox(System.String,System.String)"/>, and the <c>add_*_override</c> methods provided by this class.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationResized">
            <summary>
            <para>Sent when the node changes size. Use <see cref="P:Godot.Control.RectSize"/> to get the new size.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationMouseEnter">
            <summary>
            <para>Sent when the mouse pointer enters the node.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationMouseExit">
            <summary>
            <para>Sent when the mouse pointer exits the node.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationFocusEnter">
            <summary>
            <para>Sent when the node grabs focus.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationFocusExit">
            <summary>
            <para>Sent when the node loses focus.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationThemeChanged">
            <summary>
            <para>Sent when the node's <see cref="P:Godot.Control.Theme"/> changes, right before Godot redraws the control. Happens when you call one of the <c>add_*_override</c> methods.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationModalClose">
            <summary>
            <para>Sent when an open modal dialog closes. See <see cref="M:Godot.Control.ShowModal(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationScrollBegin">
            <summary>
            <para>Sent when this node is inside a <see cref="T:Godot.ScrollContainer"/> which has begun being scrolled.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.NotificationScrollEnd">
            <summary>
            <para>Sent when this node is inside a <see cref="T:Godot.ScrollContainer"/> which has stopped being scrolled.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.Anchor.Begin">
            <summary>
            <para>Snaps one of the 4 anchor's sides to the origin of the node's <c>Rect</c>, in the top left. Use it with one of the <c>anchor_*</c> member variables, like <see cref="P:Godot.Control.AnchorLeft"/>. To change all 4 anchors at once, use <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.Anchor.End">
            <summary>
            <para>Snaps one of the 4 anchor's sides to the end of the node's <c>Rect</c>, in the bottom right. Use it with one of the <c>anchor_*</c> member variables, like <see cref="P:Godot.Control.AnchorLeft"/>. To change all 4 anchors at once, use <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.FocusModeEnum.None">
            <summary>
            <para>The node cannot grab focus. Use with <see cref="P:Godot.Control.FocusMode"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.FocusModeEnum.Click">
            <summary>
            <para>The node can only grab focus on mouse clicks. Use with <see cref="P:Godot.Control.FocusMode"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.FocusModeEnum.All">
            <summary>
            <para>The node can grab focus on mouse click, using the arrows and the Tab keys on the keyboard, or using the D-pad buttons on a gamepad. Use with <see cref="P:Godot.Control.FocusMode"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPresetMode.Minsize">
            <summary>
            <para>The control will be resized to its minimum size.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPresetMode.KeepWidth">
            <summary>
            <para>The control's width will not change.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPresetMode.KeepHeight">
            <summary>
            <para>The control's height will not change.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPresetMode.KeepSize">
            <summary>
            <para>The control's size will not change.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.MouseFilterEnum.Stop">
            <summary>
            <para>The control will receive mouse button input events through <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/> if clicked on. And the control will receive the <c>mouse_entered</c> and <c>mouse_exited</c> signals. These events are automatically marked as handled, and they will not propagate further to other controls. This also results in blocking signals in other controls.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.MouseFilterEnum.Pass">
            <summary>
            <para>The control will receive mouse button input events through <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/> if clicked on. And the control will receive the <c>mouse_entered</c> and <c>mouse_exited</c> signals. If this control does not handle the event, the parent control (if any) will be considered, and so on until there is no more parent control to potentially handle it. This also allows signals to fire in other controls. Even if no control handled it at all, the event will still be handled automatically, so unhandled input will not be fired.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.MouseFilterEnum.Ignore">
            <summary>
            <para>The control will not receive mouse button input events through <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/>. The control will also not receive the <c>mouse_entered</c> nor <c>mouse_exited</c> signals. This will not block other controls from receiving these events or firing the signals. Ignored events will not be handled automatically.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Arrow">
            <summary>
            <para>Show the system's arrow mouse cursor when the user hovers the node. Use with <see cref="P:Godot.Control.MouseDefaultCursorShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Ibeam">
            <summary>
            <para>Show the system's I-beam mouse cursor when the user hovers the node. The I-beam pointer has a shape similar to "I". It tells the user they can highlight or insert text.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.PointingHand">
            <summary>
            <para>Show the system's pointing hand mouse cursor when the user hovers the node.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Cross">
            <summary>
            <para>Show the system's cross mouse cursor when the user hovers the node.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Wait">
            <summary>
            <para>Show the system's wait mouse cursor when the user hovers the node. Often an hourglass.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Busy">
            <summary>
            <para>Show the system's busy mouse cursor when the user hovers the node. Often an arrow with a small hourglass.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Drag">
            <summary>
            <para>Show the system's drag mouse cursor, often a closed fist or a cross symbol, when the user hovers the node. It tells the user they're currently dragging an item, like a node in the Scene dock.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.CanDrop">
            <summary>
            <para>Show the system's drop mouse cursor when the user hovers the node. It can be an open hand. It tells the user they can drop an item they're currently grabbing, like a node in the Scene dock.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Forbidden">
            <summary>
            <para>Show the system's forbidden mouse cursor when the user hovers the node. Often a crossed circle.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Vsize">
            <summary>
            <para>Show the system's vertical resize mouse cursor when the user hovers the node. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Hsize">
            <summary>
            <para>Show the system's horizontal resize mouse cursor when the user hovers the node. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Bdiagsize">
            <summary>
            <para>Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Fdiagsize">
            <summary>
            <para>Show the system's window resize mouse cursor when the user hovers the node. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of <see cref="F:Godot.Control.CursorShape.Bdiagsize"/>. It tells the user they can resize the window or the panel both horizontally and vertically.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Move">
            <summary>
            <para>Show the system's move mouse cursor when the user hovers the node. It shows 2 double-headed arrows at a 90 degree angle. It tells the user they can move a UI element freely.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Vsplit">
            <summary>
            <para>Show the system's vertical split mouse cursor when the user hovers the node. On Windows, it's the same as <see cref="F:Godot.Control.CursorShape.Vsize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Hsplit">
            <summary>
            <para>Show the system's horizontal split mouse cursor when the user hovers the node. On Windows, it's the same as <see cref="F:Godot.Control.CursorShape.Hsize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.CursorShape.Help">
            <summary>
            <para>Show the system's help mouse cursor when the user hovers the node, a question mark.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.GrowDirection.Begin">
            <summary>
            <para>The control will grow to the left or top to make up if its minimum size is changed to be greater than its current size on the respective axis.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.GrowDirection.End">
            <summary>
            <para>The control will grow to the right or bottom to make up if its minimum size is changed to be greater than its current size on the respective axis.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.GrowDirection.Both">
            <summary>
            <para>The control will grow in both directions equally to make up if its minimum size is changed to be greater than its current size.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.SizeFlags.Fill">
            <summary>
            <para>Tells the parent <see cref="T:Godot.Container"/> to expand the bounds of this node to fill all the available space without pushing any other node. Use with <see cref="P:Godot.Control.SizeFlagsHorizontal"/> and <see cref="P:Godot.Control.SizeFlagsVertical"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.SizeFlags.Expand">
            <summary>
            <para>Tells the parent <see cref="T:Godot.Container"/> to let this node take all the available space on the axis you flag. If multiple neighboring nodes are set to expand, they'll share the space based on their stretch ratio. See <see cref="P:Godot.Control.SizeFlagsStretchRatio"/>. Use with <see cref="P:Godot.Control.SizeFlagsHorizontal"/> and <see cref="P:Godot.Control.SizeFlagsVertical"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.SizeFlags.ExpandFill">
            <summary>
            <para>Sets the node's size flags to both fill and expand. See the 2 constants above for more information.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.SizeFlags.ShrinkCenter">
            <summary>
            <para>Tells the parent <see cref="T:Godot.Container"/> to center the node in itself. It centers the control based on its bounding box, so it doesn't work with the fill or expand size flags. Use with <see cref="P:Godot.Control.SizeFlagsHorizontal"/> and <see cref="P:Godot.Control.SizeFlagsVertical"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.SizeFlags.ShrinkEnd">
            <summary>
            <para>Tells the parent <see cref="T:Godot.Container"/> to align the node with its end, either the bottom or the right edge. It doesn't work with the fill or expand size flags. Use with <see cref="P:Godot.Control.SizeFlagsHorizontal"/> and <see cref="P:Godot.Control.SizeFlagsVertical"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.TopLeft">
            <summary>
            <para>Snap all 4 anchors to the top-left of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.TopRight">
            <summary>
            <para>Snap all 4 anchors to the top-right of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.BottomLeft">
            <summary>
            <para>Snap all 4 anchors to the bottom-left of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.BottomRight">
            <summary>
            <para>Snap all 4 anchors to the bottom-right of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.CenterLeft">
            <summary>
            <para>Snap all 4 anchors to the center of the left edge of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.CenterTop">
            <summary>
            <para>Snap all 4 anchors to the center of the top edge of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.CenterRight">
            <summary>
            <para>Snap all 4 anchors to the center of the right edge of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.CenterBottom">
            <summary>
            <para>Snap all 4 anchors to the center of the bottom edge of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.Center">
            <summary>
            <para>Snap all 4 anchors to the center of the parent control's bounds. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.LeftWide">
            <summary>
            <para>Snap all 4 anchors to the left edge of the parent control. The left margin becomes relative to the left edge and the top margin relative to the top left corner of the node's parent. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.TopWide">
            <summary>
            <para>Snap all 4 anchors to the top edge of the parent control. The left margin becomes relative to the top left corner, the top margin relative to the top edge, and the right margin relative to the top right corner of the node's parent. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.RightWide">
            <summary>
            <para>Snap all 4 anchors to the right edge of the parent control. The right margin becomes relative to the right edge and the top margin relative to the top right corner of the node's parent. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.BottomWide">
            <summary>
            <para>Snap all 4 anchors to the bottom edge of the parent control. The left margin becomes relative to the bottom left corner, the bottom margin relative to the bottom edge, and the right margin relative to the bottom right corner of the node's parent. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.VcenterWide">
            <summary>
            <para>Snap all 4 anchors to a vertical line that cuts the parent control in half. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.HcenterWide">
            <summary>
            <para>Snap all 4 anchors to a horizontal line that cuts the parent control in half. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Control.LayoutPreset.Wide">
            <summary>
            <para>Snap all 4 anchors to the respective corners of the parent control. Set all 4 margins to 0 after you applied this preset and the <see cref="T:Godot.Control"/> will fit its parent control. This is equivalent to the "Full Rect" layout option in the editor. Use with <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.AnchorLeft">
            <summary>
            <para>Anchors the left edge of the node to the origin, the center or the end of its parent control. It changes how the left margin updates when the node moves or changes size. You can use one of the <see cref="T:Godot.Control.Anchor"/> constants for convenience.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.AnchorTop">
            <summary>
            <para>Anchors the top edge of the node to the origin, the center or the end of its parent control. It changes how the top margin updates when the node moves or changes size. You can use one of the <see cref="T:Godot.Control.Anchor"/> constants for convenience.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.AnchorRight">
            <summary>
            <para>Anchors the right edge of the node to the origin, the center or the end of its parent control. It changes how the right margin updates when the node moves or changes size. You can use one of the <see cref="T:Godot.Control.Anchor"/> constants for convenience.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.AnchorBottom">
            <summary>
            <para>Anchors the bottom edge of the node to the origin, the center, or the end of its parent control. It changes how the bottom margin updates when the node moves or changes size. You can use one of the <see cref="T:Godot.Control.Anchor"/> constants for convenience.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.MarginLeft">
            <summary>
            <para>Distance between the node's left edge and its parent control, based on <see cref="P:Godot.Control.AnchorLeft"/>.</para>
            <para>Margins are often controlled by one or multiple parent <see cref="T:Godot.Container"/> nodes, so you should not modify them manually if your node is a direct child of a <see cref="T:Godot.Container"/>. Margins update automatically when you move or resize the node.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.MarginTop">
            <summary>
            <para>Distance between the node's top edge and its parent control, based on <see cref="P:Godot.Control.AnchorTop"/>.</para>
            <para>Margins are often controlled by one or multiple parent <see cref="T:Godot.Container"/> nodes, so you should not modify them manually if your node is a direct child of a <see cref="T:Godot.Container"/>. Margins update automatically when you move or resize the node.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.MarginRight">
            <summary>
            <para>Distance between the node's right edge and its parent control, based on <see cref="P:Godot.Control.AnchorRight"/>.</para>
            <para>Margins are often controlled by one or multiple parent <see cref="T:Godot.Container"/> nodes, so you should not modify them manually if your node is a direct child of a <see cref="T:Godot.Container"/>. Margins update automatically when you move or resize the node.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.MarginBottom">
            <summary>
            <para>Distance between the node's bottom edge and its parent control, based on <see cref="P:Godot.Control.AnchorBottom"/>.</para>
            <para>Margins are often controlled by one or multiple parent <see cref="T:Godot.Container"/> nodes, so you should not modify them manually if your node is a direct child of a <see cref="T:Godot.Container"/>. Margins update automatically when you move or resize the node.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.GrowHorizontal">
            <summary>
            <para>Controls the direction on the horizontal axis in which the control should grow if its horizontal minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.GrowVertical">
            <summary>
            <para>Controls the direction on the vertical axis in which the control should grow if its vertical minimum size is changed to be greater than its current size, as the control always has to be at least the minimum size.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RectPosition">
            <summary>
            <para>The node's position, relative to its parent. It corresponds to the rectangle's top-left corner. The property is not affected by <see cref="P:Godot.Control.RectPivotOffset"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RectGlobalPosition">
            <summary>
            <para>The node's global position, relative to the world (usually to the top-left corner of the window).</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RectSize">
            <summary>
            <para>The size of the node's bounding rectangle, in pixels. <see cref="T:Godot.Container"/> nodes update this property automatically.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RectMinSize">
            <summary>
            <para>The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RectRotation">
            <summary>
            <para>The node's rotation around its pivot, in degrees. See <see cref="P:Godot.Control.RectPivotOffset"/> to change the pivot's position.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RectScale">
            <summary>
            <para>The node's scale, relative to its <see cref="P:Godot.Control.RectSize"/>. Change this property to scale the node around its <see cref="P:Godot.Control.RectPivotOffset"/>. The Control's <see cref="P:Godot.Control.HintTooltip"/> will also scale according to this value.</para>
            <para>Note: This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the <a href="$DOCS_URL/tutorials/rendering/multiple_resolutions.html">documentation</a> instead of scaling Controls individually.</para>
            <para>Note: If the Control node is a child of a <see cref="T:Godot.Container"/> node, the scale will be reset to <c>Vector2(1, 1)</c> when the scene is instanced. To set the Control's scale when it's instanced, wait for one frame using <c>yield(get_tree(), "idle_frame")</c> then set its <see cref="P:Godot.Control.RectScale"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RectPivotOffset">
            <summary>
            <para>By default, the node's pivot is its top-left corner. When you change its <see cref="P:Godot.Control.RectRotation"/> or <see cref="P:Godot.Control.RectScale"/>, it will rotate or scale around this pivot. Set this property to <see cref="P:Godot.Control.RectSize"/> / 2 to pivot around the Control's center.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.RectClipContent">
            <summary>
            <para>Enables whether rendering of <see cref="T:Godot.CanvasItem"/> based children should be clipped to this control's rectangle. If <c>true</c>, parts of a child which would be visibly outside of this control's rectangle will not be rendered.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.HintTooltip">
            <summary>
            <para>Changes the tooltip text. The tooltip appears when the user's mouse cursor stays idle over this control for a few moments, provided that the <see cref="P:Godot.Control.MouseFilter"/> property is not <see cref="F:Godot.Control.MouseFilterEnum.Ignore"/>. You can change the time required for the tooltip to appear with <c>gui/timers/tooltip_delay_sec</c> option in Project Settings.</para>
            <para>The tooltip popup will use either a default implementation, or a custom one that you can provide by overriding <see cref="M:Godot.Control._MakeCustomTooltip(System.String)"/>. The default tooltip includes a <see cref="T:Godot.PopupPanel"/> and <see cref="T:Godot.Label"/> whose theme properties can be customized using <see cref="T:Godot.Theme"/> methods with the <c>"TooltipPanel"</c> and <c>"TooltipLabel"</c> respectively. For example:</para>
            <para><code>
            var style_box = StyleBoxFlat.new()
            style_box.set_bg_color(Color(1, 1, 0))
            style_box.set_border_width_all(2)
            # We assume here that the `theme` property has been assigned a custom Theme beforehand.
            theme.set_stylebox("panel", "TooltipPanel", style_box)
            theme.set_color("font_color", "TooltipLabel", Color(0, 1, 1))
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusNeighbourLeft">
            <summary>
            <para>Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the <c>ui_left</c> input action. The node must be a <see cref="T:Godot.Control"/>. If this property is not set, Godot will give focus to the closest <see cref="T:Godot.Control"/> to the left of this one.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusNeighbourTop">
            <summary>
            <para>Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the <c>ui_top</c> input action. The node must be a <see cref="T:Godot.Control"/>. If this property is not set, Godot will give focus to the closest <see cref="T:Godot.Control"/> to the bottom of this one.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusNeighbourRight">
            <summary>
            <para>Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the <c>ui_right</c> input action. The node must be a <see cref="T:Godot.Control"/>. If this property is not set, Godot will give focus to the closest <see cref="T:Godot.Control"/> to the bottom of this one.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusNeighbourBottom">
            <summary>
            <para>Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the <c>ui_down</c> input action. The node must be a <see cref="T:Godot.Control"/>. If this property is not set, Godot will give focus to the closest <see cref="T:Godot.Control"/> to the bottom of this one.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusNext">
            <summary>
            <para>Tells Godot which node it should give focus to if the user presses Tab on a keyboard by default. You can change the key by editing the <c>ui_focus_next</c> input action.</para>
            <para>If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusPrevious">
            <summary>
            <para>Tells Godot which node it should give focus to if the user presses Shift + Tab on a keyboard by default. You can change the key by editing the <c>ui_focus_prev</c> input action.</para>
            <para>If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.FocusMode">
            <summary>
            <para>The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.MouseFilter">
            <summary>
            <para>Controls whether the control will be able to receive mouse button input events through <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/> and how these events should be handled. Also controls whether the control can receive the <c>mouse_entered</c>, and <c>mouse_exited</c> signals. See the constants to learn what each does.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.MouseDefaultCursorShape">
            <summary>
            <para>The default cursor shape for this control. Useful for Godot plugins and applications or games that use the system's mouse cursors.</para>
            <para>Note: On Linux, shapes may vary depending on the cursor theme of the system.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.InputPassOnModalCloseClick">
            <summary>
            <para>Enables whether input should propagate when you close the control as modal.</para>
            <para>If <c>false</c>, stops event handling at the viewport input event handling. The viewport first hides the modal and after marks the input as handled.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.SizeFlagsHorizontal">
            <summary>
            <para>Tells the parent <see cref="T:Godot.Container"/> nodes how they should resize and place the node on the X axis. Use one of the <see cref="T:Godot.Control.SizeFlags"/> constants to change the flags. See the constants to learn what each does.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.SizeFlagsVertical">
            <summary>
            <para>Tells the parent <see cref="T:Godot.Container"/> nodes how they should resize and place the node on the Y axis. Use one of the <see cref="T:Godot.Control.SizeFlags"/> constants to change the flags. See the constants to learn what each does.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.SizeFlagsStretchRatio">
            <summary>
            <para>If the node and at least one of its neighbours uses the <see cref="F:Godot.Control.SizeFlags.Expand"/> size flag, the parent <see cref="T:Godot.Container"/> will let it take more or less space depending on this property. If this node has a stretch ratio of 2 and its neighbour a ratio of 1, this node will take two thirds of the available space.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.Theme">
            <summary>
            <para>Changing this property replaces the current <see cref="T:Godot.Theme"/> resource this node and all its <see cref="T:Godot.Control"/> children use.</para>
            </summary>
        </member>
        <member name="P:Godot.Control.ThemeTypeVariation">
            <summary>
            <para>The name of a theme type variation used by this <see cref="T:Godot.Control"/> to look up its own theme items. When empty, the class name of the node is used (e.g. <c>Button</c> for the <see cref="T:Godot.Button"/> control), as well as the class names of all parent classes (in order of inheritance).</para>
            <para>When set, this property gives the highest priority to the type of the specified name. This type can in turn extend another type, forming a dependency chain. See <see cref="M:Godot.Theme.SetTypeVariation(System.String,System.String)"/>. If the theme item cannot be found using this type or its base types, lookup falls back on the class names.</para>
            <para>Note: To look up <see cref="T:Godot.Control"/>'s own items use various <c>get_*</c> methods without specifying <c>theme_type</c>.</para>
            <para>Note: Theme items are looked for in the tree order, from branch to root, where each <see cref="T:Godot.Control"/> node is checked for its <see cref="P:Godot.Control.Theme"/> property. The earliest match against any type/class name is returned. The project-level Theme and the default Theme are checked last.</para>
            </summary>
        </member>
        <member name="M:Godot.Control._ClipsInput">
            <summary>
            <para>Virtual method to be implemented by the user. Returns whether <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/> should not be called for children controls outside this control's rectangle. Input will be clipped to the Rect of this <see cref="T:Godot.Control"/>. Similar to <see cref="P:Godot.Control.RectClipContent"/>, but doesn't affect visibility.</para>
            <para>If not overridden, defaults to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control._GetMinimumSize">
            <summary>
            <para>Virtual method to be implemented by the user. Returns the minimum size for this control. Alternative to <see cref="P:Godot.Control.RectMinSize"/> for controlling minimum size via code. The actual minimum size will be the max value of these two (in each axis separately).</para>
            <para>If not overridden, defaults to <c>Vector2.ZERO</c>.</para>
            <para>Note: This method will not be called when the script is attached to a <see cref="T:Godot.Control"/> node that already overrides its minimum size (e.g. <see cref="T:Godot.Label"/>, <see cref="T:Godot.Button"/>, <see cref="T:Godot.PanelContainer"/> etc.). It can only be used with most basic GUI nodes, like <see cref="T:Godot.Control"/>, <see cref="T:Godot.Container"/>, <see cref="T:Godot.Panel"/> etc.</para>
            </summary>
        </member>
        <member name="M:Godot.Control._GuiInput(Godot.InputEvent)">
            <summary>
            <para>Virtual method to be implemented by the user. Use this method to process and accept inputs on UI elements. See <see cref="M:Godot.Control.AcceptEvent"/>.</para>
            <para>Example: clicking a control.</para>
            <para><code>
            func _gui_input(event):
                if event is InputEventMouseButton:
                    if event.button_index == BUTTON_LEFT and event.pressed:
                        print("I've been clicked D:")
            </code></para>
            <para>The event won't trigger if:</para>
            <para>* clicking outside the control (see <see cref="M:Godot.Control.HasPoint(Godot.Vector2)"/>);</para>
            <para>* control has <see cref="P:Godot.Control.MouseFilter"/> set to <see cref="F:Godot.Control.MouseFilterEnum.Ignore"/>;</para>
            <para>* control is obstructed by another <see cref="T:Godot.Control"/> on top of it, which doesn't have <see cref="P:Godot.Control.MouseFilter"/> set to <see cref="F:Godot.Control.MouseFilterEnum.Ignore"/>;</para>
            <para>* control's parent has <see cref="P:Godot.Control.MouseFilter"/> set to <see cref="F:Godot.Control.MouseFilterEnum.Stop"/> or has accepted the event;</para>
            <para>* it happens outside the parent's rectangle and the parent has either <see cref="P:Godot.Control.RectClipContent"/> or <see cref="M:Godot.Control._ClipsInput"/> enabled.</para>
            <para>Note: Event position is relative to the control origin.</para>
            </summary>
        </member>
        <member name="M:Godot.Control._MakeCustomTooltip(System.String)">
            <summary>
            <para>Virtual method to be implemented by the user. Returns a <see cref="T:Godot.Control"/> node that should be used as a tooltip instead of the default one. The <c>for_text</c> includes the contents of the <see cref="P:Godot.Control.HintTooltip"/> property.</para>
            <para>The returned node must be of type <see cref="T:Godot.Control"/> or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When <c>null</c> or a non-Control node is returned, the default tooltip will be used instead.</para>
            <para>The returned node will be added as child to a <see cref="T:Godot.PopupPanel"/>, so you should only provide the contents of that panel. That <see cref="T:Godot.PopupPanel"/> can be themed using <see cref="M:Godot.Theme.SetStylebox(System.String,System.String,Godot.StyleBox)"/> for the type <c>"TooltipPanel"</c> (see <see cref="P:Godot.Control.HintTooltip"/> for an example).</para>
            <para>Note: The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its <see cref="P:Godot.Control.RectMinSize"/> to some non-zero value.</para>
            <para>Example of usage with a custom-constructed node:</para>
            <para><code>
            func _make_custom_tooltip(for_text):
                var label = Label.new()
                label.text = for_text
                return label
            </code></para>
            <para>Example of usage with a custom scene instance:</para>
            <para><code>
            func _make_custom_tooltip(for_text):
                var tooltip = preload("res://SomeTooltipScene.tscn").instance()
                tooltip.get_node("Label").text = for_text
                return tooltip
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.CanDropData(Godot.Vector2,System.Object)">
            <summary>
            <para>Godot calls this method to test if <c>data</c> from a control's <see cref="M:Godot.Control.GetDragData(Godot.Vector2)"/> can be dropped at <c>position</c>. <c>position</c> is local to this control.</para>
            <para>This method should only be used to test the data. Process the data in <see cref="M:Godot.Control.DropData(Godot.Vector2,System.Object)"/>.</para>
            <para><code>
            func can_drop_data(position, data):
                # Check position if it is relevant to you
                # Otherwise, just check data
                return typeof(data) == TYPE_DICTIONARY and data.has("expected")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.DropData(Godot.Vector2,System.Object)">
            <summary>
            <para>Godot calls this method to pass you the <c>data</c> from a control's <see cref="M:Godot.Control.GetDragData(Godot.Vector2)"/> result. Godot first calls <see cref="M:Godot.Control.CanDropData(Godot.Vector2,System.Object)"/> to test if <c>data</c> is allowed to drop at <c>position</c> where <c>position</c> is local to this control.</para>
            <para><code>
            func can_drop_data(position, data):
                return typeof(data) == TYPE_DICTIONARY and data.has("color")
            
            func drop_data(position, data):
                color = data["color"]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetDragData(Godot.Vector2)">
            <summary>
            <para>Godot calls this method to get data that can be dragged and dropped onto controls that expect drop data. Returns <c>null</c> if there is no data to drag. Controls that want to receive drop data should implement <see cref="M:Godot.Control.CanDropData(Godot.Vector2,System.Object)"/> and <see cref="M:Godot.Control.DropData(Godot.Vector2,System.Object)"/>. <c>position</c> is local to this control. Drag may be forced with <see cref="M:Godot.Control.ForceDrag(System.Object,Godot.Control)"/>.</para>
            <para>A preview that will follow the mouse that should represent the data can be set with <see cref="M:Godot.Control.SetDragPreview(Godot.Control)"/>. A good time to set the preview is in this method.</para>
            <para><code>
            func get_drag_data(position):
                var mydata = make_data()
                set_drag_preview(make_preview(mydata))
                return mydata
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasPoint(Godot.Vector2)">
            <summary>
            <para>Virtual method to be implemented by the user. Returns whether the given <c>point</c> is inside this control.</para>
            <para>If not overridden, default behavior is checking if the point is within control's Rect.</para>
            <para>Note: If you want to check if a point is inside the control, you can use <c>get_rect().has_point(point)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AcceptEvent">
            <summary>
            <para>Marks an input event as handled. Once you accept an input event, it stops propagating, even to nodes listening to <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> or <see cref="M:Godot.Node._UnhandledKeyInput(Godot.InputEventKey)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetMinimumSize">
            <summary>
            <para>Returns the minimum size for this control. See <see cref="P:Godot.Control.RectMinSize"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetCombinedMinimumSize">
            <summary>
            <para>Returns combined minimum size from <see cref="P:Godot.Control.RectMinSize"/> and <see cref="M:Godot.Control.GetMinimumSize"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)">
            <summary>
            <para>Sets the anchors to a <c>preset</c> from <see cref="T:Godot.Control.LayoutPreset"/> enum. This is the code equivalent to using the Layout menu in the 2D editor.</para>
            <para>If <c>keep_margins</c> is <c>true</c>, control's position will also be updated.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetMarginsPreset(Godot.Control.LayoutPreset,Godot.Control.LayoutPresetMode,System.Int32)">
            <summary>
            <para>Sets the margins to a <c>preset</c> from <see cref="T:Godot.Control.LayoutPreset"/> enum. This is the code equivalent to using the Layout menu in the 2D editor.</para>
            <para>Use parameter <c>resize_mode</c> with constants from <see cref="T:Godot.Control.LayoutPresetMode"/> to better determine the resulting size of the <see cref="T:Godot.Control"/>. Constant size will be ignored if used with presets that change size, e.g. <c>PRESET_LEFT_WIDE</c>.</para>
            <para>Use parameter <c>margin</c> to determine the gap between the <see cref="T:Godot.Control"/> and the edges.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetAnchorsAndMarginsPreset(Godot.Control.LayoutPreset,Godot.Control.LayoutPresetMode,System.Int32)">
            <summary>
            <para>Sets both anchor preset and margin preset. See <see cref="M:Godot.Control.SetAnchorsPreset(Godot.Control.LayoutPreset,System.Boolean)"/> and <see cref="M:Godot.Control.SetMarginsPreset(Godot.Control.LayoutPreset,Godot.Control.LayoutPresetMode,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetAnchor(Godot.Margin,System.Single,System.Boolean,System.Boolean)">
            <summary>
            <para>Sets the anchor identified by <c>margin</c> constant from <see cref="T:Godot.Margin"/> enum to value <c>anchor</c>. A setter method for <see cref="P:Godot.Control.AnchorBottom"/>, <see cref="P:Godot.Control.AnchorLeft"/>, <see cref="P:Godot.Control.AnchorRight"/> and <see cref="P:Godot.Control.AnchorTop"/>.</para>
            <para>If <c>keep_margin</c> is <c>true</c>, margins aren't updated after this operation.</para>
            <para>If <c>push_opposite_anchor</c> is <c>true</c> and the opposite anchor overlaps this anchor, the opposite one will have its value overridden. For example, when setting left anchor to 1 and the right anchor has value of 0.5, the right anchor will also get value of 1. If <c>push_opposite_anchor</c> was <c>false</c>, the left anchor would get value 0.5.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetAnchor(Godot.Margin)">
            <summary>
            <para>Returns the anchor identified by <c>margin</c> constant from <see cref="T:Godot.Margin"/> enum. A getter method for <see cref="P:Godot.Control.AnchorBottom"/>, <see cref="P:Godot.Control.AnchorLeft"/>, <see cref="P:Godot.Control.AnchorRight"/> and <see cref="P:Godot.Control.AnchorTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetMargin(Godot.Margin,System.Single)">
            <summary>
            <para>Sets the margin identified by <c>margin</c> constant from <see cref="T:Godot.Margin"/> enum to given <c>offset</c>. A setter method for <see cref="P:Godot.Control.MarginBottom"/>, <see cref="P:Godot.Control.MarginLeft"/>, <see cref="P:Godot.Control.MarginRight"/> and <see cref="P:Godot.Control.MarginTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetAnchorAndMargin(Godot.Margin,System.Single,System.Single,System.Boolean)">
            <summary>
            <para>Works the same as <see cref="M:Godot.Control.SetAnchor(Godot.Margin,System.Single,System.Boolean,System.Boolean)"/>, but instead of <c>keep_margin</c> argument and automatic update of margin, it allows to set the margin offset yourself (see <see cref="M:Godot.Control.SetMargin(Godot.Margin,System.Single)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetBegin(Godot.Vector2)">
            <summary>
            <para>Sets <see cref="P:Godot.Control.MarginLeft"/> and <see cref="P:Godot.Control.MarginTop"/> at the same time. Equivalent of changing <see cref="P:Godot.Control.RectPosition"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetEnd(Godot.Vector2)">
            <summary>
            <para>Sets <see cref="P:Godot.Control.MarginRight"/> and <see cref="P:Godot.Control.MarginBottom"/> at the same time.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetPosition(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Sets the <see cref="P:Godot.Control.RectPosition"/> to given <c>position</c>.</para>
            <para>If <c>keep_margins</c> is <c>true</c>, control's anchors will be updated instead of margins.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetSize(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Sets the size (see <see cref="P:Godot.Control.RectSize"/>).</para>
            <para>If <c>keep_margins</c> is <c>true</c>, control's anchors will be updated instead of margins.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetGlobalPosition(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Sets the <see cref="P:Godot.Control.RectGlobalPosition"/> to given <c>position</c>.</para>
            <para>If <c>keep_margins</c> is <c>true</c>, control's anchors will be updated instead of margins.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetRotation(System.Single)">
            <summary>
            <para>Sets the rotation (in radians).</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetMargin(Godot.Margin)">
            <summary>
            <para>Returns the anchor identified by <c>margin</c> constant from <see cref="T:Godot.Margin"/> enum. A getter method for <see cref="P:Godot.Control.MarginBottom"/>, <see cref="P:Godot.Control.MarginLeft"/>, <see cref="P:Godot.Control.MarginRight"/> and <see cref="P:Godot.Control.MarginTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetBegin">
            <summary>
            <para>Returns <see cref="P:Godot.Control.MarginLeft"/> and <see cref="P:Godot.Control.MarginTop"/>. See also <see cref="P:Godot.Control.RectPosition"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetEnd">
            <summary>
            <para>Returns <see cref="P:Godot.Control.MarginRight"/> and <see cref="P:Godot.Control.MarginBottom"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetRotation">
            <summary>
            <para>Returns the rotation (in radians).</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetParentAreaSize">
            <summary>
            <para>Returns the width/height occupied in the parent control.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetRect">
            <summary>
            <para>Returns the position and size of the control relative to the top-left corner of the parent Control. See <see cref="P:Godot.Control.RectPosition"/> and <see cref="P:Godot.Control.RectSize"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetGlobalRect">
            <summary>
            <para>Returns the position and size of the control relative to the top-left corner of the screen. See <see cref="P:Godot.Control.RectPosition"/> and <see cref="P:Godot.Control.RectSize"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.ShowModal(System.Boolean)">
            <summary>
            <para>Displays a control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus.</para>
            <para>If <c>exclusive</c> is <c>true</c>, other controls will not receive input and clicking outside this control will not close it.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasFocus">
            <summary>
            <para>Returns <c>true</c> if this is the current focused control. See <see cref="P:Godot.Control.FocusMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GrabFocus">
            <summary>
            <para>Steal the focus from another control and become the focused control (see <see cref="P:Godot.Control.FocusMode"/>).</para>
            <para>Note: Using this method together with <see cref="M:Godot.Object.CallDeferred(System.String,System.Object[])"/> makes it more reliable, especially when called inside <see cref="M:Godot.Node._Ready"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.ReleaseFocus">
            <summary>
            <para>Give up the focus. No other control will be able to receive keyboard or gamepad input.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.FindPrevValidFocus">
            <summary>
            <para>Finds the previous (above in the tree) <see cref="T:Godot.Control"/> that can receive the focus.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.FindNextValidFocus">
            <summary>
            <para>Finds the next (below in the tree) <see cref="T:Godot.Control"/> that can receive the focus.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetFocusOwner">
            <summary>
            <para>Returns the control that has focus or <c>null</c> if none.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddIconOverride(System.String,Godot.Texture)">
            <summary>
            <para>Creates a local override for a theme icon with the specified <c>name</c>. Local overrides always take precedence when fetching theme items for the control.</para>
            <para>Note: An override can be removed by assigning it a <c>null</c> value. This behavior is deprecated and will be removed in 4.0, use <see cref="M:Godot.Control.RemoveIconOverride(System.String)"/> instead.</para>
            <para>See also <see cref="M:Godot.Control.GetIcon(System.String,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddShaderOverride(System.String,Godot.Shader)">
            <summary>
            <para>Creates a local override for a theme shader with the specified <c>name</c>. Local overrides always take precedence when fetching theme items for the control.</para>
            <para>Note: An override can be removed by assigning it a <c>null</c> value. This behavior is deprecated and will be removed in 4.0, use <see cref="M:Godot.Control.RemoveShaderOverride(System.String)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddStyleboxOverride(System.String,Godot.StyleBox)">
            <summary>
            <para>Creates a local override for a theme <see cref="T:Godot.StyleBox"/> with the specified <c>name</c>. Local overrides always take precedence when fetching theme items for the control.</para>
            <para>Note: An override can be removed by assigning it a <c>null</c> value. This behavior is deprecated and will be removed in 4.0, use <see cref="M:Godot.Control.RemoveStyleboxOverride(System.String)"/> instead.</para>
            <para>See also <see cref="M:Godot.Control.GetStylebox(System.String,System.String)"/>.</para>
            <para>Example of modifying a property in a StyleBox by duplicating it:</para>
            <para><code>
            # The snippet below assumes the child node MyButton has a StyleBoxFlat assigned.
            # Resources are shared across instances, so we need to duplicate it
            # to avoid modifying the appearance of all other buttons.
            var new_stylebox_normal = $MyButton.get_stylebox("normal").duplicate()
            new_stylebox_normal.border_width_top = 3
            new_stylebox_normal.border_color = Color(0, 1, 0.5)
            $MyButton.add_stylebox_override("normal", new_stylebox_normal)
            # Remove the stylebox override.
            $MyButton.add_stylebox_override("normal", null)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddFontOverride(System.String,Godot.Font)">
            <summary>
            <para>Creates a local override for a theme <see cref="T:Godot.Font"/> with the specified <c>name</c>. Local overrides always take precedence when fetching theme items for the control.</para>
            <para>Note: An override can be removed by assigning it a <c>null</c> value. This behavior is deprecated and will be removed in 4.0, use <see cref="M:Godot.Control.RemoveFontOverride(System.String)"/> instead.</para>
            <para>See also <see cref="M:Godot.Control.GetFont(System.String,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddColorOverride(System.String,Godot.Color)">
            <summary>
            <para>Creates a local override for a theme <see cref="T:Godot.Color"/> with the specified <c>name</c>. Local overrides always take precedence when fetching theme items for the control.</para>
            <para>See also <see cref="M:Godot.Control.GetColor(System.String,System.String)"/>, <see cref="M:Godot.Control.RemoveColorOverride(System.String)"/>.</para>
            <para>Example of overriding a label's color and resetting it later:</para>
            <para><code>
            # Given the child Label node "MyLabel", override its font color with a custom value.
            $MyLabel.add_color_override("font_color", Color(1, 0.5, 0))
            # Reset the font color of the child label.
            $MyLabel.add_color_override("font_color", get_color("font_color", "Label"))
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.AddConstantOverride(System.String,System.Int32)">
            <summary>
            <para>Creates a local override for a theme constant with the specified <c>name</c>. Local overrides always take precedence when fetching theme items for the control.</para>
            <para>See also <see cref="M:Godot.Control.GetConstant(System.String,System.String)"/>, <see cref="M:Godot.Control.RemoveConstantOverride(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveIconOverride(System.String)">
            <summary>
            <para>Removes a theme override for an icon with the given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveShaderOverride(System.String)">
            <summary>
            <para>Removes a theme override for a shader with the given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveStyleboxOverride(System.String)">
            <summary>
            <para>Removes a theme override for a <see cref="T:Godot.StyleBox"/> with the given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveFontOverride(System.String)">
            <summary>
            <para>Removes a theme override for a <see cref="T:Godot.Font"/> with the given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveColorOverride(System.String)">
            <summary>
            <para>Removes a theme override for a <see cref="T:Godot.Color"/> with the given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.RemoveConstantOverride(System.String)">
            <summary>
            <para>Removes a theme override for a constant with the given <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetIcon(System.String,System.String)">
            <summary>
            <para>Returns an icon from the first matching <see cref="T:Godot.Theme"/> in the tree if that <see cref="T:Godot.Theme"/> has an icon item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetStylebox(System.String,System.String)">
            <summary>
            <para>Returns a <see cref="T:Godot.StyleBox"/> from the first matching <see cref="T:Godot.Theme"/> in the tree if that <see cref="T:Godot.Theme"/> has a stylebox item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetFont(System.String,System.String)">
            <summary>
            <para>Returns a <see cref="T:Godot.Font"/> from the first matching <see cref="T:Godot.Theme"/> in the tree if that <see cref="T:Godot.Theme"/> has a font item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetColor(System.String,System.String)">
            <summary>
            <para>Returns a <see cref="T:Godot.Color"/> from the first matching <see cref="T:Godot.Theme"/> in the tree if that <see cref="T:Godot.Theme"/> has a color item with the specified <c>name</c> and <c>theme_type</c>. If <c>theme_type</c> is omitted the class name of the current control is used as the type, or <see cref="P:Godot.Control.ThemeTypeVariation"/> if it is defined. If the type is a class name its parent classes are also checked, in order of inheritance.</para>
            <para>For the current control its local overrides are considered first (see <see cref="M:Godot.Control.AddColorOverride(System.String,Godot.Color)"/>), then its assigned <see cref="P:Godot.Control.Theme"/>. After the current control, each parent control and its assigned <see cref="P:Godot.Control.Theme"/> are considered; controls without a <see cref="P:Godot.Control.Theme"/> assigned are skipped. If no matching <see cref="T:Godot.Theme"/> is found in the tree, a custom project <see cref="T:Godot.Theme"/> (see <c>ProjectSettings.gui/theme/custom</c>) and the default <see cref="T:Godot.Theme"/> are used.</para>
            <para><code>
            func _ready():
                # Get the font color defined for the current Control's class, if it exists.
                modulate = get_color("font_color")
                # Get the font color defined for the Button class.
                modulate = get_color("font_color", "Button")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetConstant(System.String,System.String)">
            <summary>
            <para>Returns a constant from the first matching <see cref="T:Godot.Theme"/> in the tree if that <see cref="T:Godot.Theme"/> has a constant item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasIconOverride(System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a local override for a theme icon with the specified <c>name</c> in this <see cref="T:Godot.Control"/> node.</para>
            <para>See <see cref="M:Godot.Control.AddIconOverride(System.String,Godot.Texture)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasShaderOverride(System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a local override for a theme shader with the specified <c>name</c> in this <see cref="T:Godot.Control"/> node.</para>
            <para>See <see cref="M:Godot.Control.AddShaderOverride(System.String,Godot.Shader)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasStyleboxOverride(System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a local override for a theme <see cref="T:Godot.StyleBox"/> with the specified <c>name</c> in this <see cref="T:Godot.Control"/> node.</para>
            <para>See <see cref="M:Godot.Control.AddStyleboxOverride(System.String,Godot.StyleBox)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasFontOverride(System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a local override for a theme <see cref="T:Godot.Font"/> with the specified <c>name</c> in this <see cref="T:Godot.Control"/> node.</para>
            <para>See <see cref="M:Godot.Control.AddFontOverride(System.String,Godot.Font)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasColorOverride(System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a local override for a theme <see cref="T:Godot.Color"/> with the specified <c>name</c> in this <see cref="T:Godot.Control"/> node.</para>
            <para>See <see cref="M:Godot.Control.AddColorOverride(System.String,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasConstantOverride(System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a local override for a theme constant with the specified <c>name</c> in this <see cref="T:Godot.Control"/> node.</para>
            <para>See <see cref="M:Godot.Control.AddConstantOverride(System.String,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasIcon(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a matching <see cref="T:Godot.Theme"/> in the tree that has an icon item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasStylebox(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a matching <see cref="T:Godot.Theme"/> in the tree that has a stylebox item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasFont(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a matching <see cref="T:Godot.Theme"/> in the tree that has a font item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasColor(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a matching <see cref="T:Godot.Theme"/> in the tree that has a color item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.HasConstant(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if there is a matching <see cref="T:Godot.Theme"/> in the tree that has a constant item with the specified <c>name</c> and <c>theme_type</c>.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetThemeDefaultFont">
            <summary>
            <para>Returns the default font from the first matching <see cref="T:Godot.Theme"/> in the tree if that <see cref="T:Godot.Theme"/> has a valid <see cref="P:Godot.Theme.DefaultFont"/> value.</para>
            <para>See <see cref="M:Godot.Control.GetColor(System.String,System.String)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetParentControl">
            <summary>
            <para>Returns the parent control node.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetTooltip(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Returns the tooltip, which will appear when the cursor is resting over this control. See <see cref="P:Godot.Control.HintTooltip"/>.</para>
            </summary>
            <param name="atPosition">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Control.GetCursorShape(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Returns the mouse cursor shape the control displays on mouse hover. See <see cref="T:Godot.Control.CursorShape"/>.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Control.SetFocusNeighbour(Godot.Margin,Godot.NodePath)">
            <summary>
            <para>Sets the anchor identified by <c>margin</c> constant from <see cref="T:Godot.Margin"/> enum to <see cref="T:Godot.Control"/> at <c>neighbor</c> node path. A setter method for <see cref="P:Godot.Control.FocusNeighbourBottom"/>, <see cref="P:Godot.Control.FocusNeighbourLeft"/>, <see cref="P:Godot.Control.FocusNeighbourRight"/> and <see cref="P:Godot.Control.FocusNeighbourTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GetFocusNeighbour(Godot.Margin)">
            <summary>
            <para>Returns the focus neighbour identified by <c>margin</c> constant from <see cref="T:Godot.Margin"/> enum. A getter method for <see cref="P:Godot.Control.FocusNeighbourBottom"/>, <see cref="P:Godot.Control.FocusNeighbourLeft"/>, <see cref="P:Godot.Control.FocusNeighbourRight"/> and <see cref="P:Godot.Control.FocusNeighbourTop"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.ForceDrag(System.Object,Godot.Control)">
            <summary>
            <para>Forces drag and bypasses <see cref="M:Godot.Control.GetDragData(Godot.Vector2)"/> and <see cref="M:Godot.Control.SetDragPreview(Godot.Control)"/> by passing <c>data</c> and <c>preview</c>. Drag will start even if the mouse is neither over nor pressed on this control.</para>
            <para>The methods <see cref="M:Godot.Control.CanDropData(Godot.Vector2,System.Object)"/> and <see cref="M:Godot.Control.DropData(Godot.Vector2,System.Object)"/> must be implemented on controls that want to receive drop data.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.GrabClickFocus">
            <summary>
            <para>Creates an <see cref="T:Godot.InputEventMouseButton"/> that attempts to click the control. If the event is received, the control acquires focus.</para>
            <para><code>
            func _process(delta):
                grab_click_focus() #when clicking another Control node, this node will be clicked instead
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetDragForwarding(Godot.Control)">
            <summary>
            <para>Forwards the handling of this control's drag and drop to <c>target</c> control.</para>
            <para>Forwarding can be implemented in the target control similar to the methods <see cref="M:Godot.Control.GetDragData(Godot.Vector2)"/>, <see cref="M:Godot.Control.CanDropData(Godot.Vector2,System.Object)"/>, and <see cref="M:Godot.Control.DropData(Godot.Vector2,System.Object)"/> but with two differences:</para>
            <para>1. The function name must be suffixed with _fw</para>
            <para>2. The function must take an extra argument that is the control doing the forwarding</para>
            <para><code>
            # ThisControl.gd
            extends Control
            func _ready():
                set_drag_forwarding(target_control)
            
            # TargetControl.gd
            extends Control
            func can_drop_data_fw(position, data, from_control):
                return true
            
            func drop_data_fw(position, data, from_control):
                my_handle_data(data)
            
            func get_drag_data_fw(position, from_control):
                set_drag_preview(my_preview)
                return my_data()
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.SetDragPreview(Godot.Control)">
            <summary>
            <para>Shows the given control at the mouse pointer. A good time to call this method is in <see cref="M:Godot.Control.GetDragData(Godot.Vector2)"/>. The control must not be in the scene tree. You should not free the control, and you should not keep a reference to the control beyond the duration of the drag. It will be deleted automatically after the drag has ended.</para>
            <para><code>
            export (Color, RGBA) var color = Color(1, 0, 0, 1)
            
            func get_drag_data(position):
                # Use a control that is not in the tree
                var cpb = ColorPickerButton.new()
                cpb.color = color
                cpb.rect_size = Vector2(50, 50)
                set_drag_preview(cpb)
                return color
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Control.IsDragSuccessful">
            <summary>
            <para>Returns <c>true</c> if a drag operation is successful. Alternative to <see cref="M:Godot.Viewport.GuiIsDragSuccessful"/>.</para>
            <para>Best used with <see cref="F:Godot.Node.NotificationDragEnd"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.WarpMouse(Godot.Vector2)">
            <summary>
            <para>Moves the mouse cursor to <c>to_position</c>, relative to <see cref="P:Godot.Control.RectPosition"/> of this <see cref="T:Godot.Control"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Control.MinimumSizeChanged">
            <summary>
            <para>Invalidates the size cache in this node and in parent nodes up to toplevel. Intended to be used with <see cref="M:Godot.Control.GetMinimumSize"/> when the return value is changed. Setting <see cref="P:Godot.Control.RectMinSize"/> directly calls this method automatically.</para>
            </summary>
        </member>
        <member name="T:Godot.ConvexPolygonShape">
            <summary>
            <para>Convex polygon shape resource, which can be added to a <see cref="T:Godot.PhysicsBody"/> or area.</para>
            </summary>
        </member>
        <member name="P:Godot.ConvexPolygonShape.Points">
            <summary>
            <para>The list of 3D points forming the convex polygon shape.</para>
            </summary>
        </member>
        <member name="T:Godot.ConvexPolygonShape2D">
            <summary>
            <para>Convex polygon shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check).</para>
            <para>The main difference between a <see cref="T:Godot.ConvexPolygonShape2D"/> and a <see cref="T:Godot.ConcavePolygonShape2D"/> is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.</para>
            </summary>
        </member>
        <member name="P:Godot.ConvexPolygonShape2D.Points">
            <summary>
            <para>The polygon's list of vertices. Can be in either clockwise or counterclockwise order. Only set this property with convex hull points, use <see cref="M:Godot.ConvexPolygonShape2D.SetPointCloud(Godot.Vector2[])"/> to generate a convex hull shape from concave shape points.</para>
            </summary>
        </member>
        <member name="M:Godot.ConvexPolygonShape2D.SetPointCloud(Godot.Vector2[])">
            <summary>
            <para>Based on the set of points provided, this creates and assigns the <see cref="P:Godot.ConvexPolygonShape2D.Points"/> property using the convex hull algorithm. Removing all unneeded points. See <see cref="M:Godot.Geometry.ConvexHull2d(Godot.Vector2[])"/> for details.</para>
            </summary>
        </member>
        <member name="T:Godot.Crypto">
            <summary>
            <para>The Crypto class allows you to access some more advanced cryptographic functionalities in Godot.</para>
            <para>For now, this includes generating cryptographically secure random bytes, RSA keys and self-signed X509 certificates generation, asymmetric key encryption/decryption, and signing/verification.</para>
            <para><code>
            extends Node
            
            var crypto = Crypto.new()
            var key = CryptoKey.new()
            var cert = X509Certificate.new()
            
            func _ready():
                # Generate new RSA key.
                key = crypto.generate_rsa(4096)
                # Generate new self-signed certificate with the given key.
                cert = crypto.generate_self_signed_certificate(key, "CN=mydomain.com,O=My Game Company,C=IT")
                # Save key and certificate in the user folder.
                key.save("user://generated.key")
                cert.save("user://generated.crt")
                # Encryption
                var data = "Some data"
                var encrypted = crypto.encrypt(key, data.to_utf8())
                # Decryption
                var decrypted = crypto.decrypt(key, encrypted)
                # Signing
                var signature = crypto.sign(HashingContext.HASH_SHA256, data.sha256_buffer(), key)
                # Verifying
                var verified = crypto.verify(HashingContext.HASH_SHA256, data.sha256_buffer(), signature, key)
                # Checks
                assert(verified)
                assert(data.to_utf8() == decrypted)
            </code></para>
            <para>Note: Not available in HTML5 exports.</para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.GenerateRandomBytes(System.Int32)">
            <summary>
            <para>Generates a <see cref="T:System.Byte"/> of cryptographically secure random bytes with given <c>size</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.GenerateRsa(System.Int32)">
            <summary>
            <para>Generates an RSA <see cref="T:Godot.CryptoKey"/> that can be used for creating self-signed certificates and passed to <see cref="M:Godot.StreamPeerSSL.AcceptStream(Godot.StreamPeer,Godot.CryptoKey,Godot.X509Certificate,Godot.X509Certificate)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.GenerateSelfSignedCertificate(Godot.CryptoKey,System.String,System.String,System.String)">
            <summary>
            <para>Generates a self-signed <see cref="T:Godot.X509Certificate"/> from the given <see cref="T:Godot.CryptoKey"/> and <c>issuer_name</c>. The certificate validity will be defined by <c>not_before</c> and <c>not_after</c> (first valid date and last valid date). The <c>issuer_name</c> must contain at least "CN=" (common name, i.e. the domain name), "O=" (organization, i.e. your company name), "C=" (country, i.e. 2 lettered ISO-3166 code of the country the organization is based in).</para>
            <para>A small example to generate an RSA key and a X509 self-signed certificate.</para>
            <para><code>
            var crypto = Crypto.new()
            # Generate 4096 bits RSA key.
            var key = crypto.generate_rsa(4096)
            # Generate self-signed certificate using the given key.
            var cert = crypto.generate_self_signed_certificate(key, "CN=example.com,O=A Game Company,C=IT")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.Sign(Godot.HashingContext.HashType,System.Byte[],Godot.CryptoKey)">
            <summary>
            <para>Sign a given <c>hash</c> of type <c>hash_type</c> with the provided private <c>key</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.Verify(Godot.HashingContext.HashType,System.Byte[],System.Byte[],Godot.CryptoKey)">
            <summary>
            <para>Verify that a given <c>signature</c> for <c>hash</c> of type <c>hash_type</c> against the provided public <c>key</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.Encrypt(Godot.CryptoKey,System.Byte[])">
            <summary>
            <para>Encrypt the given <c>plaintext</c> with the provided public <c>key</c>.</para>
            <para>Note: The maximum size of accepted plaintext is limited by the key size.</para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.Decrypt(Godot.CryptoKey,System.Byte[])">
            <summary>
            <para>Decrypt the given <c>ciphertext</c> with the provided private <c>key</c>.</para>
            <para>Note: The maximum size of accepted ciphertext is limited by the key size.</para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.HmacDigest(Godot.HashingContext.HashType,System.Byte[],System.Byte[])">
            <summary>
            <para>Generates an <a href="https://en.wikipedia.org/wiki/HMAC">HMAC</a> digest of <c>msg</c> using <c>key</c>. The <c>hash_type</c> parameter is the hashing algorithm that is used for the inner and outer hashes.</para>
            <para>Currently, only <see cref="F:Godot.HashingContext.HashType.Sha256"/> and <see cref="F:Godot.HashingContext.HashType.Sha1"/> are supported.</para>
            </summary>
        </member>
        <member name="M:Godot.Crypto.ConstantTimeCompare(System.Byte[],System.Byte[])">
            <summary>
            <para>Compares two <see cref="T:System.Byte"/>s for equality without leaking timing information in order to prevent timing attacks.</para>
            <para>See <a href="https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-string-comparison-with-double-hmac-strategy">this blog post</a> for more information.</para>
            </summary>
        </member>
        <member name="T:Godot.CryptoKey">
            <summary>
            <para>The CryptoKey class represents a cryptographic key. Keys can be loaded and saved like any other <see cref="T:Godot.Resource"/>.</para>
            <para>They can be used to generate a self-signed <see cref="T:Godot.X509Certificate"/> via <see cref="M:Godot.Crypto.GenerateSelfSignedCertificate(Godot.CryptoKey,System.String,System.String,System.String)"/> and as private key in <see cref="M:Godot.StreamPeerSSL.AcceptStream(Godot.StreamPeer,Godot.CryptoKey,Godot.X509Certificate,Godot.X509Certificate)"/> along with the appropriate certificate.</para>
            </summary>
        </member>
        <member name="M:Godot.CryptoKey.Save(System.String,System.Boolean)">
            <summary>
            <para>Saves a key to the given <c>path</c>. If <c>public_only</c> is <c>true</c>, only the public key will be saved.</para>
            <para>Note: <c>path</c> should be a "*.pub" file if <c>public_only</c> is <c>true</c>, a "*.key" file otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.CryptoKey.Load(System.String,System.Boolean)">
            <summary>
            <para>Loads a key from <c>path</c>. If <c>public_only</c> is <c>true</c>, only the public key will be loaded.</para>
            <para>Note: <c>path</c> should be a "*.pub" file if <c>public_only</c> is <c>true</c>, a "*.key" file otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.CryptoKey.IsPublicOnly">
            <summary>
            <para>Return <c>true</c> if this CryptoKey only has the public part, and not the private one.</para>
            </summary>
        </member>
        <member name="M:Godot.CryptoKey.SaveToString(System.Boolean)">
            <summary>
            <para>Returns a string containing the key in PEM format. If <c>public_only</c> is <c>true</c>, only the public key will be included.</para>
            </summary>
        </member>
        <member name="M:Godot.CryptoKey.LoadFromString(System.String,System.Boolean)">
            <summary>
            <para>Loads a key from the given <c>string</c>. If <c>public_only</c> is <c>true</c>, only the public key will be loaded.</para>
            </summary>
        </member>
        <member name="T:Godot.CubeMap">
            <summary>
            <para>A 6-sided 3D texture typically used for faking reflections. It can be used to make an object look as if it's reflecting its surroundings. This usually delivers much better performance than other reflection methods.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.FlagsEnum.Mipmaps">
            <summary>
            <para>Generate mipmaps, to enable smooth zooming out of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.FlagsEnum.Repeat">
            <summary>
            <para>Repeat (instead of clamp to edge).</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.FlagsEnum.Filter">
            <summary>
            <para>Turn on magnifying filter, to enable smooth zooming in of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.FlagsEnum.Default">
            <summary>
            <para>Default flags. Generate mipmaps, repeat, and filter are enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Side.Left">
            <summary>
            <para>Identifier for the left face of the <see cref="T:Godot.CubeMap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Side.Right">
            <summary>
            <para>Identifier for the right face of the <see cref="T:Godot.CubeMap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Side.Bottom">
            <summary>
            <para>Identifier for the bottom face of the <see cref="T:Godot.CubeMap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Side.Top">
            <summary>
            <para>Identifier for the top face of the <see cref="T:Godot.CubeMap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Side.Front">
            <summary>
            <para>Identifier for the front face of the <see cref="T:Godot.CubeMap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Side.Back">
            <summary>
            <para>Identifier for the back face of the <see cref="T:Godot.CubeMap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Storage.Raw">
            <summary>
            <para>Store the <see cref="T:Godot.CubeMap"/> without any compression.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Storage.CompressLossy">
            <summary>
            <para>Store the <see cref="T:Godot.CubeMap"/> with strong compression that reduces image quality.</para>
            </summary>
        </member>
        <member name="F:Godot.CubeMap.Storage.CompressLossless">
            <summary>
            <para>Store the <see cref="T:Godot.CubeMap"/> with moderate compression that doesn't reduce image quality.</para>
            </summary>
        </member>
        <member name="P:Godot.CubeMap.Flags">
            <summary>
            <para>The render flags for the <see cref="T:Godot.CubeMap"/>. See the <see cref="T:Godot.CubeMap.FlagsEnum"/> constants for details.</para>
            </summary>
        </member>
        <member name="P:Godot.CubeMap.StorageMode">
            <summary>
            <para>The <see cref="T:Godot.CubeMap"/>'s storage mode. See <see cref="T:Godot.CubeMap.Storage"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.CubeMap.LossyStorageQuality">
            <summary>
            <para>The lossy storage quality of the <see cref="T:Godot.CubeMap"/> if the storage mode is set to <see cref="F:Godot.CubeMap.Storage.CompressLossy"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.CubeMap.GetWidth">
            <summary>
            <para>Returns the <see cref="T:Godot.CubeMap"/>'s width.</para>
            </summary>
        </member>
        <member name="M:Godot.CubeMap.GetHeight">
            <summary>
            <para>Returns the <see cref="T:Godot.CubeMap"/>'s height.</para>
            </summary>
        </member>
        <member name="M:Godot.CubeMap.SetSide(Godot.CubeMap.Side,Godot.Image)">
            <summary>
            <para>Sets an <see cref="T:Godot.Image"/> for a side of the <see cref="T:Godot.CubeMap"/> using one of the <see cref="T:Godot.CubeMap.Side"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.CubeMap.GetSide(Godot.CubeMap.Side)">
            <summary>
            <para>Returns an <see cref="T:Godot.Image"/> for a side of the <see cref="T:Godot.CubeMap"/> using one of the <see cref="T:Godot.CubeMap.Side"/> constants.</para>
            </summary>
        </member>
        <member name="T:Godot.CubeMesh">
            <summary>
            <para>Generate an axis-aligned cuboid <see cref="T:Godot.PrimitiveMesh"/>.</para>
            <para>The cube's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to <c>Vector3(3, 2, 1)</c>.</para>
            <para>Note: When using a large textured <see cref="T:Godot.CubeMesh"/> (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase <see cref="P:Godot.CubeMesh.SubdivideDepth"/>, <see cref="P:Godot.CubeMesh.SubdivideHeight"/> and <see cref="P:Godot.CubeMesh.SubdivideWidth"/> until you no longer notice UV jittering.</para>
            </summary>
        </member>
        <member name="P:Godot.CubeMesh.Size">
            <summary>
            <para>Size of the cuboid mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.CubeMesh.SubdivideWidth">
            <summary>
            <para>Number of extra edge loops inserted along the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.CubeMesh.SubdivideHeight">
            <summary>
            <para>Number of extra edge loops inserted along the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.CubeMesh.SubdivideDepth">
            <summary>
            <para>Number of extra edge loops inserted along the Z axis.</para>
            </summary>
        </member>
        <member name="T:Godot.CullInstance">
            <summary>
            <para>Provides common functionality to nodes that can be culled by the <see cref="T:Godot.Portal"/> system.</para>
            <para><c>Static</c> and <c>Dynamic</c> objects are the most efficiently managed objects in the system, but there are some caveats. They are expected to be present initially when <see cref="T:Godot.Room"/>s are converted using the <see cref="T:Godot.RoomManager"/> <c>rooms_convert</c> function, and their lifetime should be the same as the game level (i.e. present until you call <c>rooms_clear</c> on the <see cref="T:Godot.RoomManager"/>. Although you shouldn't create / delete these objects during gameplay, you can manage their visibility with the standard <c>hide</c> and <c>show</c> commands.</para>
            <para><c>Roaming</c> objects on the other hand, require extra processing to keep track of which <see cref="T:Godot.Room"/> they are within. This enables them to be culled effectively, wherever they are.</para>
            <para><c>Global</c> objects are not culled by the portal system, and use view frustum culling only.</para>
            <para>Objects that are not <c>Static</c> or <c>Dynamic</c> can be freely created and deleted during the lifetime of the game level.</para>
            </summary>
        </member>
        <member name="F:Godot.CullInstance.PortalModeEnum.Static">
            <summary>
            <para>Use for instances within <see cref="T:Godot.Room"/>s that will not move - e.g. walls, floors.</para>
            <para>Note: If you attempt to delete a <c>PORTAL_MODE_STATIC</c> instance while the room graph is loaded (converted), it will unload the room graph and deactivate portal culling. This is because the room graph data has been invalidated. You will need to reconvert the rooms using the <see cref="T:Godot.RoomManager"/> to activate the system again.</para>
            </summary>
        </member>
        <member name="F:Godot.CullInstance.PortalModeEnum.Dynamic">
            <summary>
            <para>Use for instances within rooms that will move but not change room - e.g. moving platforms.</para>
            <para>Note: If you attempt to delete a <c>PORTAL_MODE_DYNAMIC</c> instance while the room graph is loaded (converted), it will unload the room graph and deactivate portal culling. This is because the room graph data has been invalidated. You will need to reconvert the rooms using the <see cref="T:Godot.RoomManager"/> to activate the system again.</para>
            </summary>
        </member>
        <member name="F:Godot.CullInstance.PortalModeEnum.Roaming">
            <summary>
            <para>Use for instances that will move between <see cref="T:Godot.Room"/>s - e.g. players.</para>
            </summary>
        </member>
        <member name="F:Godot.CullInstance.PortalModeEnum.Global">
            <summary>
            <para>Use for instances that will be frustum culled only - e.g. first person weapon, debug.</para>
            </summary>
        </member>
        <member name="F:Godot.CullInstance.PortalModeEnum.Ignore">
            <summary>
            <para>Use for instances that will not be shown at all - e.g. manual room bounds (specified by prefix 'Bound_').</para>
            </summary>
        </member>
        <member name="P:Godot.CullInstance.PortalMode">
            <summary>
            <para>When using <see cref="T:Godot.Room"/>s and <see cref="T:Godot.Portal"/>s, this specifies how the <see cref="T:Godot.CullInstance"/> is processed in the system.</para>
            </summary>
        </member>
        <member name="P:Godot.CullInstance.IncludeInBound">
            <summary>
            <para>When a manual bound has not been explicitly specified for a <see cref="T:Godot.Room"/>, the convex hull bound will be estimated from the geometry of the objects within the room. This setting determines whether the geometry of an object is included in this estimate of the room bound.</para>
            <para>Note: This setting is only relevant when the object is set to <c>PORTAL_MODE_STATIC</c> or <c>PORTAL_MODE_DYNAMIC</c>, and for <see cref="T:Godot.Portal"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.CullInstance.AllowMerging">
            <summary>
            <para>This allows fine control over the mesh merging feature in the <see cref="T:Godot.RoomManager"/>.</para>
            <para>Setting this option to <c>false</c> can be used to prevent an instance being merged.</para>
            </summary>
        </member>
        <member name="P:Godot.CullInstance.AutoplacePriority">
            <summary>
            <para>When set to <c>0</c>, <see cref="T:Godot.CullInstance"/>s will be autoplaced in the <see cref="T:Godot.Room"/> with the highest priority.</para>
            <para>When set to a value other than <c>0</c>, the system will attempt to autoplace in a <see cref="T:Godot.Room"/> with the <c>autoplace_priority</c>, if it is present.</para>
            <para>This can be used to control autoplacement of building exteriors in an outer <see cref="T:Godot.RoomGroup"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Curve">
            <summary>
            <para>A curve that can be saved and re-used for other objects. By default, it ranges between <c>0</c> and <c>1</c> on the Y axis and positions points relative to the <c>0.5</c> Y position.</para>
            <para>See also <see cref="T:Godot.Gradient"/> which is designed for color interpolation. See also <see cref="T:Godot.Curve2D"/> and <see cref="T:Godot.Curve3D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Curve.TangentMode.Free">
            <summary>
            <para>The tangent on this side of the point is user-defined.</para>
            </summary>
        </member>
        <member name="F:Godot.Curve.TangentMode.Linear">
            <summary>
            <para>The curve calculates the tangent on this side of the point as the slope halfway towards the adjacent point.</para>
            </summary>
        </member>
        <member name="F:Godot.Curve.TangentMode.ModeCount">
            <summary>
            <para>The total number of available tangent modes.</para>
            </summary>
        </member>
        <member name="P:Godot.Curve.MinValue">
            <summary>
            <para>The minimum value the curve can reach.</para>
            </summary>
        </member>
        <member name="P:Godot.Curve.MaxValue">
            <summary>
            <para>The maximum value the curve can reach.</para>
            </summary>
        </member>
        <member name="P:Godot.Curve.BakeResolution">
            <summary>
            <para>The number of points to include in the baked (i.e. cached) curve data.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.GetPointCount">
            <summary>
            <para>Returns the number of points describing the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.AddPoint(Godot.Vector2,System.Single,System.Single,Godot.Curve.TangentMode,Godot.Curve.TangentMode)">
            <summary>
            <para>Adds a point to the curve. For each side, if the <c>*_mode</c> is <see cref="F:Godot.Curve.TangentMode.Linear"/>, the <c>*_tangent</c> angle (in degrees) uses the slope of the curve halfway to the adjacent point. Allows custom assignments to the <c>*_tangent</c> angle if <c>*_mode</c> is set to <see cref="F:Godot.Curve.TangentMode.Free"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.RemovePoint(System.Int32)">
            <summary>
            <para>Removes the point at <c>index</c> from the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.ClearPoints">
            <summary>
            <para>Removes all points from the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.GetPointPosition(System.Int32)">
            <summary>
            <para>Returns the curve coordinates for the point at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.SetPointValue(System.Int32,System.Single)">
            <summary>
            <para>Assigns the vertical position <c>y</c> to the point at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.SetPointOffset(System.Int32,System.Single)">
            <summary>
            <para>Sets the offset from <c>0.5</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.Interpolate(System.Single)">
            <summary>
            <para>Returns the Y value for the point that would exist at the X position <c>offset</c> along the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.InterpolateBaked(System.Single)">
            <summary>
            <para>Returns the Y value for the point that would exist at the X position <c>offset</c> along the curve using the baked cache. Bakes the curve's points if not already baked.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.GetPointLeftTangent(System.Int32)">
            <summary>
            <para>Returns the left tangent angle (in degrees) for the point at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.GetPointRightTangent(System.Int32)">
            <summary>
            <para>Returns the right tangent angle (in degrees) for the point at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.GetPointLeftMode(System.Int32)">
            <summary>
            <para>Returns the left <see cref="T:Godot.Curve.TangentMode"/> for the point at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.GetPointRightMode(System.Int32)">
            <summary>
            <para>Returns the right <see cref="T:Godot.Curve.TangentMode"/> for the point at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.SetPointLeftTangent(System.Int32,System.Single)">
            <summary>
            <para>Sets the left tangent angle for the point at <c>index</c> to <c>tangent</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.SetPointRightTangent(System.Int32,System.Single)">
            <summary>
            <para>Sets the right tangent angle for the point at <c>index</c> to <c>tangent</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.SetPointLeftMode(System.Int32,Godot.Curve.TangentMode)">
            <summary>
            <para>Sets the left <see cref="T:Godot.Curve.TangentMode"/> for the point at <c>index</c> to <c>mode</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.SetPointRightMode(System.Int32,Godot.Curve.TangentMode)">
            <summary>
            <para>Sets the right <see cref="T:Godot.Curve.TangentMode"/> for the point at <c>index</c> to <c>mode</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.CleanDupes">
            <summary>
            <para>Removes points that are closer than <c>CMP_EPSILON</c> (0.00001) units to their neighbor on the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve.Bake">
            <summary>
            <para>Recomputes the baked cache of points for the curve.</para>
            </summary>
        </member>
        <member name="T:Godot.Curve2D">
            <summary>
            <para>This class describes a Bézier curve in 2D space. It is mainly used to give a shape to a <see cref="T:Godot.Path2D"/>, but can be manually sampled for other purposes.</para>
            <para>It keeps a cache of precalculated points along the curve, to speed up further calculations.</para>
            </summary>
        </member>
        <member name="P:Godot.Curve2D.BakeInterval">
            <summary>
            <para>The distance in pixels between two adjacent cached points. Changing it forces the cache to be recomputed the next time the <see cref="M:Godot.Curve2D.GetBakedPoints"/> or <see cref="M:Godot.Curve2D.GetBakedLength"/> function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.GetPointCount">
            <summary>
            <para>Returns the number of points describing the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.AddPoint(Godot.Vector2,System.Nullable{Godot.Vector2},System.Nullable{Godot.Vector2},System.Int32)">
            <summary>
            <para>Adds a point with the specified <c>position</c> relative to the curve's own position, with control points <c>in</c> and <c>out</c>. Appends the new point at the end of the point list.</para>
            <para>If <c>index</c> is given, the new point is inserted before the existing point identified by index <c>index</c>. Every existing point starting from <c>index</c> is shifted further down the list of points. The index must be greater than or equal to <c>0</c> and must not exceed the number of existing points in the line. See <see cref="M:Godot.Curve2D.GetPointCount"/>.</para>
            </summary>
            <param name="in">If the parameter is null, then the default value is new Vector2(0, 0)</param>
            <param name="out">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Curve2D.SetPointPosition(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the position for the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.GetPointPosition(System.Int32)">
            <summary>
            <para>Returns the position of the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console, and returns <c>(0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.SetPointIn(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the position of the control point leading to the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.GetPointIn(System.Int32)">
            <summary>
            <para>Returns the position of the control point leading to the vertex <c>idx</c>. The returned position is relative to the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console, and returns <c>(0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.SetPointOut(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the position of the control point leading out of the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.GetPointOut(System.Int32)">
            <summary>
            <para>Returns the position of the control point leading out of the vertex <c>idx</c>. The returned position is relative to the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console, and returns <c>(0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.RemovePoint(System.Int32)">
            <summary>
            <para>Deletes the point <c>idx</c> from the curve. Sends an error to the console if <c>idx</c> is out of bounds.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.ClearPoints">
            <summary>
            <para>Removes all points from the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.Interpolate(System.Int32,System.Single)">
            <summary>
            <para>Returns the position between the vertex <c>idx</c> and the vertex <c>idx + 1</c>, where <c>t</c> controls if the point is the first vertex (<c>t = 0.0</c>), the last vertex (<c>t = 1.0</c>), or in between. Values of <c>t</c> outside the range (<c>0.0 &gt;= t &lt;=1</c>) give strange, but predictable results.</para>
            <para>If <c>idx</c> is out of bounds it is truncated to the first or last vertex, and <c>t</c> is ignored. If the curve has no points, the function sends an error to the console, and returns <c>(0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.Interpolatef(System.Single)">
            <summary>
            <para>Returns the position at the vertex <c>fofs</c>. It calls <see cref="M:Godot.Curve2D.Interpolate(System.Int32,System.Single)"/> using the integer part of <c>fofs</c> as <c>idx</c>, and its fractional part as <c>t</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.GetBakedLength">
            <summary>
            <para>Returns the total length of the curve, based on the cached points. Given enough density (see <see cref="P:Godot.Curve2D.BakeInterval"/>), it should be approximate enough.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.InterpolateBaked(System.Single,System.Boolean)">
            <summary>
            <para>Returns a point within the curve at position <c>offset</c>, where <c>offset</c> is measured as a pixel distance along the curve.</para>
            <para>To do that, it finds the two cached points where the <c>offset</c> lies between, then interpolates the values. This interpolation is cubic if <c>cubic</c> is set to <c>true</c>, or linear if set to <c>false</c>.</para>
            <para>Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.GetBakedPoints">
            <summary>
            <para>Returns the cache of points as a <see cref="T:Godot.Vector2"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.GetClosestPoint(Godot.Vector2)">
            <summary>
            <para>Returns the closest baked point (in curve's local space) to <c>to_point</c>.</para>
            <para><c>to_point</c> must be in this curve's local space.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.GetClosestOffset(Godot.Vector2)">
            <summary>
            <para>Returns the closest offset to <c>to_point</c>. This offset is meant to be used in <see cref="M:Godot.Curve2D.InterpolateBaked(System.Single,System.Boolean)"/>.</para>
            <para><c>to_point</c> must be in this curve's local space.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve2D.Tessellate(System.Int32,System.Single)">
            <summary>
            <para>Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts.</para>
            <para>This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough.</para>
            <para><c>max_stages</c> controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!</para>
            <para><c>tolerance_degrees</c> controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.</para>
            </summary>
        </member>
        <member name="T:Godot.Curve3D">
            <summary>
            <para>This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a <see cref="T:Godot.Path"/>, but can be manually sampled for other purposes.</para>
            <para>It keeps a cache of precalculated points along the curve, to speed up further calculations.</para>
            </summary>
        </member>
        <member name="P:Godot.Curve3D.BakeInterval">
            <summary>
            <para>The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the <see cref="M:Godot.Curve3D.GetBakedPoints"/> or <see cref="M:Godot.Curve3D.GetBakedLength"/> function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.</para>
            </summary>
        </member>
        <member name="P:Godot.Curve3D.UpVectorEnabled">
            <summary>
            <para>If <c>true</c>, the curve will bake up vectors used for orientation. This is used when <see cref="P:Godot.PathFollow.RotationMode"/> is set to <see cref="F:Godot.PathFollow.RotationModeEnum.Oriented"/>. Changing it forces the cache to be recomputed.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetPointCount">
            <summary>
            <para>Returns the number of points describing the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.AddPoint(Godot.Vector3,System.Nullable{Godot.Vector3},System.Nullable{Godot.Vector3},System.Int32)">
            <summary>
            <para>Adds a point with the specified <c>position</c> relative to the curve's own position, with control points <c>in</c> and <c>out</c>. Appends the new point at the end of the point list.</para>
            <para>If <c>index</c> is given, the new point is inserted before the existing point identified by index <c>index</c>. Every existing point starting from <c>index</c> is shifted further down the list of points. The index must be greater than or equal to <c>0</c> and must not exceed the number of existing points in the line. See <see cref="M:Godot.Curve3D.GetPointCount"/>.</para>
            </summary>
            <param name="in">If the parameter is null, then the default value is new Vector3(0, 0, 0)</param>
            <param name="out">If the parameter is null, then the default value is new Vector3(0, 0, 0)</param>
        </member>
        <member name="M:Godot.Curve3D.SetPointPosition(System.Int32,Godot.Vector3)">
            <summary>
            <para>Sets the position for the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetPointPosition(System.Int32)">
            <summary>
            <para>Returns the position of the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console, and returns <c>(0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.SetPointTilt(System.Int32,System.Single)">
            <summary>
            <para>Sets the tilt angle in radians for the point <c>idx</c>. If the index is out of bounds, the function sends an error to the console.</para>
            <para>The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a <see cref="T:Godot.PathFollow"/>, this tilt is an offset over the natural tilt the <see cref="T:Godot.PathFollow"/> calculates.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetPointTilt(System.Int32)">
            <summary>
            <para>Returns the tilt angle in radians for the point <c>idx</c>. If the index is out of bounds, the function sends an error to the console, and returns <c>0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.SetPointIn(System.Int32,Godot.Vector3)">
            <summary>
            <para>Sets the position of the control point leading to the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetPointIn(System.Int32)">
            <summary>
            <para>Returns the position of the control point leading to the vertex <c>idx</c>. The returned position is relative to the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console, and returns <c>(0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.SetPointOut(System.Int32,Godot.Vector3)">
            <summary>
            <para>Sets the position of the control point leading out of the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetPointOut(System.Int32)">
            <summary>
            <para>Returns the position of the control point leading out of the vertex <c>idx</c>. The returned position is relative to the vertex <c>idx</c>. If the index is out of bounds, the function sends an error to the console, and returns <c>(0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.RemovePoint(System.Int32)">
            <summary>
            <para>Deletes the point <c>idx</c> from the curve. Sends an error to the console if <c>idx</c> is out of bounds.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.ClearPoints">
            <summary>
            <para>Removes all points from the curve.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.Interpolate(System.Int32,System.Single)">
            <summary>
            <para>Returns the position between the vertex <c>idx</c> and the vertex <c>idx + 1</c>, where <c>t</c> controls if the point is the first vertex (<c>t = 0.0</c>), the last vertex (<c>t = 1.0</c>), or in between. Values of <c>t</c> outside the range (<c>0.0 &gt;= t &lt;=1</c>) give strange, but predictable results.</para>
            <para>If <c>idx</c> is out of bounds it is truncated to the first or last vertex, and <c>t</c> is ignored. If the curve has no points, the function sends an error to the console, and returns <c>(0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.Interpolatef(System.Single)">
            <summary>
            <para>Returns the position at the vertex <c>fofs</c>. It calls <see cref="M:Godot.Curve3D.Interpolate(System.Int32,System.Single)"/> using the integer part of <c>fofs</c> as <c>idx</c>, and its fractional part as <c>t</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetBakedLength">
            <summary>
            <para>Returns the total length of the curve, based on the cached points. Given enough density (see <see cref="P:Godot.Curve3D.BakeInterval"/>), it should be approximate enough.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.InterpolateBaked(System.Single,System.Boolean)">
            <summary>
            <para>Returns a point within the curve at position <c>offset</c>, where <c>offset</c> is measured as a distance in 3D units along the curve.</para>
            <para>To do that, it finds the two cached points where the <c>offset</c> lies between, then interpolates the values. This interpolation is cubic if <c>cubic</c> is set to <c>true</c>, or linear if set to <c>false</c>.</para>
            <para>Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.InterpolateBakedUpVector(System.Single,System.Boolean)">
            <summary>
            <para>Returns an up vector within the curve at position <c>offset</c>, where <c>offset</c> is measured as a distance in 3D units along the curve.</para>
            <para>To do that, it finds the two cached up vectors where the <c>offset</c> lies between, then interpolates the values. If <c>apply_tilt</c> is <c>true</c>, an interpolated tilt is applied to the interpolated up vector.</para>
            <para>If the curve has no up vectors, the function sends an error to the console, and returns <c>(0, 1, 0)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetBakedPoints">
            <summary>
            <para>Returns the cache of points as a <see cref="T:Godot.Vector3"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetBakedTilts">
            <summary>
            <para>Returns the cache of tilts as a <see cref="T:System.Single"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetBakedUpVectors">
            <summary>
            <para>Returns the cache of up vectors as a <see cref="T:Godot.Vector3"/>.</para>
            <para>If <see cref="P:Godot.Curve3D.UpVectorEnabled"/> is <c>false</c>, the cache will be empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetClosestPoint(Godot.Vector3)">
            <summary>
            <para>Returns the closest baked point (in curve's local space) to <c>to_point</c>.</para>
            <para><c>to_point</c> must be in this curve's local space.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.GetClosestOffset(Godot.Vector3)">
            <summary>
            <para>Returns the closest offset to <c>to_point</c>. This offset is meant to be used in <see cref="M:Godot.Curve3D.InterpolateBaked(System.Single,System.Boolean)"/> or <see cref="M:Godot.Curve3D.InterpolateBakedUpVector(System.Single,System.Boolean)"/>.</para>
            <para><c>to_point</c> must be in this curve's local space.</para>
            </summary>
        </member>
        <member name="M:Godot.Curve3D.Tessellate(System.Int32,System.Single)">
            <summary>
            <para>Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts.</para>
            <para>This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough.</para>
            <para><c>max_stages</c> controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!</para>
            <para><c>tolerance_degrees</c> controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.</para>
            </summary>
        </member>
        <member name="T:Godot.CurveTexture">
            <summary>
            <para>Renders a given <see cref="T:Godot.Curve"/> provided to it. Simplifies the task of drawing curves and/or saving them as image files.</para>
            </summary>
        </member>
        <member name="P:Godot.CurveTexture.Width">
            <summary>
            <para>The width of the texture (in pixels). Higher values make it possible to represent high-frequency data better (such as sudden direction changes), at the cost of increased generation time and memory usage.</para>
            </summary>
        </member>
        <member name="P:Godot.CurveTexture.Curve">
            <summary>
            <para>The <see cref="T:Godot.Curve"/> that is rendered onto the texture.</para>
            </summary>
        </member>
        <member name="T:Godot.CylinderMesh">
            <summary>
            <para>Class representing a cylindrical <see cref="T:Godot.PrimitiveMesh"/>. This class can be used to create cones by setting either the <see cref="P:Godot.CylinderMesh.TopRadius"/> or <see cref="P:Godot.CylinderMesh.BottomRadius"/> properties to <c>0.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderMesh.TopRadius">
            <summary>
            <para>Top radius of the cylinder. If set to <c>0.0</c>, the top faces will not be generated, resulting in a conic shape.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderMesh.BottomRadius">
            <summary>
            <para>Bottom radius of the cylinder. If set to <c>0.0</c>, the bottom faces will not be generated, resulting in a conic shape.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderMesh.Height">
            <summary>
            <para>Full height of the cylinder.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderMesh.RadialSegments">
            <summary>
            <para>Number of radial segments on the cylinder. Higher values result in a more detailed cylinder/cone at the cost of performance.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderMesh.Rings">
            <summary>
            <para>Number of edge rings along the height of the cylinder. Changing <see cref="P:Godot.CylinderMesh.Rings"/> does not have any visual impact unless a shader or procedural mesh tool is used to alter the vertex data. Higher values result in more subdivisions, which can be used to create smoother-looking effects with shaders or procedural mesh tools (at the cost of performance). When not altering the vertex data using a shader or procedural mesh tool, <see cref="P:Godot.CylinderMesh.Rings"/> should be kept to its default value.</para>
            </summary>
        </member>
        <member name="T:Godot.CylinderShape">
            <summary>
            <para>Cylinder shape for collisions.</para>
            <para>Note: When using GodotPhysics instead of the default Bullet physics engine, there are several known bugs with cylinder collision shapes. Using <see cref="T:Godot.CapsuleShape"/> or <see cref="T:Godot.BoxShape"/> instead is recommended.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderShape.Height">
            <summary>
            <para>The cylinder's height.</para>
            </summary>
        </member>
        <member name="P:Godot.CylinderShape.Radius">
            <summary>
            <para>The cylinder's radius.</para>
            </summary>
        </member>
        <member name="T:Godot.DTLSServer">
            <summary>
            <para>This class is used to store the state of a DTLS server. Upon <see cref="M:Godot.DTLSServer.Setup(Godot.CryptoKey,Godot.X509Certificate,Godot.X509Certificate)"/> it converts connected <see cref="T:Godot.PacketPeerUDP"/> to <see cref="T:Godot.PacketPeerDTLS"/> accepting them via <see cref="M:Godot.DTLSServer.TakeConnection(Godot.PacketPeerUDP)"/> as DTLS clients. Under the hood, this class is used to store the DTLS state and cookies of the server. The reason of why the state and cookies are needed is outside of the scope of this documentation.</para>
            <para>Below a small example of how to use it:</para>
            <para><code>
            # server.gd
            extends Node
            
            var dtls := DTLSServer.new()
            var server := UDPServer.new()
            var peers = []
            
            func _ready():
                server.listen(4242)
                var key = load("key.key") # Your private key.
                var cert = load("cert.crt") # Your X509 certificate.
                dtls.setup(key, cert)
            
            func _process(delta):
                while server.is_connection_available():
                    var peer : PacketPeerUDP = server.take_connection()
                    var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)
                    if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:
                        continue # It is normal that 50% of the connections fails due to cookie exchange.
                    print("Peer connected!")
                    peers.append(dtls_peer)
                for p in peers:
                    p.poll() # Must poll to update the state.
                    if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:
                        while p.get_available_packet_count() &gt; 0:
                            print("Received message from client: %s" % p.get_packet().get_string_from_utf8())
                            p.put_packet("Hello DTLS client".to_utf8())
            </code></para>
            <para><code>
            # client.gd
            extends Node
            
            var dtls := PacketPeerDTLS.new()
            var udp := PacketPeerUDP.new()
            var connected = false
            
            func _ready():
                udp.connect_to_host("127.0.0.1", 4242)
                dtls.connect_to_peer(udp, false) # Use true in production for certificate validation!
            
            func _process(delta):
                dtls.poll()
                if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:
                    if !connected:
                        # Try to contact server
                        dtls.put_packet("The answer is... 42!".to_utf8())
                    while dtls.get_available_packet_count() &gt; 0:
                        print("Connected: %s" % dtls.get_packet().get_string_from_utf8())
                        connected = true
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.DTLSServer.Setup(Godot.CryptoKey,Godot.X509Certificate,Godot.X509Certificate)">
            <summary>
            <para>Setup the DTLS server to use the given <c>private_key</c> and provide the given <c>certificate</c> to clients. You can pass the optional <c>chain</c> parameter to provide additional CA chain information along with the certificate.</para>
            </summary>
        </member>
        <member name="M:Godot.DTLSServer.TakeConnection(Godot.PacketPeerUDP)">
            <summary>
            <para>Try to initiate the DTLS handshake with the given <c>udp_peer</c> which must be already connected (see <see cref="M:Godot.PacketPeerUDP.ConnectToHost(System.String,System.Int32)"/>).</para>
            <para>Note: You must check that the state of the return PacketPeerUDP is <see cref="F:Godot.PacketPeerDTLS.Status.Handshaking"/>, as it is normal that 50% of the new connections will be invalid due to cookie exchange.</para>
            </summary>
        </member>
        <member name="T:Godot.DampedSpringJoint2D">
            <summary>
            <para>Damped spring constraint for 2D physics. This resembles a spring joint that always wants to go back to a given length.</para>
            </summary>
        </member>
        <member name="P:Godot.DampedSpringJoint2D.Length">
            <summary>
            <para>The spring joint's maximum length. The two attached bodies cannot stretch it past this value.</para>
            </summary>
        </member>
        <member name="P:Godot.DampedSpringJoint2D.RestLength">
            <summary>
            <para>When the bodies attached to the spring joint move they stretch or squash it. The joint always tries to resize towards this length.</para>
            </summary>
        </member>
        <member name="P:Godot.DampedSpringJoint2D.Stiffness">
            <summary>
            <para>The higher the value, the less the bodies attached to the joint will deform it. The joint applies an opposing force to the bodies, the product of the stiffness multiplied by the size difference from its resting length.</para>
            </summary>
        </member>
        <member name="P:Godot.DampedSpringJoint2D.Damping">
            <summary>
            <para>The spring joint's damping ratio. A value between <c>0</c> and <c>1</c>. When the two bodies move into different directions the system tries to align them to the spring axis again. A high <c>damping</c> value forces the attached bodies to align faster.</para>
            </summary>
        </member>
        <member name="T:Godot.DirectionalLight">
            <summary>
            <para>A directional light is a type of <see cref="T:Godot.Light"/> node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used to determine light direction.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight.ShadowMode.Orthogonal">
            <summary>
            <para>Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight.ShadowMode.Parallel2Splits">
            <summary>
            <para>Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between <see cref="F:Godot.DirectionalLight.ShadowMode.Orthogonal"/> and <see cref="F:Godot.DirectionalLight.ShadowMode.Parallel4Splits"/> in terms of performance.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight.ShadowMode.Parallel4Splits">
            <summary>
            <para>Splits the view frustum in 4 areas, each with its own shadow map. This is the slowest directional shadow mode.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight.ShadowDepthRange.Stable">
            <summary>
            <para>Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.DirectionalLight.ShadowDepthRange.Optimized">
            <summary>
            <para>Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. This mode typically works best in games where the camera will often move at high speeds, such as most racing games.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowMode">
            <summary>
            <para>The light's shadow rendering algorithm. See <see cref="T:Godot.DirectionalLight.ShadowMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowSplit1">
            <summary>
            <para>The distance from camera to shadow split 1. Relative to <see cref="P:Godot.DirectionalLight.DirectionalShadowMaxDistance"/>. Only used when <see cref="P:Godot.DirectionalLight.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight.ShadowMode.Parallel2Splits"/> or <see cref="F:Godot.DirectionalLight.ShadowMode.Parallel4Splits"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowSplit2">
            <summary>
            <para>The distance from shadow split 1 to split 2. Relative to <see cref="P:Godot.DirectionalLight.DirectionalShadowMaxDistance"/>. Only used when <see cref="P:Godot.DirectionalLight.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight.ShadowMode.Parallel2Splits"/> or <see cref="F:Godot.DirectionalLight.ShadowMode.Parallel4Splits"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowSplit3">
            <summary>
            <para>The distance from shadow split 2 to split 3. Relative to <see cref="P:Godot.DirectionalLight.DirectionalShadowMaxDistance"/>. Only used when <see cref="P:Godot.DirectionalLight.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight.ShadowMode.Parallel4Splits"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowBlendSplits">
            <summary>
            <para>If <c>true</c>, shadow detail is sacrificed in exchange for smoother transitions between splits. Enabling shadow blend splitting also has a moderate performance cost. This is ignored when <see cref="P:Godot.DirectionalLight.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight.ShadowMode.Orthogonal"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowNormalBias">
            <summary>
            <para>Can be used to fix special cases of self shadowing when objects are perpendicular to the light.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowBiasSplitScale">
            <summary>
            <para>Amount of extra bias for shadow splits that are far away. If self-shadowing occurs only on the splits far away, increasing this value can fix them. This is ignored when <see cref="P:Godot.DirectionalLight.DirectionalShadowMode"/> is <see cref="F:Godot.DirectionalLight.ShadowMode.Orthogonal"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowDepthRange">
            <summary>
            <para>Optimizes shadow rendering for detail versus movement. See <see cref="T:Godot.DirectionalLight.ShadowDepthRange"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.DirectionalLight.DirectionalShadowMaxDistance">
            <summary>
            <para>The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).</para>
            </summary>
        </member>
        <member name="T:Godot.DynamicFont">
            <summary>
            <para>DynamicFont renders vector font files dynamically at runtime instead of using a prerendered texture atlas like <see cref="T:Godot.BitmapFont"/>. This trades the faster loading time of <see cref="T:Godot.BitmapFont"/>s for the ability to change font parameters like size and spacing during runtime. <see cref="T:Godot.DynamicFontData"/> is used for referencing the font file paths. DynamicFont also supports defining one or more fallback fonts, which will be used when displaying a character not supported by the main font.</para>
            <para>DynamicFont uses the <a href="https://www.freetype.org/">FreeType</a> library for rasterization. Supported formats are TrueType (<c>.ttf</c>), OpenType (<c>.otf</c>), Web Open Font Format 1 (<c>.woff</c>), and  Web Open Font Format 2 (<c>.woff2</c>).</para>
            <para><code>
            var dynamic_font = DynamicFont.new()
            dynamic_font.font_data = load("res://BarlowCondensed-Bold.ttf")
            dynamic_font.size = 64
            $"Label".set("custom_fonts/font", dynamic_font)
            </code></para>
            <para>Note: DynamicFont doesn't support features such as kerning, right-to-left typesetting, ligatures, text shaping, variable fonts and optional font features yet. If you wish to "bake" an optional font feature into a TTF font file, you can use <a href="https://fontforge.org/">FontForge</a> to do so. In FontForge, use File &gt; Generate Fonts, click Options, choose the desired features then generate the font.</para>
            </summary>
        </member>
        <member name="F:Godot.DynamicFont.SpacingType.Top">
            <summary>
            <para>Spacing at the top.</para>
            </summary>
        </member>
        <member name="F:Godot.DynamicFont.SpacingType.Bottom">
            <summary>
            <para>Spacing at the bottom.</para>
            </summary>
        </member>
        <member name="F:Godot.DynamicFont.SpacingType.Char">
            <summary>
            <para>Spacing for each character.</para>
            </summary>
        </member>
        <member name="F:Godot.DynamicFont.SpacingType.Space">
            <summary>
            <para>Spacing for the space character.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.Size">
            <summary>
            <para>The font size in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.OutlineSize">
            <summary>
            <para>The font outline's thickness in pixels (not relative to the font size).</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.OutlineColor">
            <summary>
            <para>The font outline's color.</para>
            <para>Note: It's recommended to leave this at the default value so that you can adjust it in individual controls. For example, if the outline is made black here, it won't be possible to change its color using a Label's font outline modulate theme item.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.UseMipmaps">
            <summary>
            <para>If <c>true</c>, mipmapping is used. This improves the font's appearance when downscaling it if font oversampling is disabled or ineffective.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.UseFilter">
            <summary>
            <para>If <c>true</c>, filtering is used. This makes the font blurry instead of pixelated when scaling it if font oversampling is disabled or ineffective. It's recommended to enable this when using the font in a control whose size changes over time, unless a pixel art aesthetic is desired.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.ExtraSpacingTop">
            <summary>
            <para>Extra spacing at the top in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.ExtraSpacingBottom">
            <summary>
            <para>Extra spacing at the bottom in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.ExtraSpacingChar">
            <summary>
            <para>Extra spacing for each character in pixels.</para>
            <para>This can be a negative number to make the distance between characters smaller.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.ExtraSpacingSpace">
            <summary>
            <para>Extra spacing for the space character (in addition to <see cref="P:Godot.DynamicFont.ExtraSpacingChar"/>) in pixels.</para>
            <para>This can be a negative number to make the distance between words smaller.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFont.FontData">
            <summary>
            <para>The font data.</para>
            </summary>
        </member>
        <member name="M:Godot.DynamicFont.GetAvailableChars">
            <summary>
            <para>Returns a string containing all the characters available in the main and all the fallback fonts.</para>
            <para>If a given character is included in more than one font, it appears only once in the returned string.</para>
            </summary>
        </member>
        <member name="M:Godot.DynamicFont.SetSpacing(System.Int32,System.Int32)">
            <summary>
            <para>Sets the spacing for <c>type</c> (see <see cref="T:Godot.DynamicFont.SpacingType"/>) to <c>value</c> in pixels (not relative to the font size).</para>
            </summary>
        </member>
        <member name="M:Godot.DynamicFont.GetSpacing(System.Int32)">
            <summary>
            <para>Returns the spacing for the given <c>type</c> (see <see cref="T:Godot.DynamicFont.SpacingType"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.DynamicFont.AddFallback(Godot.DynamicFontData)">
            <summary>
            <para>Adds a fallback font.</para>
            </summary>
        </member>
        <member name="M:Godot.DynamicFont.SetFallback(System.Int32,Godot.DynamicFontData)">
            <summary>
            <para>Sets the fallback font at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DynamicFont.GetFallback(System.Int32)">
            <summary>
            <para>Returns the fallback font at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DynamicFont.RemoveFallback(System.Int32)">
            <summary>
            <para>Removes the fallback font at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.DynamicFont.GetFallbackCount">
            <summary>
            <para>Returns the number of fallback fonts.</para>
            </summary>
        </member>
        <member name="T:Godot.DynamicFontData">
            <summary>
            <para>Used with <see cref="T:Godot.DynamicFont"/> to describe the location of a vector font file for dynamic rendering at runtime.</para>
            </summary>
        </member>
        <member name="F:Godot.DynamicFontData.HintingEnum.None">
            <summary>
            <para>Disables font hinting (smoother but less crisp).</para>
            </summary>
        </member>
        <member name="F:Godot.DynamicFontData.HintingEnum.Light">
            <summary>
            <para>Use the light font hinting mode.</para>
            </summary>
        </member>
        <member name="F:Godot.DynamicFontData.HintingEnum.Normal">
            <summary>
            <para>Use the default font hinting mode (crisper but less smooth).</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFontData.Antialiased">
            <summary>
            <para>If <c>true</c>, the font is rendered with anti-aliasing. This property applies both to the main font and its outline (if it has one).</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFontData.Hinting">
            <summary>
            <para>The font hinting mode used by FreeType. See <see cref="T:Godot.DynamicFontData.HintingEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFontData.OverrideOversampling">
            <summary>
            <para>If set to a value greater than <c>0.0</c>, it will override default font oversampling, ignoring <see cref="P:Godot.SceneTree.UseFontOversampling"/> value and viewport stretch mode.</para>
            </summary>
        </member>
        <member name="P:Godot.DynamicFontData.FontPath">
            <summary>
            <para>The path to the vector font file.</para>
            </summary>
        </member>
        <member name="T:Godot.EncodedObjectAsID">
            <summary>
            <para>Utility class which holds a reference to the internal identifier of an <see cref="T:Godot.Object"/> instance, as given by <see cref="M:Godot.Object.GetInstanceId"/>. This ID can then be used to retrieve the object instance with <c>@GDScript.instance_from_id</c>.</para>
            <para>This class is used internally by the editor inspector and script debugger, but can also be used in plugins to pass and display objects as their IDs.</para>
            </summary>
        </member>
        <member name="P:Godot.EncodedObjectAsID.ObjectId">
            <summary>
            <para>The <see cref="T:Godot.Object"/> identifier stored in this <see cref="T:Godot.EncodedObjectAsID"/> instance. The object instance can be retrieved with <c>@GDScript.instance_from_id</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Environment">
            <summary>
            <para>Resource for environment nodes (like <see cref="T:Godot.WorldEnvironment"/>) that define multiple environment operations (such as background <see cref="T:Godot.Sky"/> or <see cref="T:Godot.Color"/>, ambient light, fog, depth-of-field...). These parameters affect the final render of the scene. The order of these operations is:</para>
            <para>- Depth of Field Blur</para>
            <para>- Glow</para>
            <para>- Tonemap (Auto Exposure)</para>
            <para>- Adjustments</para>
            <para>If the target <see cref="T:Godot.Viewport"/> is set to "2D Without Sampling", all post-processing effects will be unavailable. With "3D Without Effects", the following options will be unavailable:</para>
            <para>- Ssao</para>
            <para>- Ss Reflections</para>
            <para>This can be configured for the root Viewport with <c>ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation</c>, or for specific Viewports via the <see cref="P:Godot.Viewport.Usage"/> property.</para>
            <para>Note that <c>ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation</c> has a mobile platform override to use "3D Without Effects" by default. It improves the performance on mobile devices, but at the same time affects the screen display on mobile devices.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SSAOBlur.Disabled">
            <summary>
            <para>No blur for the screen-space ambient occlusion effect (fastest).</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SSAOBlur.Blur1x1">
            <summary>
            <para>1×1 blur for the screen-space ambient occlusion effect.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SSAOBlur.Blur2x2">
            <summary>
            <para>2×2 blur for the screen-space ambient occlusion effect.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SSAOBlur.Blur3x3">
            <summary>
            <para>3×3 blur for the screen-space ambient occlusion effect (slowest).</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.ToneMapper.Linear">
            <summary>
            <para>Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.ToneMapper.Reinhardt">
            <summary>
            <para>Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: <c>color = color / (1 + color)</c>. This avoids clipping bright highlights, but the resulting image can look a bit dull.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.ToneMapper.Filmic">
            <summary>
            <para>Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than <see cref="F:Godot.Environment.ToneMapper.Reinhardt"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.ToneMapper.Aces">
            <summary>
            <para>Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike <see cref="F:Godot.Environment.ToneMapper.AcesFitted"/>, this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to <see cref="F:Godot.Environment.ToneMapper.Reinhardt"/> and <see cref="F:Godot.Environment.ToneMapper.Filmic"/>.</para>
            <para>Note: This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate <see cref="F:Godot.Environment.ToneMapper.AcesFitted"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.ToneMapper.AcesFitted">
            <summary>
            <para>Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to <see cref="F:Godot.Environment.ToneMapper.Reinhardt"/> and <see cref="F:Godot.Environment.ToneMapper.Filmic"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.GlowBlendModeEnum.Additive">
            <summary>
            <para>Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.GlowBlendModeEnum.Screen">
            <summary>
            <para>Screen glow blending mode. Increases brightness, used frequently with bloom.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.GlowBlendModeEnum.Softlight">
            <summary>
            <para>Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.GlowBlendModeEnum.Replace">
            <summary>
            <para>Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.Keep">
            <summary>
            <para>Keeps on screen every pixel drawn in the background. Only select this mode if you really need to keep the old data. On modern GPUs it will generally not be faster than clearing the background, and can be significantly slower, particularly on mobile.</para>
            <para>It can only be safely used in fully-interior scenes (no visible sky or sky reflections). If enabled in a scene where the background is visible, "ghost trail" artifacts will be visible when moving the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.ClearColor">
            <summary>
            <para>Clears the background using the clear color defined in <c>ProjectSettings.rendering/environment/default_clear_color</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.Color">
            <summary>
            <para>Clears the background using a custom clear color.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.Sky">
            <summary>
            <para>Displays a user-defined sky in the background.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.ColorSky">
            <summary>
            <para>Clears the background using a custom clear color and allows defining a sky for shading and reflection. This mode is slightly faster than <see cref="F:Godot.Environment.BGMode.Sky"/> and should be preferred in scenes where reflections can be visible, but the sky itself never is (e.g. top-down camera).</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.Canvas">
            <summary>
            <para>Displays a <see cref="T:Godot.CanvasLayer"/> in the background.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.CameraFeed">
            <summary>
            <para>Displays a camera feed in the background.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.BGMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Environment.BGMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SSAOQuality.Low">
            <summary>
            <para>Low quality for the screen-space ambient occlusion effect (fastest).</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SSAOQuality.Medium">
            <summary>
            <para>Medium quality for the screen-space ambient occlusion effect.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.SSAOQuality.High">
            <summary>
            <para>High quality for the screen-space ambient occlusion effect (slowest).</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.DOFBlurQuality.Low">
            <summary>
            <para>Low depth-of-field blur quality (fastest).</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.DOFBlurQuality.Medium">
            <summary>
            <para>Medium depth-of-field blur quality.</para>
            </summary>
        </member>
        <member name="F:Godot.Environment.DOFBlurQuality.High">
            <summary>
            <para>High depth-of-field blur quality (slowest).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundMode">
            <summary>
            <para>The background mode. See <see cref="T:Godot.Environment.BGMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundSky">
            <summary>
            <para>The <see cref="T:Godot.Sky"/> resource defined as background.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundSkyCustomFov">
            <summary>
            <para>The <see cref="T:Godot.Sky"/> resource's custom field of view.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundSkyOrientation">
            <summary>
            <para>The <see cref="T:Godot.Sky"/> resource's rotation expressed as a <see cref="T:Godot.Basis"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundSkyRotation">
            <summary>
            <para>The <see cref="T:Godot.Sky"/> resource's rotation expressed as Euler angles in radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundSkyRotationDegrees">
            <summary>
            <para>The <see cref="T:Godot.Sky"/> resource's rotation expressed as Euler angles in degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundColor">
            <summary>
            <para>The <see cref="T:Godot.Color"/> displayed for clear areas of the scene. Only effective when using the <see cref="F:Godot.Environment.BGMode.Color"/> or <see cref="F:Godot.Environment.BGMode.ColorSky"/> background modes).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundEnergy">
            <summary>
            <para>The power of the light emitted by the background. This affects the sky brightness, the ambient light (if <see cref="P:Godot.Environment.AmbientLightSkyContribution"/> is greater than <c>0.0</c>) and specular light from the sky.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundCanvasMaxLayer">
            <summary>
            <para>The maximum layer ID to display. Only effective when using the <see cref="F:Godot.Environment.BGMode.Canvas"/> background mode.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.BackgroundCameraFeedId">
            <summary>
            <para>The ID of the camera feed to show in the background.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AmbientLightColor">
            <summary>
            <para>The ambient light's <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AmbientLightEnergy">
            <summary>
            <para>The ambient light's energy. The higher the value, the stronger the light.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AmbientLightSkyContribution">
            <summary>
            <para>Defines the amount of light that the sky brings on the scene. A value of <c>0.0</c> means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of <c>1.0</c> means that all the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.</para>
            <para>Note: <see cref="P:Godot.Environment.AmbientLightSkyContribution"/> is internally clamped between <c>0.0</c> and <c>1.0</c> (inclusive).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogEnabled">
            <summary>
            <para>If <c>true</c>, fog effects are enabled. <see cref="P:Godot.Environment.FogHeightEnabled"/> and/or <see cref="P:Godot.Environment.FogDepthEnabled"/> must be set to <c>true</c> to actually display fog.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogColor">
            <summary>
            <para>The fog's <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogSunColor">
            <summary>
            <para>The depth fog's <see cref="T:Godot.Color"/> when looking towards the sun.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogSunAmount">
            <summary>
            <para>The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight node in the scene.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogDepthEnabled">
            <summary>
            <para>If <c>true</c>, the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogDepthBegin">
            <summary>
            <para>The fog's depth starting distance from the camera.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogDepthEnd">
            <summary>
            <para>The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's <see cref="P:Godot.Camera.Far"/> value.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogDepthCurve">
            <summary>
            <para>The fog depth's intensity curve. A number of presets are available in the Inspector by right-clicking the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogTransmitEnabled">
            <summary>
            <para>Enables fog's light transmission effect. If <c>true</c>, light will be more visible in the fog to simulate light scattering as in real life.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogTransmitCurve">
            <summary>
            <para>The intensity of the fog light transmittance effect. Amount of light that the fog transmits.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogHeightEnabled">
            <summary>
            <para>If <c>true</c>, the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate "deep water" effects with a lower performance cost compared to a dedicated shader.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogHeightMin">
            <summary>
            <para>The Y coordinate where the height fog will be the least intense. If this value is greater than <see cref="P:Godot.Environment.FogHeightMax"/>, fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogHeightMax">
            <summary>
            <para>The Y coordinate where the height fog will be the most intense. If this value is greater than <see cref="P:Godot.Environment.FogHeightMin"/>, fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.FogHeightCurve">
            <summary>
            <para>The height fog's intensity. A number of presets are available in the Inspector by right-clicking the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.TonemapMode">
            <summary>
            <para>The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a SDR display. (Godot doesn't support rendering on HDR displays yet.)</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.TonemapExposure">
            <summary>
            <para>The default exposure used for tonemapping.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.TonemapWhite">
            <summary>
            <para>The white reference value for tonemapping. Only effective if the <see cref="P:Godot.Environment.TonemapMode"/> isn't set to <see cref="F:Godot.Environment.ToneMapper.Linear"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AutoExposureEnabled">
            <summary>
            <para>If <c>true</c>, enables the tonemapping auto exposure mode of the scene renderer. If <c>true</c>, the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AutoExposureScale">
            <summary>
            <para>The scale of the auto exposure effect. Affects the intensity of auto exposure.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AutoExposureMinLuma">
            <summary>
            <para>The minimum luminance value for the auto exposure.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AutoExposureMaxLuma">
            <summary>
            <para>The maximum luminance value for the auto exposure.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AutoExposureSpeed">
            <summary>
            <para>The speed of the auto exposure effect. Affects the time needed for the camera to perform auto exposure.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsReflectionsEnabled">
            <summary>
            <para>If <c>true</c>, screen-space reflections are enabled. Screen-space reflections are more accurate than reflections from <see cref="T:Godot.GIProbe"/>s or <see cref="T:Godot.ReflectionProbe"/>s, but are slower and can't reflect surfaces occluded by others.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsReflectionsMaxSteps">
            <summary>
            <para>The maximum number of steps for screen-space reflections. Higher values are slower.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsReflectionsFadeIn">
            <summary>
            <para>The fade-in distance for screen-space reflections. Affects the area from the reflected material to the screen-space reflection).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsReflectionsFadeOut">
            <summary>
            <para>The fade-out distance for screen-space reflections. Affects the area from the screen-space reflection to the "global" reflection.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsReflectionsDepthTolerance">
            <summary>
            <para>The depth tolerance for screen-space reflections.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsReflectionsRoughness">
            <summary>
            <para>If <c>true</c>, screen-space reflections will take the material roughness into account.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoEnabled">
            <summary>
            <para>If <c>true</c>, the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoRadius">
            <summary>
            <para>The primary screen-space ambient occlusion radius.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoIntensity">
            <summary>
            <para>The primary screen-space ambient occlusion intensity. See also <see cref="P:Godot.Environment.SsaoRadius"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoRadius2">
            <summary>
            <para>The secondary screen-space ambient occlusion radius. If set to a value higher than <c>0</c>, enables the secondary screen-space ambient occlusion effect which can be used to improve the effect's appearance (at the cost of performance).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoIntensity2">
            <summary>
            <para>The secondary screen-space ambient occlusion intensity. See also <see cref="P:Godot.Environment.SsaoRadius2"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoBias">
            <summary>
            <para>The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoLightAffect">
            <summary>
            <para>The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than <c>0</c> will make the SSAO effect visible in direct light.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoAoChannelAffect">
            <summary>
            <para>The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than <c>0</c> will make the SSAO effect visible in areas darkened by AO textures.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoColor">
            <summary>
            <para>The screen-space ambient occlusion color.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoQuality">
            <summary>
            <para>The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoBlur">
            <summary>
            <para>The screen-space ambient occlusion blur quality. See <see cref="T:Godot.Environment.SSAOBlur"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.SsaoEdgeSharpness">
            <summary>
            <para>The screen-space ambient occlusion edge sharpness.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurFarEnabled">
            <summary>
            <para>If <c>true</c>, enables the depth-of-field far blur effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurFarDistance">
            <summary>
            <para>The distance from the camera where the far blur effect affects the rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurFarTransition">
            <summary>
            <para>The length of the transition between the no-blur area and far blur.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurFarAmount">
            <summary>
            <para>The amount of far blur for the depth-of-field effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurFarQuality">
            <summary>
            <para>The depth-of-field far blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurNearEnabled">
            <summary>
            <para>If <c>true</c>, enables the depth-of-field near blur effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurNearDistance">
            <summary>
            <para>Distance from the camera where the near blur effect affects the rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurNearTransition">
            <summary>
            <para>The length of the transition between the near blur and no-blur area.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurNearAmount">
            <summary>
            <para>The amount of near blur for the depth-of-field effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.DofBlurNearQuality">
            <summary>
            <para>The depth-of-field near blur's quality. Higher values can mitigate the visible banding effect seen at higher strengths, but are much slower.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowEnabled">
            <summary>
            <para>If <c>true</c>, the glow effect is enabled.</para>
            <para>Note: Only effective if <c>ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation</c> is 3D (not 3D Without Effects). On mobile, <c>ProjectSettings.rendering/quality/intended_usage/framebuffer_allocation</c> defaults to 3D Without Effects by default, so its <c>.mobile</c> override needs to be changed to 3D.</para>
            <para>Note: When using GLES3 on mobile, HDR rendering is disabled by default for performance reasons. This means glow will only be visible if <see cref="P:Godot.Environment.GlowHdrThreshold"/> is decreased below <c>1.0</c> or if <see cref="P:Godot.Environment.GlowBloom"/> is increased above <c>0.0</c>. Also consider increasing <see cref="P:Godot.Environment.GlowIntensity"/> to <c>1.5</c>. If you want glow to behave on mobile like it does on desktop (at a performance cost), enable <c>ProjectSettings.rendering/quality/depth/hdr</c>'s <c>.mobile</c> override.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowLevels__1">
            <summary>
            <para>If <c>true</c>, the 1st level of glow is enabled. This is the most "local" level (least blurry).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowLevels__2">
            <summary>
            <para>If <c>true</c>, the 2th level of glow is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowLevels__3">
            <summary>
            <para>If <c>true</c>, the 3th level of glow is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowLevels__4">
            <summary>
            <para>If <c>true</c>, the 4th level of glow is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowLevels__5">
            <summary>
            <para>If <c>true</c>, the 5th level of glow is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowLevels__6">
            <summary>
            <para>If <c>true</c>, the 6th level of glow is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowLevels__7">
            <summary>
            <para>If <c>true</c>, the 7th level of glow is enabled. This is the most "global" level (blurriest).</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowIntensity">
            <summary>
            <para>The glow intensity. When using the GLES2 renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowStrength">
            <summary>
            <para>The glow strength. When using the GLES2 renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowBloom">
            <summary>
            <para>The bloom's intensity. If set to a value higher than <c>0</c>, this will make glow visible in areas darker than the <see cref="P:Godot.Environment.GlowHdrThreshold"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowBlendMode">
            <summary>
            <para>The glow blending mode.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowHdrThreshold">
            <summary>
            <para>The lower threshold of the HDR glow. When using the GLES2 renderer (which doesn't support HDR), this needs to be below <c>1.0</c> for glow to be visible. A value of <c>0.9</c> works well in this case.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowHdrLuminanceCap">
            <summary>
            <para>The higher threshold of the HDR glow. Areas brighter than this threshold will be clamped for the purposes of the glow effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowHdrScale">
            <summary>
            <para>The bleed scale of the HDR glow.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowBicubicUpscale">
            <summary>
            <para>Smooths out the blockiness created by sampling higher levels, at the cost of performance.</para>
            <para>Note: When using the GLES2 renderer, this is only available if the GPU supports the <c>GL_EXT_gpu_shader4</c> extension.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.GlowHighQuality">
            <summary>
            <para>Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AdjustmentEnabled">
            <summary>
            <para>If <c>true</c>, enables the <c>adjustment_*</c> properties provided by this resource. If <c>false</c>, modifications to the <c>adjustment_*</c> properties will have no effect on the rendered scene.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AdjustmentBrightness">
            <summary>
            <para>The global brightness value of the rendered scene. Effective only if <c>adjustment_enabled</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AdjustmentContrast">
            <summary>
            <para>The global contrast value of the rendered scene (default value is 1). Effective only if <c>adjustment_enabled</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AdjustmentSaturation">
            <summary>
            <para>The global color saturation value of the rendered scene (default value is 1). Effective only if <c>adjustment_enabled</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Environment.AdjustmentColorCorrection">
            <summary>
            <para>Applies the provided <see cref="T:Godot.Texture"/> resource to affect the global color aspect of the rendered scene. Effective only if <c>adjustment_enabled</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Environment.SetGlowLevel(System.Int32,System.Boolean)">
            <summary>
            <para>Enables or disables the glow level at index <c>idx</c>. Each level relies on the previous level. This means that enabling higher glow levels will slow down the glow effect rendering, even if previous levels aren't enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.Environment.IsGlowLevelEnabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the glow level <c>idx</c> is specified, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="T:Godot.Expression">
            <summary>
            <para>An expression can be made of any arithmetic operation, built-in math function call, method call of a passed instance, or built-in type construction call.</para>
            <para>An example expression text using the built-in math functions could be <c>sqrt(pow(3,2) + pow(4,2))</c>.</para>
            <para>In the following example we use a <see cref="T:Godot.LineEdit"/> node to write our expression and show the result.</para>
            <para><code>
            onready var expression = Expression.new()
            
            func _ready():
                $LineEdit.connect("text_entered", self, "_on_text_entered")
            
            func _on_text_entered(command):
                var error = expression.parse(command, [])
                if error != OK:
                    print(expression.get_error_text())
                    return
                var result = expression.execute([], null, true)
                if not expression.has_execute_failed():
                    $LineEdit.text = str(result)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Expression.Parse(System.String,System.String[])">
            <summary>
            <para>Parses the expression and returns an <see cref="T:Godot.Error"/> code.</para>
            <para>You can optionally specify names of variables that may appear in the expression with <c>input_names</c>, so that you can bind them when it gets executed.</para>
            </summary>
            <param name="inputNames">If the parameter is null, then the default value is Array.Empty&lt;string&gt;()</param>
        </member>
        <member name="M:Godot.Expression.Execute(Godot.Collections.Array,Godot.Object,System.Boolean)">
            <summary>
            <para>Executes the expression that was previously parsed by <see cref="M:Godot.Expression.Parse(System.String,System.String[])"/> and returns the result. Before you use the returned object, you should check if the method failed by calling <see cref="M:Godot.Expression.HasExecuteFailed"/>.</para>
            <para>If you defined input variables in <see cref="M:Godot.Expression.Parse(System.String,System.String[])"/>, you can specify their values in the inputs array, in the same order.</para>
            </summary>
            <param name="inputs">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.Expression.HasExecuteFailed">
            <summary>
            <para>Returns <c>true</c> if <see cref="M:Godot.Expression.Execute(Godot.Collections.Array,Godot.Object,System.Boolean)"/> has failed.</para>
            </summary>
        </member>
        <member name="M:Godot.Expression.GetErrorText">
            <summary>
            <para>Returns the error text if <see cref="M:Godot.Expression.Parse(System.String,System.String[])"/> has failed.</para>
            </summary>
        </member>
        <member name="T:Godot.ExternalTexture">
            <summary>
            <para>Enable support for the OpenGL ES external texture extension as defined by <a href="https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt">OES_EGL_image_external</a>.</para>
            <para>Note: This is only supported for Android platforms.</para>
            </summary>
        </member>
        <member name="P:Godot.ExternalTexture.Size">
            <summary>
            <para>External texture size.</para>
            </summary>
        </member>
        <member name="M:Godot.ExternalTexture.GetExternalTextureId">
            <summary>
            <para>Returns the external texture name.</para>
            </summary>
        </member>
        <member name="T:Godot.FileDialog">
            <summary>
            <para>FileDialog is a preset dialog used to choose files and directories in the filesystem. It supports filter masks. The FileDialog automatically sets its window title according to the <see cref="P:Godot.FileDialog.Mode"/>. If you want to use a custom title, disable this by setting <see cref="P:Godot.FileDialog.ModeOverridesTitle"/> to <c>false</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.ModeEnum.OpenFile">
            <summary>
            <para>The dialog allows selecting one, and only one file.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.ModeEnum.OpenFiles">
            <summary>
            <para>The dialog allows selecting multiple files.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.ModeEnum.OpenDir">
            <summary>
            <para>The dialog only allows selecting a directory, disallowing the selection of any file.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.ModeEnum.OpenAny">
            <summary>
            <para>The dialog allows selecting one file or directory.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.ModeEnum.SaveFile">
            <summary>
            <para>The dialog will warn when a file exists.</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.AccessEnum.Resources">
            <summary>
            <para>The dialog only allows accessing files under the <see cref="T:Godot.Resource"/> path (<c>res://</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.AccessEnum.Userdata">
            <summary>
            <para>The dialog only allows accessing files under user data path (<c>user://</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.FileDialog.AccessEnum.Filesystem">
            <summary>
            <para>The dialog allows accessing files on the whole file system.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.ModeOverridesTitle">
            <summary>
            <para>If <c>true</c>, changing the <c>Mode</c> property will set the window title accordingly (e.g. setting mode to <see cref="F:Godot.FileDialog.ModeEnum.OpenFile"/> will change the window title to "Open a File").</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.Mode">
            <summary>
            <para>The dialog's open or save mode, which affects the selection behavior. See enum <c>Mode</c> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.Access">
            <summary>
            <para>The file system access scope. See enum <c>Access</c> constants.</para>
            <para>Warning: Currently, in sandboxed environments such as HTML5 builds or sandboxed macOS apps, FileDialog cannot access the host file system. See <a href="https://github.com/godotengine/godot-proposals/issues/1123">godot-proposals#1123</a>.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.RootSubfolder">
            <summary>
            <para>If non-empty, the given sub-folder will be "root" of this <see cref="T:Godot.FileDialog"/>, i.e. user won't be able to go to its parent directory.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.Filters">
            <summary>
            <para>The available file type filters. For example, this shows only <c>.png</c> and <c>.gd</c> files: <c>set_filters(PoolStringArray(["*.png ; PNG Images","*.gd ; GDScript Files"]))</c>. Multiple file types can also be specified in a single filter. <c>"*.png, *.jpg, *.jpeg ; Supported Images"</c> will show both PNG and JPEG files when selected.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.ShowHiddenFiles">
            <summary>
            <para>If <c>true</c>, the dialog will show hidden files.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.CurrentDir">
            <summary>
            <para>The current working directory of the file dialog.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.CurrentFile">
            <summary>
            <para>The currently selected file of the file dialog.</para>
            </summary>
        </member>
        <member name="P:Godot.FileDialog.CurrentPath">
            <summary>
            <para>The currently selected file path of the file dialog.</para>
            </summary>
        </member>
        <member name="M:Godot.FileDialog.ClearFilters">
            <summary>
            <para>Clear all the added filters in the dialog.</para>
            </summary>
        </member>
        <member name="M:Godot.FileDialog.AddFilter(System.String)">
            <summary>
            <para>Adds <c>filter</c> to the list of filters, which restricts what files can be picked.</para>
            <para>A <c>filter</c> should be of the form <c>"filename.extension ; Description"</c>, where filename and extension can be <c>*</c> to match any string. Filters starting with <c>.</c> (i.e. empty filenames) are not allowed.</para>
            <para>Example filters: <c>"*.png ; PNG Images"</c>, <c>"project.godot ; Godot Project"</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.FileDialog.GetVbox">
            <summary>
            <para>Returns the vertical box container of the dialog, custom controls can be added to it.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.FileDialog.GetLineEdit">
            <summary>
            <para>Returns the LineEdit for the selected file.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.FileDialog.DeselectItems">
            <summary>
            <para>Clear currently selected items in the dialog.</para>
            </summary>
        </member>
        <member name="M:Godot.FileDialog.Invalidate">
            <summary>
            <para>Invalidate and update the current dialog content list.</para>
            </summary>
        </member>
        <member name="T:Godot.FlowContainer">
            <summary>
            <para>Arranges child <see cref="T:Godot.Control"/> nodes vertically or horizontally in a left-to-right or top-to-bottom flow.</para>
            <para>A line is filled with <see cref="T:Godot.Control"/> nodes until no more fit on the same line, similar to text in an autowrapped label.</para>
            </summary>
        </member>
        <member name="F:Godot.FlowContainer.AlignMode.Begin">
            <summary>
            <para>Aligns children with the beginning of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.FlowContainer.AlignMode.Center">
            <summary>
            <para>Aligns children with the center of the container.</para>
            </summary>
        </member>
        <member name="F:Godot.FlowContainer.AlignMode.End">
            <summary>
            <para>Aligns children with the end of the container.</para>
            </summary>
        </member>
        <member name="P:Godot.FlowContainer.Alignment">
            <summary>
            <para>The alignment of the container's children (must be one of <see cref="F:Godot.FlowContainer.AlignMode.Begin"/>, <see cref="F:Godot.FlowContainer.AlignMode.Center"/> or <see cref="F:Godot.FlowContainer.AlignMode.End"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.FlowContainer.GetLineCount">
            <summary>
            <para>Returns the current line count.</para>
            </summary>
        </member>
        <member name="T:Godot.Font">
            <summary>
            <para>Font contains a Unicode-compatible character set, as well as the ability to draw it with variable width, ascent, descent and kerning. For creating fonts from TTF files (or other font formats), see the editor support for fonts.</para>
            <para>Note: If a <see cref="T:Godot.DynamicFont"/> doesn't contain a character used in a string, the character in question will be replaced with codepoint <c>0xfffd</c> if it's available in the <see cref="T:Godot.DynamicFont"/>. If this replacement character isn't available in the DynamicFont, the character will be hidden without displaying any replacement character in the string.</para>
            <para>Note: If a <see cref="T:Godot.BitmapFont"/> doesn't contain a character used in a string, the character in question will be hidden without displaying any replacement character in the string.</para>
            <para>Note: Unicode characters after <c>0xffff</c> (such as most emoji) are not supported on Windows. They will display as unknown characters instead. This will be resolved in Godot 4.0.</para>
            </summary>
        </member>
        <member name="F:Godot.Font.ContourPointTag.On">
            <summary>
            <para>Contour point is on the curve.</para>
            </summary>
        </member>
        <member name="F:Godot.Font.ContourPointTag.OffConic">
            <summary>
            <para>Contour point isn't on the curve, but serves as a control point for a conic (quadratic) Bézier arc.</para>
            </summary>
        </member>
        <member name="F:Godot.Font.ContourPointTag.OffCubic">
            <summary>
            <para>Contour point isn't on the curve, but serves as a control point for a cubic Bézier arc.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.Draw(Godot.RID,Godot.Vector2,System.String,System.Nullable{Godot.Color},System.Int32,System.Nullable{Godot.Color})">
            <summary>
            <para>Draw <c>string</c> into a canvas item using the font at a given position, with <c>modulate</c> color, and optionally clipping the width. <c>position</c> specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis.</para>
            <para>See also <see cref="M:Godot.CanvasItem.DrawString(Godot.Font,Godot.Vector2,System.String,System.Nullable{Godot.Color},System.Int32)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
            <param name="outlineModulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.Font.GetAscent">
            <summary>
            <para>Returns the font ascent (number of pixels above the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetDescent">
            <summary>
            <para>Returns the font descent (number of pixels below the baseline).</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetHeight">
            <summary>
            <para>Returns the total font height (ascent plus descent) in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetCharSize(System.Int32,System.Int32)">
            <summary>
            <para>Returns the size of a character, optionally taking kerning into account if the next character is provided. Note that the height returned is the font height (see <see cref="M:Godot.Font.GetHeight"/>) and has no relation to the glyph height.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetStringSize(System.String)">
            <summary>
            <para>Returns the size of a string, taking kerning and advance into account. Note that the height returned is the font height (see <see cref="M:Godot.Font.GetHeight"/>) and has no relation to the string.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetWordwrapStringSize(System.String,System.Single)">
            <summary>
            <para>Returns the size that the string would have with word wrapping enabled with a fixed <c>width</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.HasOutline">
            <summary>
            <para>Returns <c>true</c> if the font has an outline.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.DrawChar(Godot.RID,Godot.Vector2,System.Int32,System.Int32,System.Nullable{Godot.Color},System.Boolean)">
            <summary>
            <para>Draw character <c>char</c> into a canvas item using the font at a given position, with <c>modulate</c> color, and optionally kerning if <c>next</c> is passed. clipping the width. <c>position</c> specifies the baseline, not the top. To draw from the top, ascent must be added to the Y axis. The width used by the character is returned, making this function useful for drawing strings character by character.</para>
            <para>If <c>outline</c> is <c>true</c>, the outline of the character is drawn instead of the character itself.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.Font.GetCharTexture(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns resource id of the cache texture containing the char.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetCharTextureSize(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns size of the cache texture containing the char.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetCharTxOffset(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns char offset from the baseline.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetCharTxSize(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns size of the char.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetCharTxUvRect(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Returns rectangle in the cache texture containing the char.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.UpdateChanges">
            <summary>
            <para>After editing a font (changing size, ascent, char rects, etc.). Call this function to propagate changes to controls that might use it.</para>
            </summary>
        </member>
        <member name="M:Godot.Font.GetCharContours(System.Int32,System.Int32)">
            <summary>
            <para>Returns outline contours of the glyph as a <c>Dictionary</c> with the following contents:</para>
            <para><c>points</c>         - <see cref="T:Godot.Vector3"/>, containing outline points. <c>x</c> and <c>y</c> are point coordinates. <c>z</c> is the type of the point, using the <see cref="T:Godot.Font.ContourPointTag"/> values.</para>
            <para><c>contours</c>       - <see cref="T:System.Int32"/>, containing indices the end points of each contour.</para>
            <para><c>orientation</c>    - <see cref="T:System.Boolean"/>, contour orientation. If <c>true</c>, clockwise contours must be filled.</para>
            </summary>
        </member>
        <member name="T:Godot.FuncRef">
            <summary>
            <para>In GDScript, functions are not first-class objects. This means it is impossible to store them directly as variables, return them from another function, or pass them as arguments.</para>
            <para>However, by creating a <see cref="T:Godot.FuncRef"/> using the <c>@GDScript.funcref</c> function, a reference to a function in a given object can be created, passed around and called.</para>
            </summary>
        </member>
        <member name="P:Godot.FuncRef.Function">
            <summary>
            <para>The name of the referenced function.</para>
            </summary>
        </member>
        <member name="M:Godot.FuncRef.CallFunc(System.Object[])">
            <summary>
            <para>Calls the referenced function previously set in <see cref="P:Godot.FuncRef.Function"/> or <c>@GDScript.funcref</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.FuncRef.CallFuncv(Godot.Collections.Array)">
            <summary>
            <para>Calls the referenced function previously set in <see cref="P:Godot.FuncRef.Function"/> or <c>@GDScript.funcref</c>. Contrarily to <see cref="M:Godot.FuncRef.CallFunc(System.Object[])"/>, this method does not support a variable number of arguments but expects all parameters to be passed via a single <see cref="T:Godot.Collections.Array"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.FuncRef.SetInstance(Godot.Object)">
            <summary>
            <para>The object containing the referenced function. This object must be of a type actually inheriting from <see cref="T:Godot.Object"/>, not a built-in type such as <see cref="T:System.Int32"/>, <see cref="T:Godot.Vector2"/> or <see cref="T:Godot.Collections.Dictionary"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.FuncRef.IsValid">
            <summary>
            <para>Returns whether the object still exists and has the function assigned.</para>
            </summary>
        </member>
        <member name="T:Godot.GDNativeLibrary">
            <summary>
            <para>A GDNative library can implement <see cref="T:Godot.NativeScript"/>s, global functions to call with the <see cref="T:Godot.GDNative"/> class, or low-level engine extensions through interfaces such as <see cref="T:Godot.ARVRInterfaceGDNative"/>. The library must be compiled for each platform and architecture that the project will run on.</para>
            </summary>
        </member>
        <member name="P:Godot.GDNativeLibrary.ConfigFile">
            <summary>
            <para>This resource in INI-style <see cref="T:Godot.ConfigFile"/> format, as in <c>.gdnlib</c> files.</para>
            </summary>
        </member>
        <member name="P:Godot.GDNativeLibrary.LoadOnce">
            <summary>
            <para>If <c>true</c>, Godot loads only one copy of the library and each script that references the library will share static data like static or global variables.</para>
            <para>If <c>false</c>, Godot loads a separate copy of the library into memory for each script that references it.</para>
            </summary>
        </member>
        <member name="P:Godot.GDNativeLibrary.Singleton">
            <summary>
            <para>If <c>true</c>, Godot loads the library at startup rather than the first time a script uses the library, calling <c>{prefix}gdnative_singleton</c> after initializing the library (where <c>{prefix}</c> is the value of <see cref="P:Godot.GDNativeLibrary.SymbolPrefix"/>). The library remains loaded as long as Godot is running.</para>
            <para>Note: A singleton library cannot be <see cref="P:Godot.GDNativeLibrary.Reloadable"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GDNativeLibrary.SymbolPrefix">
            <summary>
            <para>The prefix this library's entry point functions begin with. For example, a GDNativeLibrary would declare its <c>gdnative_init</c> function as <c>godot_gdnative_init</c> by default.</para>
            <para>On platforms that require statically linking libraries (currently only iOS), each library must have a different <c>symbol_prefix</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.GDNativeLibrary.Reloadable">
            <summary>
            <para>If <c>true</c>, the editor will temporarily unload the library whenever the user switches away from the editor window, allowing the user to recompile the library without restarting Godot.</para>
            <para>Note: If the library defines tool scripts that run inside the editor, <c>reloadable</c> must be <c>false</c>. Otherwise, the editor will attempt to unload the tool scripts while they're in use and crash.</para>
            </summary>
        </member>
        <member name="M:Godot.GDNativeLibrary.GetCurrentLibraryPath">
            <summary>
            <para>Returns the path to the dynamic library file for the current platform and architecture.</para>
            </summary>
        </member>
        <member name="M:Godot.GDNativeLibrary.GetCurrentDependencies">
            <summary>
            <para>Returns paths to all dependency libraries for the current platform and architecture.</para>
            </summary>
        </member>
        <member name="T:Godot.GDScript">
            <summary>
            <para>A script implemented in the GDScript programming language. The script extends the functionality of all objects that instance it.</para>
            <para><see cref="M:Godot.GDScript.New(System.Object[])"/> creates a new instance of the script. <see cref="M:Godot.Object.SetScript(Godot.Reference)"/> extends an existing object, if that object's class matches one of the script's base classes.</para>
            </summary>
        </member>
        <member name="M:Godot.GDScript.New(System.Object[])">
            <summary>
            <para>Returns a new instance of the script.</para>
            <para>For example:</para>
            <para><code>
            var MyClass = load("myclass.gd")
            var instance = MyClass.new()
            assert(instance.get_script() == MyClass)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.GDScript.GetAsByteCode">
            <summary>
            <para>Returns byte code for the script source code.</para>
            </summary>
        </member>
        <member name="T:Godot.GDScriptFunctionState">
            <summary>
            <para>Calling <c>@GDScript.yield</c> within a function will cause that function to yield and return its current state as an object of this type. The yielded function call can then be resumed later by calling <see cref="M:Godot.GDScriptFunctionState.Resume(System.Object)"/> on this state object.</para>
            </summary>
        </member>
        <member name="M:Godot.GDScriptFunctionState.Resume(System.Object)">
            <summary>
            <para>Resume execution of the yielded function call.</para>
            <para>If handed an argument, return the argument from the <c>@GDScript.yield</c> call in the yielded function call. You can pass e.g. an <see cref="T:Godot.Collections.Array"/> to hand multiple arguments.</para>
            <para>This function returns what the resumed function call returns, possibly another function state if yielded again.</para>
            </summary>
        </member>
        <member name="M:Godot.GDScriptFunctionState.IsValid(System.Boolean)">
            <summary>
            <para>Check whether the function call may be resumed. This is not the case if the function state was already resumed.</para>
            <para>If <c>extended_check</c> is enabled, it also checks if the associated script and object still exist. The extended check is done in debug mode as part of <see cref="M:Godot.GDScriptFunctionState.Resume(System.Object)"/>, but you can use this if you know you may be trying to resume without knowing for sure the object and/or script have survived up to that point.</para>
            </summary>
        </member>
        <member name="T:Godot.GIProbe">
            <summary>
            <para><see cref="T:Godot.GIProbe"/>s are used to provide high-quality real-time indirect light to scenes. They precompute the effect of objects that emit light and the effect of static geometry to simulate the behavior of complex light in real-time. <see cref="T:Godot.GIProbe"/>s need to be baked before using, however, once baked, dynamic objects will receive light from them. Further, lights can be fully dynamic or baked.</para>
            <para>Having <see cref="T:Godot.GIProbe"/>s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the <see cref="T:Godot.ProjectSettings"/> using <c>ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality</c>.</para>
            <para>Procedural generation: <see cref="T:Godot.GIProbe"/> can be baked in an exported project, which makes it suitable for procedurally generated or user-built levels as long as all the geometry is generated in advance.</para>
            <para>Performance: <see cref="T:Godot.GIProbe"/> is relatively demanding on the GPU and is not suited to low-end hardware such as integrated graphics (consider <see cref="T:Godot.BakedLightmap"/> instead). To provide a fallback for low-end hardware, consider adding an option to disable <see cref="T:Godot.GIProbe"/> in your project's options menus. A <see cref="T:Godot.GIProbe"/> node can be disabled by hiding it.</para>
            <para>Note: Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary <see cref="T:Godot.MeshInstance"/> nodes with <see cref="P:Godot.GeometryInstance.UseInBakedLight"/> enabled. These temporary nodes can then be hidden after baking the <see cref="T:Godot.GIProbe"/> node.</para>
            <para>Note: Due to a renderer limitation, emissive <see cref="T:Godot.ShaderMaterial"/>s cannot emit light when used in a <see cref="T:Godot.GIProbe"/>. Only emissive <see cref="T:Godot.SpatialMaterial"/>s can emit light in a <see cref="T:Godot.GIProbe"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GIProbe.SubdivEnum.Subdiv64">
            <summary>
            <para>Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use it if you can, but especially use it on lower-end hardware.</para>
            </summary>
        </member>
        <member name="F:Godot.GIProbe.SubdivEnum.Subdiv128">
            <summary>
            <para>Use 128 subdivisions. This is the default quality setting.</para>
            </summary>
        </member>
        <member name="F:Godot.GIProbe.SubdivEnum.Subdiv256">
            <summary>
            <para>Use 256 subdivisions.</para>
            </summary>
        </member>
        <member name="F:Godot.GIProbe.SubdivEnum.Subdiv512">
            <summary>
            <para>Use 512 subdivisions. This is the highest quality setting, but the slowest. On lower-end hardware, this could cause the GPU to stall.</para>
            </summary>
        </member>
        <member name="F:Godot.GIProbe.SubdivEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.GIProbe.SubdivEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.Subdiv">
            <summary>
            <para>Number of times to subdivide the grid that the <see cref="T:Godot.GIProbe"/> operates on. A higher number results in finer detail and thus higher visual quality, while lower numbers result in better performance.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.Extents">
            <summary>
            <para>The size of the area covered by the <see cref="T:Godot.GIProbe"/>. If you make the extents larger without increasing the subdivisions with <see cref="P:Godot.GIProbe.Subdiv"/>, the size of each cell will increase and result in lower detailed lighting.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.DynamicRange">
            <summary>
            <para>The maximum brightness that the <see cref="T:Godot.GIProbe"/> will recognize. Brightness will be scaled within this range.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.Energy">
            <summary>
            <para>Energy multiplier. Makes the lighting contribution from the <see cref="T:Godot.GIProbe"/> brighter.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.Propagation">
            <summary>
            <para>How much light propagates through the probe internally. A higher value allows light to spread further.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.Bias">
            <summary>
            <para>Offsets the lookup of the light contribution from the <see cref="T:Godot.GIProbe"/>. This can be used to avoid self-shadowing, but may introduce light leaking at higher values. This and <see cref="P:Godot.GIProbe.NormalBias"/> should be played around with to minimize self-shadowing and light leaking.</para>
            <para>Note: <c>bias</c> should usually be above 1.0 as that is the size of the voxels.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.NormalBias">
            <summary>
            <para>Offsets the lookup into the <see cref="T:Godot.GIProbe"/> based on the object's normal direction. Can be used to reduce some self-shadowing artifacts.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.Interior">
            <summary>
            <para>If <c>true</c>, ignores the sky contribution when calculating lighting.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.Compress">
            <summary>
            <para>Deprecated. This property has been deprecated due to known bugs and no longer has any effect when enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.GIProbe.Data">
            <summary>
            <para>The <see cref="T:Godot.GIProbeData"/> resource that holds the data for this <see cref="T:Godot.GIProbe"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GIProbe.Bake(Godot.Node,System.Boolean)">
            <summary>
            <para>Bakes the effect from all <see cref="T:Godot.GeometryInstance"/>s marked with <see cref="P:Godot.GeometryInstance.UseInBakedLight"/> and <see cref="T:Godot.Light"/>s marked with either <see cref="F:Godot.Light.BakeMode.Indirect"/> or <see cref="F:Godot.Light.BakeMode.All"/>. If <c>create_visual_debug</c> is <c>true</c>, after baking the light, this will generate a <see cref="T:Godot.MultiMesh"/> that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the <see cref="T:Godot.GIProbe"/>'s data and debug any issues that may be occurring.</para>
            <para>Note: <see cref="M:Godot.GIProbe.Bake(Godot.Node,System.Boolean)"/> works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a <see cref="T:Godot.GIProbe"/> generally takes from 5 to 20 seconds in most scenes. Reducing <see cref="P:Godot.GIProbe.Subdiv"/> can speed up baking.</para>
            <para>Note: <see cref="T:Godot.GeometryInstance"/>s and <see cref="T:Godot.Light"/>s must be fully ready before <see cref="M:Godot.GIProbe.Bake(Godot.Node,System.Boolean)"/> is called. If you are procedurally creating those and some meshes or lights are missing from your baked <see cref="T:Godot.GIProbe"/>, use <c>call_deferred("bake")</c> instead of calling <see cref="M:Godot.GIProbe.Bake(Godot.Node,System.Boolean)"/> directly.</para>
            </summary>
        </member>
        <member name="M:Godot.GIProbe.DebugBake">
            <summary>
            <para>Calls <see cref="M:Godot.GIProbe.Bake(Godot.Node,System.Boolean)"/> with <c>create_visual_debug</c> enabled.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFAccessor">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFAccessor"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFAnimation">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFAnimation"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFBufferView">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFBufferView"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFCamera">
            <summary>
            <para>Represents a camera as defined by the base GLTF spec.</para>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFCamera"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFCamera.Perspective">
            <summary>
            <para>Whether or not the camera is in perspective mode. If false, the camera is in orthographic/orthogonal mode. This maps to GLTF's camera <c>type</c> property. See <see cref="P:Godot.Camera.Projection"/> and the GLTF spec for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFCamera.FovSize">
            <summary>
            <para>The FOV of the camera. This class and GLTF define the camera FOV in radians, while Godot uses degrees. This maps to GLTF's <c>yfov</c> property. This value is only used for perspective cameras, when <see cref="P:Godot.GLTFCamera.Perspective"/> is true.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFCamera.SizeMag">
            <summary>
            <para>The size of the camera. This class and GLTF define the camera size magnitude as a radius in meters, while Godot defines it as a diameter in meters. This maps to GLTF's <c>ymag</c> property. This value is only used for orthographic/orthogonal cameras, when <see cref="P:Godot.GLTFCamera.Perspective"/> is false.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFCamera.Zfar">
            <summary>
            <para>The distance to the far culling boundary for this camera relative to its local Z axis, in meters. This maps to GLTF's <c>zfar</c> property.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFCamera.Znear">
            <summary>
            <para>The distance to the near culling boundary for this camera relative to its local Z axis, in meters. This maps to GLTF's <c>znear</c> property.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFCamera.ToNode">
            <summary>
            <para>Converts this GLTFCamera instance into a Godot <see cref="T:Godot.Camera"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFCamera.ToDictionary">
            <summary>
            <para>Serializes this GLTFCamera instance into a <see cref="T:Godot.Collections.Dictionary"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFDocument">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFDocument"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocument.RegisterGltfDocumentExtension(Godot.GLTFDocumentExtension,System.Boolean)">
            <summary>
            <para>Registers the given <see cref="T:Godot.GLTFDocumentExtension"/> instance with GLTFDocument. If <c>first_priority</c> is true, this extension will be run first. Otherwise, it will be run last.</para>
            <para>Note: Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the <c>set_additional_data</c> and <c>get_additional_data</c> methods in <see cref="T:Godot.GLTFState"/> or <see cref="T:Godot.GLTFNode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocument.UnregisterGltfDocumentExtension(Godot.GLTFDocumentExtension)">
            <summary>
            <para>Unregisters the given <see cref="T:Godot.GLTFDocumentExtension"/> instance.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocument.UnregisterAllGltfDocumentExtensions">
            <summary>
            <para>Unregisters all <see cref="T:Godot.GLTFDocumentExtension"/> instances.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFDocumentExtension">
            <summary>
            <para>Extends the functionality of the <see cref="T:Godot.GLTFDocument"/> class by allowing you to run arbitrary code at various stages of GLTF import or export.</para>
            <para>Note: Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the <c>set_additional_data</c> and <c>get_additional_data</c> methods in <see cref="T:Godot.GLTFState"/> or <see cref="T:Godot.GLTFNode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ConvertSceneNode(Godot.Object,Godot.Object,Godot.Object)">
            <summary>
            <para>Part of the export process. This method is run after <see cref="M:Godot.GLTFDocumentExtension._ExportPreflight(Godot.Object,Godot.Object)"/> and before <see cref="M:Godot.GLTFDocumentExtension._ExportNode(Godot.Object,Godot.Object,Godot.Collections.Dictionary,Godot.Object)"/>.</para>
            <para>Runs when converting the data from a Godot scene node. This method can be used to process the Godot scene node data into a format that can be used by <see cref="M:Godot.GLTFDocumentExtension._ExportNode(Godot.Object,Godot.Object,Godot.Collections.Dictionary,Godot.Object)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ExportNode(Godot.Object,Godot.Object,Godot.Collections.Dictionary,Godot.Object)">
            <summary>
            <para>Part of the export process. This method is run after <see cref="M:Godot.GLTFDocumentExtension._ConvertSceneNode(Godot.Object,Godot.Object,Godot.Object)"/> and before <see cref="M:Godot.GLTFDocumentExtension._ExportPost(Godot.Object)"/>.</para>
            <para>This method can be used to modify the final JSON of each node.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ExportPost(Godot.Object)">
            <summary>
            <para>Part of the export process. This method is run last, after all other parts of the export process.</para>
            <para>This method can be used to modify the final JSON of the generated GLTF file.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ExportPreflight(Godot.Object,Godot.Object)">
            <summary>
            <para>Part of the export process. This method is run first, before all other parts of the export process.</para>
            <para>The return value is used to determine if this <see cref="T:Godot.GLTFDocumentExtension"/> instance should be used for exporting a given GLTF file. If <see cref="F:Godot.Error.Ok"/>, the export will use this <see cref="T:Godot.GLTFDocumentExtension"/> instance. If not overridden, <see cref="F:Godot.Error.Ok"/> is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._GenerateSceneNode(Godot.Object,Godot.Object,Godot.Object)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GLTFDocumentExtension._ParseNodeExtensions(Godot.Object,Godot.Object,Godot.Collections.Dictionary)"/> and before <see cref="M:Godot.GLTFDocumentExtension._ImportPostParse(Godot.Object)"/>.</para>
            <para>Runs when generating a Godot scene node from a GLTFNode. The returned node will be added to the scene tree. Multiple nodes can be generated in this step if they are added as a child of the returned node.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._GetSupportedExtensions">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GLTFDocumentExtension._ImportPreflight(Godot.Object,System.String[])"/> and before <see cref="M:Godot.GLTFDocumentExtension._ParseNodeExtensions(Godot.Object,Godot.Object,Godot.Collections.Dictionary)"/>.</para>
            <para>Returns an array of the GLTF extensions supported by this GLTFDocumentExtension class. This is used to validate if a GLTF file with required extensions can be loaded.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ImportNode(Godot.Object,Godot.Object,Godot.Collections.Dictionary,Godot.Object)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GLTFDocumentExtension._ImportPostParse(Godot.Object)"/> and before <see cref="M:Godot.GLTFDocumentExtension._ImportPost(Godot.Object,Godot.Object)"/>.</para>
            <para>This method can be used to make modifications to each of the generated Godot scene nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ImportPost(Godot.Object,Godot.Object)">
            <summary>
            <para>Part of the import process. This method is run last, after all other parts of the import process.</para>
            <para>This method can be used to modify the final Godot scene generated by the import process.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ImportPostParse(Godot.Object)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GLTFDocumentExtension._GenerateSceneNode(Godot.Object,Godot.Object,Godot.Object)"/> and before <see cref="M:Godot.GLTFDocumentExtension._ImportNode(Godot.Object,Godot.Object,Godot.Collections.Dictionary,Godot.Object)"/>.</para>
            <para>This method can be used to modify any of the data imported so far, including any scene nodes, before running the final per-node import step.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ImportPreflight(Godot.Object,System.String[])">
            <summary>
            <para>Part of the import process. This method is run first, before all other parts of the import process.</para>
            <para>The return value is used to determine if this <see cref="T:Godot.GLTFDocumentExtension"/> instance should be used for importing a given GLTF file. If <see cref="F:Godot.Error.Ok"/>, the import will use this <see cref="T:Godot.GLTFDocumentExtension"/> instance. If not overridden, <see cref="F:Godot.Error.Ok"/> is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFDocumentExtension._ParseNodeExtensions(Godot.Object,Godot.Object,Godot.Collections.Dictionary)">
            <summary>
            <para>Part of the import process. This method is run after <see cref="M:Godot.GLTFDocumentExtension._GetSupportedExtensions"/> and before <see cref="M:Godot.GLTFDocumentExtension._GenerateSceneNode(Godot.Object,Godot.Object,Godot.Object)"/>.</para>
            <para>Runs when parsing the node extensions of a GLTFNode. This method can be used to process the extension JSON data into a format that can be used by <see cref="M:Godot.GLTFDocumentExtension._GenerateSceneNode(Godot.Object,Godot.Object,Godot.Object)"/>. The return value should be a member of the <see cref="T:Godot.Error"/> enum.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFLight">
            <summary>
            <para>Represents a light as defined by the <c>KHR_lights_punctual</c> GLTF extension.</para>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFLight"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFLight.Color">
            <summary>
            <para>The <see cref="T:Godot.Color"/> of the light. Defaults to white. A black color causes the light to have no effect.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFLight.Intensity">
            <summary>
            <para>The intensity of the light. This is expressed in candelas (lumens per steradian) for point and spot lights, and lux (lumens per m²) for directional lights. When creating a Godot light, this value is converted to a unitless multiplier.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFLight.Type">
            <summary>
            <para>The type of the light. The values accepted by Godot are "point", "spot", and "directional", which correspond to Godot's <see cref="T:Godot.OmniLight"/>, <see cref="T:Godot.SpotLight"/>, and <see cref="T:Godot.DirectionalLight"/> respectively.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFLight.Range">
            <summary>
            <para>The range of the light, beyond which the light has no effect. GLTF lights with no range defined behave like physical lights (which have infinite range). When creating a Godot light, the range is clamped to 4096.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFLight.InnerConeAngle">
            <summary>
            <para>The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.</para>
            <para>Within this angle, the light is at full brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. When creating a Godot <see cref="T:Godot.SpotLight"/>, the ratio between the inner and outer cone angles is used to calculate the attenuation of the light.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFLight.OuterConeAngle">
            <summary>
            <para>The outer angle of the cone in a spotlight. Must be greater than or equal to the inner angle.</para>
            <para>At this angle, the light drops off to zero brightness. Between the inner and outer cone angles, there is a transition from full brightness to zero brightness. If this angle is a half turn, then the spotlight emits in all directions. When creating a Godot <see cref="T:Godot.SpotLight"/>, the outer cone angle is used as the angle of the spotlight.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFLight.ToNode">
            <summary>
            <para>Converts this GLTFLight instance into a Godot <see cref="T:Godot.Light"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFLight.ToDictionary">
            <summary>
            <para>Serializes this GLTFLight instance into a <see cref="T:Godot.Collections.Dictionary"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFNode">
            <summary>
            <para>Represents a GLTF node. GLTF nodes may have names, transforms, children (other GLTF nodes), and more specialized properties (represented by their own classes).</para>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFNode"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFNode.GetAdditionalData(System.String)">
            <summary>
            <para>Gets additional arbitrary data in this <see cref="T:Godot.GLTFNode"/> instance. This can be used to keep per-node state data in <see cref="T:Godot.GLTFDocumentExtension"/> classes, which is important because they are stateless.</para>
            <para>The argument should be the <see cref="T:Godot.GLTFDocumentExtension"/> name (does not have to match the extension name in the GLTF file), and the return value can be anything you set. If nothing was set, the return value is null.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFNode.SetAdditionalData(System.String,System.Object)">
            <summary>
            <para>Sets additional arbitrary data in this <see cref="T:Godot.GLTFNode"/> instance. This can be used to keep per-node state data in <see cref="T:Godot.GLTFDocumentExtension"/> classes, which is important because they are stateless.</para>
            <para>The first argument should be the <see cref="T:Godot.GLTFDocumentExtension"/> name (does not have to match the extension name in the GLTF file), and the second argument can be anything you want.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFSkeleton">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFSkeleton"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFSpecGloss">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFSpecGloss"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFState">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFState"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFState.AddUsedExtension(System.String,System.Boolean)">
            <summary>
            <para>Appends an extension to the list of extensions used by this GLTF file during serialization. If <c>required</c> is true, the extension will also be added to the list of required extensions. Do not run this in <see cref="M:Godot.GLTFDocumentExtension._ExportPost(Godot.Object)"/>, as that stage is too late to add extensions. The final list is sorted alphabetically.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFState.GetTextureSamplers">
            <summary>
            <para>Retrieves the array of texture samplers that are used by the textures contained in the GLTF.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFState.SetTextureSamplers(Godot.Collections.Array)">
            <summary>
            <para>Sets the array of texture samplers that are used by the textures contained in the GLTF.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFState.GetAdditionalData(System.String)">
            <summary>
            <para>Gets additional arbitrary data in this <see cref="T:Godot.GLTFState"/> instance. This can be used to keep per-file state data in <see cref="T:Godot.GLTFDocumentExtension"/> classes, which is important because they are stateless.</para>
            <para>The argument should be the <see cref="T:Godot.GLTFDocumentExtension"/> name (does not have to match the extension name in the GLTF file), and the return value can be anything you set. If nothing was set, the return value is null.</para>
            </summary>
        </member>
        <member name="M:Godot.GLTFState.SetAdditionalData(System.String,System.Object)">
            <summary>
            <para>Sets additional arbitrary data in this <see cref="T:Godot.GLTFState"/> instance. This can be used to keep per-file state data in <see cref="T:Godot.GLTFDocumentExtension"/> classes, which is important because they are stateless.</para>
            <para>The first argument should be the <see cref="T:Godot.GLTFDocumentExtension"/> name (does not have to match the extension name in the GLTF file), and the second argument can be anything you want.</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFTexture">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.GLTFTexture"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFTexture.Sampler">
            <summary>
            <para>ID of the texture sampler to use when sampling the image. If -1, then the default texture sampler is used (linear filtering, and repeat wrapping in both axes).</para>
            </summary>
        </member>
        <member name="T:Godot.GLTFTextureSampler">
            <summary>
            <para>Represents a texture sampler as defined by the base GLTF spec. Texture samplers in GLTF specify how to sample data from the texture's base image, when rendering the texture on an object.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFTextureSampler.MagFilter">
            <summary>
            <para>Texture's magnification filter, used when the texture appears larger on screen than the source image.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFTextureSampler.MinFilter">
            <summary>
            <para>Texture's minification filter, used when the texture appears smaller on screen than the source image.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFTextureSampler.WrapS">
            <summary>
            <para>Wrapping mode to use for S-axis (horizontal) texture coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.GLTFTextureSampler.WrapT">
            <summary>
            <para>Wrapping mode to use for T-axis (vertical) texture coordinates.</para>
            </summary>
        </member>
        <member name="T:Godot.Generic6DOFJoint">
            <summary>
            <para>The first 3 DOF axes are linear axes, which represent translation of Bodies, and the latter 3 DOF axes represent the angular motion. Each axis can be either locked, or limited.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.LinearLowerLimit">
            <summary>
            <para>The minimum difference between the pivot points' axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.LinearUpperLimit">
            <summary>
            <para>The maximum difference between the pivot points' axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.LinearLimitSoftness">
            <summary>
            <para>A factor applied to the movement across the axes. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.LinearRestitution">
            <summary>
            <para>The amount of restitution on the axes' movement. The lower, the more momentum gets lost.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.LinearDamping">
            <summary>
            <para>The amount of damping that happens at the linear motion across the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.LinearMotorTargetVelocity">
            <summary>
            <para>The velocity the linear motor will try to reach.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.LinearMotorForceLimit">
            <summary>
            <para>The maximum force the linear motor will apply while trying to reach the velocity target.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularLowerLimit">
            <summary>
            <para>The minimum rotation in negative direction to break loose and rotate around the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularUpperLimit">
            <summary>
            <para>The minimum rotation in positive direction to break loose and rotate around the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularLimitSoftness">
            <summary>
            <para>The speed of all rotations across the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularDamping">
            <summary>
            <para>The amount of rotational damping across the axes. The lower, the more dampening occurs.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularRestitution">
            <summary>
            <para>The amount of rotational restitution across the axes. The lower, the more restitution occurs.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularForceLimit">
            <summary>
            <para>The maximum amount of force that can occur, when rotating around the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularErp">
            <summary>
            <para>When rotating across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularMotorTargetVelocity">
            <summary>
            <para>Target speed for the motor at the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.AngularMotorForceLimit">
            <summary>
            <para>Maximum acceleration for the motor at the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Generic6DOFJoint.Param"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Flag.EnableLinearLimit">
            <summary>
            <para>If enabled, linear motion is possible within the given limits.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Flag.EnableAngularLimit">
            <summary>
            <para>If enabled, rotational motion is possible within the given limits.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Flag.EnableMotor">
            <summary>
            <para>If enabled, there is a rotational motor across these axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Flag.EnableLinearMotor">
            <summary>
            <para>If enabled, there is a linear motor across these axes.</para>
            </summary>
        </member>
        <member name="F:Godot.Generic6DOFJoint.Flag.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Generic6DOFJoint.Flag"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitX__enabled">
            <summary>
            <para>If <c>true</c>, the linear motion across the X axis is limited.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitX__upperDistance">
            <summary>
            <para>The maximum difference between the pivot points' X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitX__lowerDistance">
            <summary>
            <para>The minimum difference between the pivot points' X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitX__softness">
            <summary>
            <para>A factor applied to the movement across the X axis. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitX__restitution">
            <summary>
            <para>The amount of restitution on the X axis movement. The lower, the more momentum gets lost.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitX__damping">
            <summary>
            <para>The amount of damping that happens at the X motion.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorX__enabled">
            <summary>
            <para>If <c>true</c>, then there is a linear motor on the X axis. It will attempt to reach the target velocity while staying within the force limits.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorX__targetVelocity">
            <summary>
            <para>The speed that the linear motor will attempt to reach on the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorX__forceLimit">
            <summary>
            <para>The maximum force the linear motor can apply on the X axis while trying to reach the target velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitX__enabled">
            <summary>
            <para>If <c>true</c>, rotation across the X axis is limited.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitX__upperAngle">
            <summary>
            <para>The minimum rotation in positive direction to break loose and rotate around the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitX__lowerAngle">
            <summary>
            <para>The minimum rotation in negative direction to break loose and rotate around the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitX__softness">
            <summary>
            <para>The speed of all rotations across the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitX__restitution">
            <summary>
            <para>The amount of rotational restitution across the X axis. The lower, the more restitution occurs.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitX__damping">
            <summary>
            <para>The amount of rotational damping across the X axis.</para>
            <para>The lower, the longer an impulse from one side takes to travel to the other side.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitX__forceLimit">
            <summary>
            <para>The maximum amount of force that can occur, when rotating around the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitX__erp">
            <summary>
            <para>When rotating across the X axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorX__enabled">
            <summary>
            <para>If <c>true</c>, a rotating motor at the X axis is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorX__targetVelocity">
            <summary>
            <para>Target speed for the motor at the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorX__forceLimit">
            <summary>
            <para>Maximum acceleration for the motor at the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitY__enabled">
            <summary>
            <para>If <c>true</c>, the linear motion across the Y axis is limited.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitY__upperDistance">
            <summary>
            <para>The maximum difference between the pivot points' Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitY__lowerDistance">
            <summary>
            <para>The minimum difference between the pivot points' Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitY__softness">
            <summary>
            <para>A factor applied to the movement across the Y axis. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitY__restitution">
            <summary>
            <para>The amount of restitution on the Y axis movement. The lower, the more momentum gets lost.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitY__damping">
            <summary>
            <para>The amount of damping that happens at the Y motion.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorY__enabled">
            <summary>
            <para>If <c>true</c>, then there is a linear motor on the Y axis. It will attempt to reach the target velocity while staying within the force limits.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorY__targetVelocity">
            <summary>
            <para>The speed that the linear motor will attempt to reach on the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorY__forceLimit">
            <summary>
            <para>The maximum force the linear motor can apply on the Y axis while trying to reach the target velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitY__enabled">
            <summary>
            <para>If <c>true</c>, rotation across the Y axis is limited.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitY__upperAngle">
            <summary>
            <para>The minimum rotation in positive direction to break loose and rotate around the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitY__lowerAngle">
            <summary>
            <para>The minimum rotation in negative direction to break loose and rotate around the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitY__softness">
            <summary>
            <para>The speed of all rotations across the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitY__restitution">
            <summary>
            <para>The amount of rotational restitution across the Y axis. The lower, the more restitution occurs.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitY__damping">
            <summary>
            <para>The amount of rotational damping across the Y axis. The lower, the more dampening occurs.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitY__forceLimit">
            <summary>
            <para>The maximum amount of force that can occur, when rotating around the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitY__erp">
            <summary>
            <para>When rotating across the Y axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorY__enabled">
            <summary>
            <para>If <c>true</c>, a rotating motor at the Y axis is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorY__targetVelocity">
            <summary>
            <para>Target speed for the motor at the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorY__forceLimit">
            <summary>
            <para>Maximum acceleration for the motor at the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitZ__enabled">
            <summary>
            <para>If <c>true</c>, the linear motion across the Z axis is limited.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitZ__upperDistance">
            <summary>
            <para>The maximum difference between the pivot points' Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitZ__lowerDistance">
            <summary>
            <para>The minimum difference between the pivot points' Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitZ__softness">
            <summary>
            <para>A factor applied to the movement across the Z axis. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitZ__restitution">
            <summary>
            <para>The amount of restitution on the Z axis movement. The lower, the more momentum gets lost.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearLimitZ__damping">
            <summary>
            <para>The amount of damping that happens at the Z motion.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorZ__enabled">
            <summary>
            <para>If <c>true</c>, then there is a linear motor on the Z axis. It will attempt to reach the target velocity while staying within the force limits.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorZ__targetVelocity">
            <summary>
            <para>The speed that the linear motor will attempt to reach on the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.LinearMotorZ__forceLimit">
            <summary>
            <para>The maximum force the linear motor can apply on the Z axis while trying to reach the target velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitZ__enabled">
            <summary>
            <para>If <c>true</c>, rotation across the Z axis is limited.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitZ__upperAngle">
            <summary>
            <para>The minimum rotation in positive direction to break loose and rotate around the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitZ__lowerAngle">
            <summary>
            <para>The minimum rotation in negative direction to break loose and rotate around the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitZ__softness">
            <summary>
            <para>The speed of all rotations across the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitZ__restitution">
            <summary>
            <para>The amount of rotational restitution across the Z axis. The lower, the more restitution occurs.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitZ__damping">
            <summary>
            <para>The amount of rotational damping across the Z axis. The lower, the more dampening occurs.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitZ__forceLimit">
            <summary>
            <para>The maximum amount of force that can occur, when rotating around the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularLimitZ__erp">
            <summary>
            <para>When rotating across the Z axis, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorZ__enabled">
            <summary>
            <para>If <c>true</c>, a rotating motor at the Z axis is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorZ__targetVelocity">
            <summary>
            <para>Target speed for the motor at the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.Generic6DOFJoint.AngularMotorZ__forceLimit">
            <summary>
            <para>Maximum acceleration for the motor at the Z axis.</para>
            </summary>
        </member>
        <member name="T:Godot.GeometryInstance">
            <summary>
            <para>Base node for geometry-based visual instances. Shares some common functionality like visibility and custom materials.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.Flags.UseBakedLight">
            <summary>
            <para>Will allow the GeometryInstance to be used when baking lights using a <see cref="T:Godot.GIProbe"/> or <see cref="T:Godot.BakedLightmap"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.Flags.DrawNextFrameIfVisible">
            <summary>
            <para>Unused in this class, exposed for consistency with <see cref="T:Godot.VisualServer.InstanceFlags"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.Flags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.GeometryInstance.Flags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.ShadowCastingSetting.Off">
            <summary>
            <para>Will not cast any shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.ShadowCastingSetting.On">
            <summary>
            <para>Will cast shadows from all visible faces in the GeometryInstance.</para>
            <para>Will take culling into account, so faces not being rendered will not be taken into account when shadow casting.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.ShadowCastingSetting.DoubleSided">
            <summary>
            <para>Will cast shadows from all visible faces in the GeometryInstance.</para>
            <para>Will not take culling into account, so all faces will be taken into account when shadow casting.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.ShadowCastingSetting.ShadowsOnly">
            <summary>
            <para>Will only show the shadows casted from this object.</para>
            <para>In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.LightmapScaleEnum.Scale1x">
            <summary>
            <para>The generated lightmap texture will have the original size.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.LightmapScaleEnum.Scale2x">
            <summary>
            <para>The generated lightmap texture will be twice as large, on each axis.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.LightmapScaleEnum.Scale4x">
            <summary>
            <para>The generated lightmap texture will be 4 times as large, on each axis.</para>
            </summary>
        </member>
        <member name="F:Godot.GeometryInstance.LightmapScaleEnum.Scale8x">
            <summary>
            <para>The generated lightmap texture will be 8 times as large, on each axis.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.MaterialOverride">
            <summary>
            <para>The material override for the whole geometry.</para>
            <para>If a material is assigned to this property, it will be used instead of any material set in any material slot of the mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.MaterialOverlay">
            <summary>
            <para>The material overlay for the whole geometry.</para>
            <para>If a material is assigned to this property, it will be rendered on top of any other active material for all the surfaces.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.CastShadow">
            <summary>
            <para>The selected shadow casting flag. See <see cref="T:Godot.GeometryInstance.ShadowCastingSetting"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.ExtraCullMargin">
            <summary>
            <para>The extra distance added to the GeometryInstance's bounding box (<see cref="T:Godot.AABB"/>) to increase its cull box.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.UseInBakedLight">
            <summary>
            <para>If <c>true</c>, this GeometryInstance will be used when baking lights using a <see cref="T:Godot.GIProbe"/> or <see cref="T:Godot.BakedLightmap"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.GenerateLightmap">
            <summary>
            <para>When disabled, the mesh will be taken into account when computing indirect lighting, but the resulting lightmap will not be saved. Useful for emissive only materials or shadow casters.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.LightmapScale">
            <summary>
            <para>Scale factor for the generated baked lightmap. Useful for adding detail to certain mesh instances.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.LodMinDistance">
            <summary>
            <para>The GeometryInstance's min LOD distance.</para>
            <para>Note: This property currently has no effect.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.LodMinHysteresis">
            <summary>
            <para>The GeometryInstance's min LOD margin.</para>
            <para>Note: This property currently has no effect.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.LodMaxDistance">
            <summary>
            <para>The GeometryInstance's max LOD distance.</para>
            <para>Note: This property currently has no effect.</para>
            </summary>
        </member>
        <member name="P:Godot.GeometryInstance.LodMaxHysteresis">
            <summary>
            <para>The GeometryInstance's max LOD margin.</para>
            <para>Note: This property currently has no effect.</para>
            </summary>
        </member>
        <member name="M:Godot.GeometryInstance.SetFlag(Godot.GeometryInstance.Flags,System.Boolean)">
            <summary>
            <para>Sets the <see cref="T:Godot.GeometryInstance.Flags"/> specified. See <see cref="T:Godot.GeometryInstance.Flags"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.GeometryInstance.GetFlag(Godot.GeometryInstance.Flags)">
            <summary>
            <para>Returns the <see cref="T:Godot.GeometryInstance.Flags"/> that have been set for this object.</para>
            </summary>
        </member>
        <member name="M:Godot.GeometryInstance.SetCustomAabb(Godot.AABB)">
            <summary>
            <para>Overrides the bounding box of this node with a custom one. To remove it, set an <see cref="T:Godot.AABB"/> with all fields set to zero.</para>
            </summary>
        </member>
        <member name="T:Godot.Gradient">
            <summary>
            <para>Given a set of colors, this resource will interpolate them in order. This means that if you have color 1, color 2 and color 3, the gradient will interpolate from color 1 to color 2 and from color 2 to color 3. The gradient will initially have 2 colors (black and white), one (black) at gradient lower offset 0 and the other (white) at the gradient higher offset 1.</para>
            <para>See also <see cref="T:Godot.Curve"/> which supports more complex easing methods, but does not support colors.</para>
            </summary>
        </member>
        <member name="F:Godot.Gradient.InterpolationModeEnum.Linear">
            <summary>
            <para>Linear interpolation.</para>
            </summary>
        </member>
        <member name="F:Godot.Gradient.InterpolationModeEnum.Constant">
            <summary>
            <para>Constant interpolation, color changes abruptly at each point and stays uniform between. This might cause visible aliasing when used for a gradient texture in some cases.</para>
            </summary>
        </member>
        <member name="F:Godot.Gradient.InterpolationModeEnum.Cubic">
            <summary>
            <para>Cubic interpolation.</para>
            </summary>
        </member>
        <member name="P:Godot.Gradient.InterpolationMode">
            <summary>
            <para>Defines how the colors between points of the gradient are interpolated. See <see cref="T:Godot.Gradient.InterpolationModeEnum"/> for available modes.</para>
            </summary>
        </member>
        <member name="P:Godot.Gradient.Offsets">
            <summary>
            <para>Gradient's offsets returned as a <see cref="T:System.Single"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Gradient.Colors">
            <summary>
            <para>Gradient's colors returned as a <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.AddPoint(System.Single,Godot.Color)">
            <summary>
            <para>Adds the specified color to the end of the ramp, with the specified offset.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.RemovePoint(System.Int32)">
            <summary>
            <para>Removes the color at the index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.SetOffset(System.Int32,System.Single)">
            <summary>
            <para>Sets the offset for the ramp color at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.GetOffset(System.Int32)">
            <summary>
            <para>Returns the offset of the ramp color at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.SetColor(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the color of the ramp color at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.GetColor(System.Int32)">
            <summary>
            <para>Returns the color of the ramp color at index <c>point</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.Interpolate(System.Single)">
            <summary>
            <para>Returns the interpolated color specified by <c>offset</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Gradient.GetPointCount">
            <summary>
            <para>Returns the number of colors in the ramp.</para>
            </summary>
        </member>
        <member name="T:Godot.GradientTexture">
            <summary>
            <para>GradientTexture uses a <see cref="T:Godot.Gradient"/> to fill the texture data. The gradient will be filled from left to right using colors obtained from the gradient. This means the texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see <see cref="P:Godot.GradientTexture.Width"/>). See also <see cref="T:Godot.GradientTexture2D"/> and <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture.Gradient">
            <summary>
            <para>The <see cref="T:Godot.Gradient"/> that will be used to fill the texture.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture.Width">
            <summary>
            <para>The number of color samples that will be obtained from the <see cref="T:Godot.Gradient"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture.UseHdr">
            <summary>
            <para>If <c>true</c>, the generated texture will support high dynamic range (<see cref="F:Godot.Image.Format.Rgbaf"/> format). This allows for glow effects to work if <see cref="P:Godot.Environment.GlowEnabled"/> is <c>true</c>. If <c>false</c>, the generated texture will use low dynamic range; overbright colors will be clamped (<see cref="F:Godot.Image.Format.Rgba8"/> format).</para>
            </summary>
        </member>
        <member name="T:Godot.GradientTexture2D">
            <summary>
            <para>The texture uses a <see cref="T:Godot.Gradient"/> to fill the texture data in 2D space. The gradient is filled according to the specified <see cref="P:Godot.GradientTexture2D.Fill"/> and <see cref="P:Godot.GradientTexture2D.Repeat"/> types using colors obtained from the gradient. The texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see <see cref="P:Godot.GradientTexture2D.Width"/> and <see cref="P:Godot.GradientTexture2D.Height"/>). See also <see cref="T:Godot.GradientTexture"/> and <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.GradientTexture2D.FillEnum.Linear">
            <summary>
            <para>The colors are linearly interpolated in a straight line.</para>
            </summary>
        </member>
        <member name="F:Godot.GradientTexture2D.FillEnum.Radial">
            <summary>
            <para>The colors are linearly interpolated in a circular pattern.</para>
            </summary>
        </member>
        <member name="F:Godot.GradientTexture2D.RepeatEnum.None">
            <summary>
            <para>The gradient fill is restricted to the range defined by <see cref="P:Godot.GradientTexture2D.FillFrom"/> to <see cref="P:Godot.GradientTexture2D.FillTo"/> offsets.</para>
            </summary>
        </member>
        <member name="F:Godot.GradientTexture2D.RepeatEnum.Repeat">
            <summary>
            <para>The texture is filled starting from <see cref="P:Godot.GradientTexture2D.FillFrom"/> to <see cref="P:Godot.GradientTexture2D.FillTo"/> offsets, repeating the same pattern in both directions.</para>
            </summary>
        </member>
        <member name="F:Godot.GradientTexture2D.RepeatEnum.Mirror">
            <summary>
            <para>The texture is filled starting from <see cref="P:Godot.GradientTexture2D.FillFrom"/> to <see cref="P:Godot.GradientTexture2D.FillTo"/> offsets, mirroring the pattern in both directions.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture2D.Gradient">
            <summary>
            <para>The <see cref="T:Godot.Gradient"/> used to fill the texture.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture2D.Width">
            <summary>
            <para>The number of horizontal color samples that will be obtained from the <see cref="T:Godot.Gradient"/>, which also represents the texture's width.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture2D.Height">
            <summary>
            <para>The number of vertical color samples that will be obtained from the <see cref="T:Godot.Gradient"/>, which also represents the texture's height.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture2D.UseHdr">
            <summary>
            <para>If <c>true</c>, the generated texture will support high dynamic range (<see cref="F:Godot.Image.Format.Rgbaf"/> format). This allows for glow effects to work if <see cref="P:Godot.Environment.GlowEnabled"/> is <c>true</c>. If <c>false</c>, the generated texture will use low dynamic range; overbright colors will be clamped (<see cref="F:Godot.Image.Format.Rgba8"/> format).</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture2D.Fill">
            <summary>
            <para>The gradient fill type, one of the <see cref="T:Godot.GradientTexture2D.FillEnum"/> values. The texture is filled by interpolating colors starting from <see cref="P:Godot.GradientTexture2D.FillFrom"/> to <see cref="P:Godot.GradientTexture2D.FillTo"/> offsets.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture2D.FillFrom">
            <summary>
            <para>The initial offset used to fill the texture specified in UV coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture2D.FillTo">
            <summary>
            <para>The final offset used to fill the texture specified in UV coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.GradientTexture2D.Repeat">
            <summary>
            <para>The gradient repeat type, one of the <see cref="T:Godot.GradientTexture2D.RepeatEnum"/> values. The texture is filled starting from <see cref="P:Godot.GradientTexture2D.FillFrom"/> to <see cref="P:Godot.GradientTexture2D.FillTo"/> offsets by default, but the gradient fill can be repeated to cover the entire texture.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphEdit">
            <summary>
            <para>GraphEdit manages the showing of GraphNodes it contains, as well as connections and disconnections between them. Signals are sent for each of these two events. Disconnection between GraphNode slots is disabled by default.</para>
            <para>It is greatly advised to enable low-processor usage mode (see <see cref="P:Godot.OS.LowProcessorUsageMode"/>) when using GraphEdits.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.RightDisconnects">
            <summary>
            <para>If <c>true</c>, enables disconnection of existing connections in the GraphEdit by dragging the right end.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.ScrollOffset">
            <summary>
            <para>The scroll offset.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.SnapDistance">
            <summary>
            <para>The snapping distance in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.UseSnap">
            <summary>
            <para>If <c>true</c>, enables snapping.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.Zoom">
            <summary>
            <para>The current zoom value.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.ZoomMin">
            <summary>
            <para>The lower zoom limit.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.ZoomMax">
            <summary>
            <para>The upper zoom limit.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.ZoomStep">
            <summary>
            <para>The step of each zoom level.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.ShowZoomLabel">
            <summary>
            <para>If <c>true</c>, makes a label with the current zoom level visible. The zoom value is displayed in percents.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.MinimapEnabled">
            <summary>
            <para>If <c>true</c>, the minimap is visible.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.MinimapSize">
            <summary>
            <para>The size of the minimap rectangle. The map itself is based on the size of the grid area and is scaled to fit this rectangle.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphEdit.MinimapOpacity">
            <summary>
            <para>The opacity of the minimap rectangle.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.ConnectNode(System.String,System.Int32,System.String,System.Int32)">
            <summary>
            <para>Create a connection between the <c>from_port</c> slot of the <c>from</c> GraphNode and the <c>to_port</c> slot of the <c>to</c> GraphNode. If the connection already exists, no connection is created.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.IsNodeConnected(System.String,System.Int32,System.String,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the <c>from_port</c> slot of the <c>from</c> GraphNode is connected to the <c>to_port</c> slot of the <c>to</c> GraphNode.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.DisconnectNode(System.String,System.Int32,System.String,System.Int32)">
            <summary>
            <para>Removes the connection between the <c>from_port</c> slot of the <c>from</c> GraphNode and the <c>to_port</c> slot of the <c>to</c> GraphNode. If the connection does not exist, no connection is removed.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.SetConnectionActivity(System.String,System.Int32,System.String,System.Int32,System.Single)">
            <summary>
            <para>Sets the coloration of the connection between <c>from</c>'s <c>from_port</c> and <c>to</c>'s <c>to_port</c> with the color provided in the <c>activity</c> theme property.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.GetConnectionList">
            <summary>
            <para>Returns an Array containing the list of connections. A connection consists in a structure of the form <c>{ from_port: 0, from: "GraphNode name 0", to_port: 1, to: "GraphNode name 1" }</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.ClearConnections">
            <summary>
            <para>Removes all connections between nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.AddValidRightDisconnectType(System.Int32)">
            <summary>
            <para>Makes possible to disconnect nodes when dragging from the slot at the right if it has the specified type.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.RemoveValidRightDisconnectType(System.Int32)">
            <summary>
            <para>Removes the possibility to disconnect nodes when dragging from the slot at the right if it has the specified type.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.AddValidLeftDisconnectType(System.Int32)">
            <summary>
            <para>Makes possible to disconnect nodes when dragging from the slot at the left if it has the specified type.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.RemoveValidLeftDisconnectType(System.Int32)">
            <summary>
            <para>Removes the possibility to disconnect nodes when dragging from the slot at the left if it has the specified type.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.AddValidConnectionType(System.Int32,System.Int32)">
            <summary>
            <para>Makes possible the connection between two different slot types. The type is defined with the <see cref="M:Godot.GraphNode.SetSlot(System.Int32,System.Boolean,System.Int32,Godot.Color,System.Boolean,System.Int32,Godot.Color,Godot.Texture,Godot.Texture)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.RemoveValidConnectionType(System.Int32,System.Int32)">
            <summary>
            <para>Makes it not possible to connect between two different slot types. The type is defined with the <see cref="M:Godot.GraphNode.SetSlot(System.Int32,System.Boolean,System.Int32,Godot.Color,System.Boolean,System.Int32,Godot.Color,Godot.Texture,Godot.Texture)"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.IsValidConnectionType(System.Int32,System.Int32)">
            <summary>
            <para>Returns whether it's possible to connect slots of the specified types.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.GetZoomHbox">
            <summary>
            <para>Gets the <see cref="T:Godot.HBoxContainer"/> that contains the zooming and grid snap controls in the top left of the graph. You can use this method to reposition the toolbar or to add your own custom controls to it.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphEdit.SetSelected(Godot.Node)">
            <summary>
            <para>Sets the specified <c>node</c> as the one selected.</para>
            </summary>
        </member>
        <member name="T:Godot.GraphNode">
            <summary>
            <para>A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes referred to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any <see cref="T:Godot.Control"/>-derived child node to it.</para>
            <para>After adding at least one child to GraphNode new sections will be automatically created in the Inspector called 'Slot'. When 'Slot' is expanded you will see list with index number for each slot. You can click on each of them to expand further.</para>
            <para>In the Inspector you can enable (show) or disable (hide) slots. By default, all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections.</para>
            </summary>
        </member>
        <member name="F:Godot.GraphNode.OverlayEnum.Disabled">
            <summary>
            <para>No overlay is shown.</para>
            </summary>
        </member>
        <member name="F:Godot.GraphNode.OverlayEnum.Breakpoint">
            <summary>
            <para>Show overlay set in the <c>breakpoint</c> theme property.</para>
            </summary>
        </member>
        <member name="F:Godot.GraphNode.OverlayEnum.Position">
            <summary>
            <para>Show overlay set in the <c>position</c> theme property.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Title">
            <summary>
            <para>The text displayed in the GraphNode's title bar.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Offset">
            <summary>
            <para>The offset of the GraphNode, relative to the scroll offset of the <see cref="T:Godot.GraphEdit"/>.</para>
            <para>Note: You cannot use position directly, as <see cref="T:Godot.GraphEdit"/> is a <see cref="T:Godot.Container"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.ShowClose">
            <summary>
            <para>If <c>true</c>, the close button will be visible.</para>
            <para>Note: Pressing it will only emit the <c>close_request</c> signal, the GraphNode needs to be removed manually.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Resizable">
            <summary>
            <para>If <c>true</c>, the user can resize the GraphNode.</para>
            <para>Note: Dragging the handle will only emit the <c>resize_request</c> signal, the GraphNode needs to be resized manually.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Selected">
            <summary>
            <para>If <c>true</c>, the GraphNode is selected.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Comment">
            <summary>
            <para>If <c>true</c>, the GraphNode is a comment node.</para>
            </summary>
        </member>
        <member name="P:Godot.GraphNode.Overlay">
            <summary>
            <para>Sets the overlay shown above the GraphNode. See <see cref="T:Godot.GraphNode.OverlayEnum"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlot(System.Int32,System.Boolean,System.Int32,Godot.Color,System.Boolean,System.Int32,Godot.Color,Godot.Texture,Godot.Texture)">
            <summary>
            <para>Sets properties of the slot with ID <c>idx</c>.</para>
            <para>If <c>enable_left</c>/<c>right</c>, a port will appear and the slot will be able to be connected from this side.</para>
            <para><c>type_left</c>/<c>right</c> is an arbitrary type of the port. Only ports with the same type values can be connected.</para>
            <para><c>color_left</c>/<c>right</c> is the tint of the port's icon on this side.</para>
            <para><c>custom_left</c>/<c>right</c> is a custom texture for this side's port.</para>
            <para>Note: This method only sets properties of the slot. To create the slot, add a <see cref="T:Godot.Control"/>-derived child to the GraphNode.</para>
            <para>Individual properties can be set using one of the <c>set_slot_*</c> methods. You must enable at least one side of the slot to do so.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.ClearSlot(System.Int32)">
            <summary>
            <para>Disables input and output slot whose index is <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.ClearAllSlots">
            <summary>
            <para>Disables all input and output slots of the GraphNode.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.IsSlotEnabledLeft(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if left (input) side of the slot <c>idx</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotEnabledLeft(System.Int32,System.Boolean)">
            <summary>
            <para>Toggles the left (input) side of the slot <c>idx</c>. If <c>enable_left</c> is <c>true</c>, a port will appear on the left side and the slot will be able to be connected from this side.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotTypeLeft(System.Int32,System.Int32)">
            <summary>
            <para>Sets the left (input) type of the slot <c>idx</c> to <c>type_left</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetSlotTypeLeft(System.Int32)">
            <summary>
            <para>Returns the left (input) type of the slot <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotColorLeft(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the <see cref="T:Godot.Color"/> of the left (input) side of the slot <c>idx</c> to <c>color_left</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetSlotColorLeft(System.Int32)">
            <summary>
            <para>Returns the left (input) <see cref="T:Godot.Color"/> of the slot <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.IsSlotEnabledRight(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if right (output) side of the slot <c>idx</c> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotEnabledRight(System.Int32,System.Boolean)">
            <summary>
            <para>Toggles the right (output) side of the slot <c>idx</c>. If <c>enable_right</c> is <c>true</c>, a port will appear on the right side and the slot will be able to be connected from this side.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotTypeRight(System.Int32,System.Int32)">
            <summary>
            <para>Sets the right (output) type of the slot <c>idx</c> to <c>type_right</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetSlotTypeRight(System.Int32)">
            <summary>
            <para>Returns the right (output) type of the slot <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.SetSlotColorRight(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the <see cref="T:Godot.Color"/> of the right (output) side of the slot <c>idx</c> to <c>color_right</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetSlotColorRight(System.Int32)">
            <summary>
            <para>Returns the right (output) <see cref="T:Godot.Color"/> of the slot <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionOutputCount">
            <summary>
            <para>Returns the number of enabled output slots (connections) of the GraphNode.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionInputCount">
            <summary>
            <para>Returns the number of enabled input slots (connections) to the GraphNode.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionOutputPosition(System.Int32)">
            <summary>
            <para>Returns the position of the output connection <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionOutputType(System.Int32)">
            <summary>
            <para>Returns the type of the output connection <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionOutputColor(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Color"/> of the output connection <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionInputPosition(System.Int32)">
            <summary>
            <para>Returns the position of the input connection <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionInputType(System.Int32)">
            <summary>
            <para>Returns the type of the input connection <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GraphNode.GetConnectionInputColor(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Color"/> of the input connection <c>idx</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.GridContainer">
            <summary>
            <para>GridContainer will arrange its Control-derived children in a grid like structure, the grid columns are specified using the <see cref="P:Godot.GridContainer.Columns"/> property and the number of rows will be equal to the number of children in the container divided by the number of columns. For example, if the container has 5 children, and 2 columns, there will be 3 rows in the container.</para>
            <para>Notice that grid layout will preserve the columns and rows for every size of the container, and that empty columns will be expanded automatically.</para>
            <para>Note: GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D.</para>
            </summary>
        </member>
        <member name="P:Godot.GridContainer.Columns">
            <summary>
            <para>The number of columns in the <see cref="T:Godot.GridContainer"/>. If modified, <see cref="T:Godot.GridContainer"/> reorders its Control-derived children to accommodate the new layout.</para>
            </summary>
        </member>
        <member name="T:Godot.GridMap">
            <summary>
            <para>GridMap lets you place meshes on a grid interactively. It works both from the editor and from scripts, which can help you create in-game level editors.</para>
            <para>GridMaps use a <see cref="T:Godot.MeshLibrary"/> which contains a list of tiles. Each tile is a mesh with materials plus optional collision and navigation shapes.</para>
            <para>A GridMap contains a collection of cells. Each grid cell refers to a tile in the <see cref="T:Godot.MeshLibrary"/>. All cells in the map have the same dimensions.</para>
            <para>Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells.</para>
            <para>Note: GridMap doesn't extend <see cref="T:Godot.VisualInstance"/> and therefore can't be hidden or cull masked based on <see cref="P:Godot.VisualInstance.Layers"/>. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.</para>
            </summary>
        </member>
        <member name="F:Godot.GridMap.InvalidCellItem">
            <summary>
            <para>Invalid cell item that can be used in <see cref="M:Godot.GridMap.SetCellItem(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"/> to clear cells (or represent an empty cell in <see cref="M:Godot.GridMap.GetCellItem(System.Int32,System.Int32,System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.MeshLibrary">
            <summary>
            <para>The assigned <see cref="T:Godot.MeshLibrary"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.PhysicsMaterial">
            <summary>
            <para>Overrides the default friction and bounce physics properties for the whole <see cref="T:Godot.GridMap"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.UseInBakedLight">
            <summary>
            <para>Controls whether this GridMap will be baked in a <see cref="T:Godot.BakedLightmap"/> or not.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.CellSize">
            <summary>
            <para>The dimensions of the grid's cells.</para>
            <para>This does not affect the size of the meshes. See <see cref="P:Godot.GridMap.CellScale"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.CellOctantSize">
            <summary>
            <para>The size of each octant measured in number of cells. This applies to all three axis.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.CellCenterX">
            <summary>
            <para>If <c>true</c>, grid items are centered on the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.CellCenterY">
            <summary>
            <para>If <c>true</c>, grid items are centered on the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.CellCenterZ">
            <summary>
            <para>If <c>true</c>, grid items are centered on the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.CellScale">
            <summary>
            <para>The scale of the cell items.</para>
            <para>This does not affect the size of the grid cells themselves, only the items in them. This can be used to make cell items overlap their neighbors.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.CollisionLayer">
            <summary>
            <para>The physics layers this GridMap is in.</para>
            <para>GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.CollisionMask">
            <summary>
            <para>The physics layers this GridMap detects collisions in. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.BakeNavigation">
            <summary>
            <para>If <c>true</c>, this GridMap uses cell navmesh resources to create navigation regions.</para>
            </summary>
        </member>
        <member name="P:Godot.GridMap.NavigationLayers">
            <summary>
            <para>The navigation layers the GridMap generates its navigation regions in.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets an individual bit on the <see cref="P:Godot.GridMap.CollisionMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns an individual bit on the <see cref="P:Godot.GridMap.CollisionMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.SetCollisionLayerBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets an individual bit on the <see cref="P:Godot.GridMap.CollisionLayer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCollisionLayerBit(System.Int32)">
            <summary>
            <para>Returns an individual bit on the <see cref="P:Godot.GridMap.CollisionLayer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.SetCellItem(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Sets the mesh index for the cell referenced by its grid-based X, Y and Z coordinates.</para>
            <para>A negative item index such as <see cref="F:Godot.GridMap.InvalidCellItem"/> will clear the cell.</para>
            <para>Optionally, the item's orientation can be passed. For valid orientation values, see <c>Basis.get_orthogonal_index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCellItem(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>The <see cref="T:Godot.MeshLibrary"/> item index located at the grid-based X, Y and Z coordinates. If the cell is empty, <see cref="F:Godot.GridMap.InvalidCellItem"/> will be returned.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetCellItemOrientation(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is returned if the cell is empty.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.WorldToMap(Godot.Vector3)">
            <summary>
            <para>Returns the coordinates of the grid cell containing the given point.</para>
            <para><c>pos</c> should be in the GridMap's local coordinate space.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.MapToWorld(System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Returns the position of a grid cell in the GridMap's local coordinate space.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.Clear">
            <summary>
            <para>Clear all cells.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetUsedCells">
            <summary>
            <para>Returns an array of <see cref="T:Godot.Vector3"/> with the non-empty cell coordinates in the grid map.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetUsedCellsByItem(System.Int32)">
            <summary>
            <para>Returns an array of all cells with the given item index specified in <c>item</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetMeshes">
            <summary>
            <para>Returns an array of <see cref="T:Godot.Transform"/> and <see cref="T:Godot.Mesh"/> references corresponding to the non-empty cells in the grid. The transforms are specified in world space.</para>
            </summary>
        </member>
        <member name="M:Godot.GridMap.GetBakeMeshes">
            <summary>
            <para>Returns an array of <see cref="T:Godot.ArrayMesh"/>es and <see cref="T:Godot.Transform"/> references of all bake meshes that exist within the current GridMap.</para>
            </summary>
        </member>
        <member name="T:Godot.GrooveJoint2D">
            <summary>
            <para>Groove constraint for 2D physics. This is useful for making a body "slide" through a segment placed in another.</para>
            </summary>
        </member>
        <member name="P:Godot.GrooveJoint2D.Length">
            <summary>
            <para>The groove's length. The groove is from the joint's origin towards <see cref="P:Godot.GrooveJoint2D.Length"/> along the joint's local Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.GrooveJoint2D.InitialOffset">
            <summary>
            <para>The body B's initial anchor position defined by the joint's origin and a local offset <see cref="P:Godot.GrooveJoint2D.InitialOffset"/> along the joint's Y axis (along the groove).</para>
            </summary>
        </member>
        <member name="T:Godot.HBoxContainer">
            <summary>
            <para>Horizontal box container. See <see cref="T:Godot.BoxContainer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.HFlowContainer">
            <summary>
            <para>Horizontal version of <see cref="T:Godot.FlowContainer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.HMACContext">
            <summary>
            <para>The HMACContext class is useful for advanced HMAC use cases, such as streaming the message as it supports creating the message over time rather than providing it all at once.</para>
            <para><code>
            extends Node
            var ctx = HMACContext.new()
            
            func _ready():
                var key = "supersecret".to_utf8()
                var err = ctx.start(HashingContext.HASH_SHA256, key)
                assert(err == OK)
                var msg1 = "this is ".to_utf8()
                var msg2 = "super duper secret".to_utf8()
                err = ctx.update(msg1)
                assert(err == OK)
                err = ctx.update(msg2)
                assert(err == OK)
                var hmac = ctx.finish()
                print(hmac.hex_encode())
            </code></para>
            <para>And in C# we can use the following.</para>
            <para><code>
            using Godot;
            using System;
            using System.Diagnostics;
            
            public class CryptoNode : Node
            {
                private HMACContext ctx = new HMACContext();
                public override void _Ready()
                {
                    PoolByteArray key = String("supersecret").to_utf8();
                    Error err = ctx.Start(HashingContext.HASH_SHA256, key);
                    GD.Assert(err == OK);
                    PoolByteArray msg1 = String("this is ").to_utf8();
                    PoolByteArray msg2 = String("super duper secret").to_utf8();
                    err = ctx.Update(msg1);
                    GD.Assert(err == OK);
                    err = ctx.Update(msg2);
                    GD.Assert(err == OK);
                    PoolByteArray hmac = ctx.Finish();
                    GD.Print(hmac.HexEncode());
                }
            }
            </code></para>
            <para>Note: Not available in HTML5 exports.</para>
            </summary>
        </member>
        <member name="M:Godot.HMACContext.Start(Godot.HashingContext.HashType,System.Byte[])">
            <summary>
            <para>Initializes the HMACContext. This method cannot be called again on the same HMACContext until <see cref="M:Godot.HMACContext.Finish"/> has been called.</para>
            </summary>
        </member>
        <member name="M:Godot.HMACContext.Update(System.Byte[])">
            <summary>
            <para>Updates the message to be HMACed. This can be called multiple times before <see cref="M:Godot.HMACContext.Finish"/> is called to append <c>data</c> to the message, but cannot be called until <see cref="M:Godot.HMACContext.Start(Godot.HashingContext.HashType,System.Byte[])"/> has been called.</para>
            </summary>
        </member>
        <member name="M:Godot.HMACContext.Finish">
            <summary>
            <para>Returns the resulting HMAC. If the HMAC failed, an empty <see cref="T:System.Byte"/> is returned.</para>
            </summary>
        </member>
        <member name="T:Godot.HScrollBar">
            <summary>
            <para>Horizontal version of <see cref="T:Godot.ScrollBar"/>, which goes from left (min) to right (max).</para>
            </summary>
        </member>
        <member name="T:Godot.HSeparator">
            <summary>
            <para>Horizontal separator. See <see cref="T:Godot.Separator"/>. Even though it looks horizontal, it is used to separate objects vertically.</para>
            </summary>
        </member>
        <member name="T:Godot.HSlider">
            <summary>
            <para>Horizontal slider. See <see cref="T:Godot.Slider"/>. This one goes from left (min) to right (max).</para>
            <para>Note: The <c>Range.changed</c> and <c>Range.value_changed</c> signals are part of the <see cref="T:Godot.Range"/> class which this class inherits from.</para>
            </summary>
        </member>
        <member name="T:Godot.HSplitContainer">
            <summary>
            <para>Horizontal split container. See <see cref="T:Godot.SplitContainer"/>. This goes from left to right.</para>
            </summary>
        </member>
        <member name="T:Godot.HTTPClient">
            <summary>
            <para>Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases.</para>
            <para>See the <see cref="T:Godot.HTTPRequest"/> node for a higher-level alternative.</para>
            <para>Note: This client only needs to connect to a host once (see <see cref="M:Godot.HTTPClient.ConnectToHost(System.String,System.Int32,System.Boolean,System.Boolean)"/>) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See <see cref="M:Godot.HTTPClient.Request(Godot.HTTPClient.Method,System.String,System.String[],System.String)"/> for a full example and to get started.</para>
            <para>A <see cref="T:Godot.HTTPClient"/> should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.</para>
            <para>For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).</para>
            <para>Note: When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to <a href="https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS">CORS</a>. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the <c>Access-Control-Allow-Origin: *</c> HTTP header.</para>
            <para>Note: SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.</para>
            <para>Warning: SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.Disconnected">
            <summary>
            <para>Status: Disconnected from the server.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.Resolving">
            <summary>
            <para>Status: Currently resolving the hostname for the given URL into an IP.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.CantResolve">
            <summary>
            <para>Status: DNS failure: Can't resolve the hostname for the given URL.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.Connecting">
            <summary>
            <para>Status: Currently connecting to server.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.CantConnect">
            <summary>
            <para>Status: Can't connect to the server.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.Connected">
            <summary>
            <para>Status: Connection established.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.Requesting">
            <summary>
            <para>Status: Currently sending request.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.Body">
            <summary>
            <para>Status: HTTP body received.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.ConnectionError">
            <summary>
            <para>Status: Error in HTTP connection.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Status.SslHandshakeError">
            <summary>
            <para>Status: Error in SSL handshake.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Get">
            <summary>
            <para>HTTP GET method. The GET method requests a representation of the specified resource. Requests using GET should only retrieve data.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Head">
            <summary>
            <para>HTTP HEAD method. The HEAD method asks for a response identical to that of a GET request, but without the response body. This is useful to request metadata like HTTP headers or to check if a resource exists.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Post">
            <summary>
            <para>HTTP POST method. The POST method is used to submit an entity to the specified resource, often causing a change in state or side effects on the server. This is often used for forms and submitting data or uploading files.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Put">
            <summary>
            <para>HTTP PUT method. The PUT method asks to replace all current representations of the target resource with the request payload. (You can think of POST as "create or update" and PUT as "update", although many services tend to not make a clear distinction or change their meaning).</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Delete">
            <summary>
            <para>HTTP DELETE method. The DELETE method requests to delete the specified resource.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Options">
            <summary>
            <para>HTTP OPTIONS method. The OPTIONS method asks for a description of the communication options for the target resource. Rarely used.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Trace">
            <summary>
            <para>HTTP TRACE method. The TRACE method performs a message loop-back test along the path to the target resource. Returns the entire HTTP request received in the response body. Rarely used.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Connect">
            <summary>
            <para>HTTP CONNECT method. The CONNECT method establishes a tunnel to the server identified by the target resource. Rarely used.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Patch">
            <summary>
            <para>HTTP PATCH method. The PATCH method is used to apply partial modifications to a resource.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.Method.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.HTTPClient.Method"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Continue">
            <summary>
            <para>HTTP status code <c>100 Continue</c>. Interim response that indicates everything so far is OK and that the client should continue with the request (or ignore this status if already finished).</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.SwitchingProtocols">
            <summary>
            <para>HTTP status code <c>101 Switching Protocol</c>. Sent in response to an <c>Upgrade</c> request header by the client. Indicates the protocol the server is switching to.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Processing">
            <summary>
            <para>HTTP status code <c>102 Processing</c> (WebDAV). Indicates that the server has received and is processing the request, but no response is available yet.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Ok">
            <summary>
            <para>HTTP status code <c>200 OK</c>. The request has succeeded. Default response for successful requests. Meaning varies depending on the request. GET: The resource has been fetched and is transmitted in the message body. HEAD: The entity headers are in the message body. POST: The resource describing the result of the action is transmitted in the message body. TRACE: The message body contains the request message as received by the server.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Created">
            <summary>
            <para>HTTP status code <c>201 Created</c>. The request has succeeded and a new resource has been created as a result of it. This is typically the response sent after a PUT request.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Accepted">
            <summary>
            <para>HTTP status code <c>202 Accepted</c>. The request has been received but not yet acted upon. It is non-committal, meaning that there is no way in HTTP to later send an asynchronous response indicating the outcome of processing the request. It is intended for cases where another process or server handles the request, or for batch processing.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.NonAuthoritativeInformation">
            <summary>
            <para>HTTP status code <c>203 Non-Authoritative Information</c>. This response code means returned meta-information set is not exact set as available from the origin server, but collected from a local or a third party copy. Except this condition, 200 OK response should be preferred instead of this response.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.NoContent">
            <summary>
            <para>HTTP status code <c>204 No Content</c>. There is no content to send for this request, but the headers may be useful. The user-agent may update its cached headers for this resource with the new ones.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.ResetContent">
            <summary>
            <para>HTTP status code <c>205 Reset Content</c>. The server has fulfilled the request and desires that the client resets the "document view" that caused the request to be sent to its original state as received from the origin server.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.PartialContent">
            <summary>
            <para>HTTP status code <c>206 Partial Content</c>. This response code is used because of a range header sent by the client to separate download into multiple streams.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.MultiStatus">
            <summary>
            <para>HTTP status code <c>207 Multi-Status</c> (WebDAV). A Multi-Status response conveys information about multiple resources in situations where multiple status codes might be appropriate.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.AlreadyReported">
            <summary>
            <para>HTTP status code <c>208 Already Reported</c> (WebDAV). Used inside a DAV: propstat response element to avoid enumerating the internal members of multiple bindings to the same collection repeatedly.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.ImUsed">
            <summary>
            <para>HTTP status code <c>226 IM Used</c> (WebDAV). The server has fulfilled a GET request for the resource, and the response is a representation of the result of one or more instance-manipulations applied to the current instance.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.MultipleChoices">
            <summary>
            <para>HTTP status code <c>300 Multiple Choice</c>. The request has more than one possible responses and there is no standardized way to choose one of the responses. User-agent or user should choose one of them.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.MovedPermanently">
            <summary>
            <para>HTTP status code <c>301 Moved Permanently</c>. Redirection. This response code means the URI of requested resource has been changed. The new URI is usually included in the response.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Found">
            <summary>
            <para>HTTP status code <c>302 Found</c>. Temporary redirection. This response code means the URI of requested resource has been changed temporarily. New changes in the URI might be made in the future. Therefore, this same URI should be used by the client in future requests.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.SeeOther">
            <summary>
            <para>HTTP status code <c>303 See Other</c>. The server is redirecting the user agent to a different resource, as indicated by a URI in the Location header field, which is intended to provide an indirect response to the original request.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.NotModified">
            <summary>
            <para>HTTP status code <c>304 Not Modified</c>. A conditional GET or HEAD request has been received and would have resulted in a 200 OK response if it were not for the fact that the condition evaluated to <c>false</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.UseProxy">
            <summary>
            <para>HTTP status code <c>305 Use Proxy</c>. Deprecated. Do not use.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.SwitchProxy">
            <summary>
            <para>HTTP status code <c>306 Switch Proxy</c>. Deprecated. Do not use.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.TemporaryRedirect">
            <summary>
            <para>HTTP status code <c>307 Temporary Redirect</c>. The target resource resides temporarily under a different URI and the user agent MUST NOT change the request method if it performs an automatic redirection to that URI.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.PermanentRedirect">
            <summary>
            <para>HTTP status code <c>308 Permanent Redirect</c>. The target resource has been assigned a new permanent URI and any future references to this resource ought to use one of the enclosed URIs.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.BadRequest">
            <summary>
            <para>HTTP status code <c>400 Bad Request</c>. The request was invalid. The server cannot or will not process the request due to something that is perceived to be a client error (e.g., malformed request syntax, invalid request message framing, invalid request contents, or deceptive request routing).</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Unauthorized">
            <summary>
            <para>HTTP status code <c>401 Unauthorized</c>. Credentials required. The request has not been applied because it lacks valid authentication credentials for the target resource.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.PaymentRequired">
            <summary>
            <para>HTTP status code <c>402 Payment Required</c>. This response code is reserved for future use. Initial aim for creating this code was using it for digital payment systems, however this is not currently used.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Forbidden">
            <summary>
            <para>HTTP status code <c>403 Forbidden</c>. The client does not have access rights to the content, i.e. they are unauthorized, so server is rejecting to give proper response. Unlike <c>401</c>, the client's identity is known to the server.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.NotFound">
            <summary>
            <para>HTTP status code <c>404 Not Found</c>. The server can not find requested resource. Either the URL is not recognized or the endpoint is valid but the resource itself does not exist. May also be sent instead of 403 to hide existence of a resource if the client is not authorized.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.MethodNotAllowed">
            <summary>
            <para>HTTP status code <c>405 Method Not Allowed</c>. The request's HTTP method is known by the server but has been disabled and cannot be used. For example, an API may forbid DELETE-ing a resource. The two mandatory methods, GET and HEAD, must never be disabled and should not return this error code.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.NotAcceptable">
            <summary>
            <para>HTTP status code <c>406 Not Acceptable</c>. The target resource does not have a current representation that would be acceptable to the user agent, according to the proactive negotiation header fields received in the request. Used when negotiation content.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.ProxyAuthenticationRequired">
            <summary>
            <para>HTTP status code <c>407 Proxy Authentication Required</c>. Similar to 401 Unauthorized, but it indicates that the client needs to authenticate itself in order to use a proxy.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.RequestTimeout">
            <summary>
            <para>HTTP status code <c>408 Request Timeout</c>. The server did not receive a complete request message within the time that it was prepared to wait.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Conflict">
            <summary>
            <para>HTTP status code <c>409 Conflict</c>. The request could not be completed due to a conflict with the current state of the target resource. This code is used in situations where the user might be able to resolve the conflict and resubmit the request.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Gone">
            <summary>
            <para>HTTP status code <c>410 Gone</c>. The target resource is no longer available at the origin server and this condition is likely permanent.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.LengthRequired">
            <summary>
            <para>HTTP status code <c>411 Length Required</c>. The server refuses to accept the request without a defined Content-Length header.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.PreconditionFailed">
            <summary>
            <para>HTTP status code <c>412 Precondition Failed</c>. One or more conditions given in the request header fields evaluated to <c>false</c> when tested on the server.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.RequestEntityTooLarge">
            <summary>
            <para>HTTP status code <c>413 Entity Too Large</c>. The server is refusing to process a request because the request payload is larger than the server is willing or able to process.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.RequestUriTooLong">
            <summary>
            <para>HTTP status code <c>414 Request-URI Too Long</c>. The server is refusing to service the request because the request-target is longer than the server is willing to interpret.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.UnsupportedMediaType">
            <summary>
            <para>HTTP status code <c>415 Unsupported Media Type</c>. The origin server is refusing to service the request because the payload is in a format not supported by this method on the target resource.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.RequestedRangeNotSatisfiable">
            <summary>
            <para>HTTP status code <c>416 Requested Range Not Satisfiable</c>. None of the ranges in the request's Range header field overlap the current extent of the selected resource or the set of ranges requested has been rejected due to invalid ranges or an excessive request of small or overlapping ranges.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.ExpectationFailed">
            <summary>
            <para>HTTP status code <c>417 Expectation Failed</c>. The expectation given in the request's Expect header field could not be met by at least one of the inbound servers.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.ImATeapot">
            <summary>
            <para>HTTP status code <c>418 I'm A Teapot</c>. Any attempt to brew coffee with a teapot should result in the error code "418 I'm a teapot". The resulting entity body MAY be short and stout.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.MisdirectedRequest">
            <summary>
            <para>HTTP status code <c>421 Misdirected Request</c>. The request was directed at a server that is not able to produce a response. This can be sent by a server that is not configured to produce responses for the combination of scheme and authority that are included in the request URI.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.UnprocessableEntity">
            <summary>
            <para>HTTP status code <c>422 Unprocessable Entity</c> (WebDAV). The server understands the content type of the request entity (hence a 415 Unsupported Media Type status code is inappropriate), and the syntax of the request entity is correct (thus a 400 Bad Request status code is inappropriate) but was unable to process the contained instructions.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.Locked">
            <summary>
            <para>HTTP status code <c>423 Locked</c> (WebDAV). The source or destination resource of a method is locked.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.FailedDependency">
            <summary>
            <para>HTTP status code <c>424 Failed Dependency</c> (WebDAV). The method could not be performed on the resource because the requested action depended on another action and that action failed.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.UpgradeRequired">
            <summary>
            <para>HTTP status code <c>426 Upgrade Required</c>. The server refuses to perform the request using the current protocol but might be willing to do so after the client upgrades to a different protocol.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.PreconditionRequired">
            <summary>
            <para>HTTP status code <c>428 Precondition Required</c>. The origin server requires the request to be conditional.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.TooManyRequests">
            <summary>
            <para>HTTP status code <c>429 Too Many Requests</c>. The user has sent too many requests in a given amount of time (see "rate limiting"). Back off and increase time between requests or try again later.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.RequestHeaderFieldsTooLarge">
            <summary>
            <para>HTTP status code <c>431 Request Header Fields Too Large</c>. The server is unwilling to process the request because its header fields are too large. The request MAY be resubmitted after reducing the size of the request header fields.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.UnavailableForLegalReasons">
            <summary>
            <para>HTTP status code <c>451 Response Unavailable For Legal Reasons</c>. The server is denying access to the resource as a consequence of a legal demand.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.InternalServerError">
            <summary>
            <para>HTTP status code <c>500 Internal Server Error</c>. The server encountered an unexpected condition that prevented it from fulfilling the request.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.NotImplemented">
            <summary>
            <para>HTTP status code <c>501 Not Implemented</c>. The server does not support the functionality required to fulfill the request.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.BadGateway">
            <summary>
            <para>HTTP status code <c>502 Bad Gateway</c>. The server, while acting as a gateway or proxy, received an invalid response from an inbound server it accessed while attempting to fulfill the request. Usually returned by load balancers or proxies.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.ServiceUnavailable">
            <summary>
            <para>HTTP status code <c>503 Service Unavailable</c>. The server is currently unable to handle the request due to a temporary overload or scheduled maintenance, which will likely be alleviated after some delay. Try again later.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.GatewayTimeout">
            <summary>
            <para>HTTP status code <c>504 Gateway Timeout</c>. The server, while acting as a gateway or proxy, did not receive a timely response from an upstream server it needed to access in order to complete the request. Usually returned by load balancers or proxies.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.HttpVersionNotSupported">
            <summary>
            <para>HTTP status code <c>505 HTTP Version Not Supported</c>. The server does not support, or refuses to support, the major version of HTTP that was used in the request message.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.VariantAlsoNegotiates">
            <summary>
            <para>HTTP status code <c>506 Variant Also Negotiates</c>. The server has an internal configuration error: the chosen variant resource is configured to engage in transparent content negotiation itself, and is therefore not a proper end point in the negotiation process.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.InsufficientStorage">
            <summary>
            <para>HTTP status code <c>507 Insufficient Storage</c>. The method could not be performed on the resource because the server is unable to store the representation needed to successfully complete the request.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.LoopDetected">
            <summary>
            <para>HTTP status code <c>508 Loop Detected</c>. The server terminated an operation because it encountered an infinite loop while processing a request with "Depth: infinity". This status indicates that the entire operation failed.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.NotExtended">
            <summary>
            <para>HTTP status code <c>510 Not Extended</c>. The policy for accessing the resource has not been met in the request. The server should send back all the information necessary for the client to issue an extended request.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPClient.ResponseCode.NetworkAuthRequired">
            <summary>
            <para>HTTP status code <c>511 Network Authentication Required</c>. The client needs to authenticate to gain network access.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPClient.BlockingModeEnabled">
            <summary>
            <para>If <c>true</c>, execution will block until all data is read from the response.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPClient.Connection">
            <summary>
            <para>The connection to use for this client.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPClient.ReadChunkSize">
            <summary>
            <para>The size of the buffer used and maximum bytes to read per iteration. See <see cref="M:Godot.HTTPClient.ReadResponseBodyChunk"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.ConnectToHost(System.String,System.Int32,System.Boolean,System.Boolean)">
            <summary>
            <para>Connects to a host. This needs to be done before any requests are sent.</para>
            <para>The host should not have http:// prepended but will strip the protocol identifier if provided.</para>
            <para>If no <c>port</c> is specified (or <c>-1</c> is used), it is automatically set to 80 for HTTP and 443 for HTTPS (if <c>use_ssl</c> is enabled).</para>
            <para><c>verify_host</c> will check the SSL identity of the host if set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.RequestRaw(Godot.HTTPClient.Method,System.String,System.String[],System.Byte[])">
            <summary>
            <para>Sends a raw request to the connected host.</para>
            <para>The URL parameter is usually just the part after the host, so for <c>http://somehost.com/index.php</c>, it is <c>/index.php</c>. When sending requests to an HTTP proxy server, it should be an absolute URL. For <see cref="F:Godot.HTTPClient.Method.Options"/> requests, <c>*</c> is also allowed. For <see cref="F:Godot.HTTPClient.Method.Connect"/> requests, it should be the authority component (<c>host:port</c>).</para>
            <para>Headers are HTTP request headers. For available HTTP methods, see <see cref="T:Godot.HTTPClient.Method"/>.</para>
            <para>Sends the body data raw, as a byte array and does not encode it in any way.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.Request(Godot.HTTPClient.Method,System.String,System.String[],System.String)">
            <summary>
            <para>Sends a request to the connected host.</para>
            <para>The URL parameter is usually just the part after the host, so for <c>http://somehost.com/index.php</c>, it is <c>/index.php</c>. When sending requests to an HTTP proxy server, it should be an absolute URL. For <see cref="F:Godot.HTTPClient.Method.Options"/> requests, <c>*</c> is also allowed. For <see cref="F:Godot.HTTPClient.Method.Connect"/> requests, it should be the authority component (<c>host:port</c>).</para>
            <para>Headers are HTTP request headers. For available HTTP methods, see <see cref="T:Godot.HTTPClient.Method"/>.</para>
            <para>To create a POST request with query strings to push to the server, do:</para>
            <para><code>
            var fields = {"username" : "user", "password" : "pass"}
            var query_string = http_client.query_string_from_dict(fields)
            var headers = ["Content-Type: application/x-www-form-urlencoded", "Content-Length: " + str(query_string.length())]
            var result = http_client.request(http_client.METHOD_POST, "/index.php", headers, query_string)
            </code></para>
            <para>Note: The <c>request_data</c> parameter is ignored if <c>method</c> is <see cref="F:Godot.HTTPClient.Method.Get"/>. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See <c>String.http_escape</c> for an example.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.Close">
            <summary>
            <para>Closes the current connection, allowing reuse of this <see cref="T:Godot.HTTPClient"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.HasResponse">
            <summary>
            <para>If <c>true</c>, this <see cref="T:Godot.HTTPClient"/> has a response available.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.IsResponseChunked">
            <summary>
            <para>If <c>true</c>, this <see cref="T:Godot.HTTPClient"/> has a response that is chunked.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.GetResponseCode">
            <summary>
            <para>Returns the response's HTTP status code.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.GetResponseHeaders">
            <summary>
            <para>Returns the response headers.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.GetResponseHeadersAsDictionary">
            <summary>
            <para>Returns all response headers as a Dictionary of structure <c>{ "key": "value1; value2" }</c> where the case-sensitivity of the keys and values is kept like the server delivers it. A value is a simple String, this string can have more than one value where "; " is used as separator.</para>
            <para>Example:</para>
            <para><code>
            {
                "content-length": 12,
                "Content-Type": "application/json; charset=UTF-8",
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.GetResponseBodyLength">
            <summary>
            <para>Returns the response's body length.</para>
            <para>Note: Some Web servers may not send a body length. In this case, the value returned will be <c>-1</c>. If using chunked transfer encoding, the body length will also be <c>-1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.ReadResponseBodyChunk">
            <summary>
            <para>Reads one chunk from the response.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.GetStatus">
            <summary>
            <para>Returns a <see cref="T:Godot.HTTPClient.Status"/> constant. Need to call <see cref="M:Godot.HTTPClient.Poll"/> in order to get status updates.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.Poll">
            <summary>
            <para>This needs to be called in order to have any request processed. Check results with <see cref="M:Godot.HTTPClient.GetStatus"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.SetHttpProxy(System.String,System.Int32)">
            <summary>
            <para>Sets the proxy server for HTTP requests.</para>
            <para>The proxy server is unset if <c>host</c> is empty or <c>port</c> is -1.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.SetHttpsProxy(System.String,System.Int32)">
            <summary>
            <para>Sets the proxy server for HTTPS requests.</para>
            <para>The proxy server is unset if <c>host</c> is empty or <c>port</c> is -1.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPClient.QueryStringFromDict(Godot.Collections.Dictionary)">
            <summary>
            <para>Generates a GET/POST application/x-www-form-urlencoded style query string from a provided dictionary, e.g.:</para>
            <para><code>
            var fields = {"username": "user", "password": "pass"}
            var query_string = http_client.query_string_from_dict(fields)
            # Returns "username=user&amp;password=pass"
            </code></para>
            <para>Furthermore, if a key has a <c>null</c> value, only the key itself is added, without equal sign and value. If the value is an array, for each value in it a pair with the same key is added.</para>
            <para><code>
            var fields = {"single": 123, "not_valued": null, "multiple": [22, 33, 44]}
            var query_string = http_client.query_string_from_dict(fields)
            # Returns "single=123&amp;not_valued&amp;multiple=22&amp;multiple=33&amp;multiple=44"
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.HTTPRequest">
            <summary>
            <para>A node with the ability to send HTTP requests. Uses <see cref="T:Godot.HTTPClient"/> internally.</para>
            <para>Can be used to make HTTP requests, i.e. download or upload files or web content via HTTP.</para>
            <para>Warning: See the notes and warnings on <see cref="T:Godot.HTTPClient"/> for limitations, especially regarding SSL security.</para>
            <para>Example of contacting a REST API and printing one of its returned fields:</para>
            <para><code>
            func _ready():
                # Create an HTTP request node and connect its completion signal.
                var http_request = HTTPRequest.new()
                add_child(http_request)
                http_request.connect("request_completed", self, "_http_request_completed")
            
                # Perform a GET request. The URL below returns JSON as of writing.
                var error = http_request.request("https://httpbin.org/get")
                if error != OK:
                    push_error("An error occurred in the HTTP request.")
            
                # Perform a POST request. The URL below returns JSON as of writing.
                # Note: Don't make simultaneous requests using a single HTTPRequest node.
                # The snippet below is provided for reference only.
                var body = to_json({"name": "Godette"})
                error = http_request.request("https://httpbin.org/post", [], true, HTTPClient.METHOD_POST, body)
                if error != OK:
                    push_error("An error occurred in the HTTP request.")
            
            
            # Called when the HTTP request is completed.
            func _http_request_completed(result, response_code, headers, body):
                var response = parse_json(body.get_string_from_utf8())
            
                # Will print the user agent string used by the HTTPRequest node (as recognized by httpbin.org).
                print(response.headers["User-Agent"])
            </code></para>
            <para>Example of loading and displaying an image using HTTPRequest:</para>
            <para><code>
            func _ready():
                # Create an HTTP request node and connect its completion signal.
                var http_request = HTTPRequest.new()
                add_child(http_request)
                http_request.connect("request_completed", self, "_http_request_completed")
            
                # Perform the HTTP request. The URL below returns a PNG image as of writing.
                var error = http_request.request("https://via.placeholder.com/512")
                if error != OK:
                    push_error("An error occurred in the HTTP request.")
            
            
            # Called when the HTTP request is completed.
            func _http_request_completed(result, response_code, headers, body):
                var image = Image.new()
                var error = image.load_png_from_buffer(body)
                if error != OK:
                    push_error("Couldn't load the image.")
            
                var texture = ImageTexture.new()
                texture.create_from_image(image)
            
                # Display the image in a TextureRect node.
                var texture_rect = TextureRect.new()
                add_child(texture_rect)
                texture_rect.texture = texture
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.Success">
            <summary>
            <para>Request successful.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.CantConnect">
            <summary>
            <para>Request failed while connecting.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.CantResolve">
            <summary>
            <para>Request failed while resolving.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.ConnectionError">
            <summary>
            <para>Request failed due to connection (read/write) error.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.SslHandshakeError">
            <summary>
            <para>Request failed on SSL handshake.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.NoResponse">
            <summary>
            <para>Request does not have a response (yet).</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.BodySizeLimitExceeded">
            <summary>
            <para>Request exceeded its maximum size limit, see <see cref="P:Godot.HTTPRequest.BodySizeLimit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.RequestFailed">
            <summary>
            <para>Request failed (currently unused).</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.DownloadFileCantOpen">
            <summary>
            <para>HTTPRequest couldn't open the download file.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.DownloadFileWriteError">
            <summary>
            <para>HTTPRequest couldn't write to the download file.</para>
            </summary>
        </member>
        <member name="F:Godot.HTTPRequest.Result.RedirectLimitReached">
            <summary>
            <para>Request reached its maximum redirect limit, see <see cref="P:Godot.HTTPRequest.MaxRedirects"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPRequest.DownloadFile">
            <summary>
            <para>The file to download into. If set to a non-empty string, the request output will be written to the file located at the path. If a file already exists at the specified location, it will be overwritten as soon as body data begins to be received.</para>
            <para>Note: Folders are not automatically created when the file is created. If <see cref="P:Godot.HTTPRequest.DownloadFile"/> points to a subfolder, it's recommended to create the necessary folders beforehand using <see cref="M:Godot.Directory.MakeDirRecursive(System.String)"/> to ensure the file can be written.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPRequest.DownloadChunkSize">
            <summary>
            <para>The size of the buffer used and maximum bytes to read per iteration. See <see cref="P:Godot.HTTPClient.ReadChunkSize"/>.</para>
            <para>Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files to decrease memory usage at the cost of download speeds.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPRequest.UseThreads">
            <summary>
            <para>If <c>true</c>, multithreading is used to improve performance.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPRequest.BodySizeLimit">
            <summary>
            <para>Maximum allowed size for response bodies (<c>-1</c> means no limit). When only small files are expected, this can be used to prevent disallow receiving files that are too large, preventing potential denial of service attacks.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPRequest.MaxRedirects">
            <summary>
            <para>Maximum number of allowed redirects. This is used to prevent endless redirect loops.</para>
            </summary>
        </member>
        <member name="P:Godot.HTTPRequest.Timeout">
            <summary>
            <para>If set to a value greater than <c>0.0</c> before the request starts, the HTTP request will time out after <c>timeout</c> seconds have passed and the request is not completed yet. For small HTTP requests such as REST API usage, set <see cref="P:Godot.HTTPRequest.Timeout"/> to a value between <c>10.0</c> and <c>30.0</c> to prevent the application from getting stuck if the request fails to get a response in a timely manner. For file downloads, leave this to <c>0.0</c> to prevent the download from failing if it takes too much time.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPRequest.RequestRaw(System.String,System.String[],System.Boolean,Godot.HTTPClient.Method,System.Byte[])">
            <summary>
            <para>Creates request on the underlying <see cref="T:Godot.HTTPClient"/> using a raw array of bytes for the request body. If there is no configuration errors, it tries to connect using <see cref="M:Godot.HTTPClient.ConnectToHost(System.String,System.Int32,System.Boolean,System.Boolean)"/> and passes parameters onto <see cref="M:Godot.HTTPClient.Request(Godot.HTTPClient.Method,System.String,System.String[],System.String)"/>.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> if request is successfully created. (Does not imply that the server has responded), <see cref="F:Godot.Error.Unconfigured"/> if not in the tree, <see cref="F:Godot.Error.Busy"/> if still processing previous request, <see cref="F:Godot.Error.InvalidParameter"/> if given string is not a valid URL format, or <see cref="F:Godot.Error.CantConnect"/> if not using thread and the <see cref="T:Godot.HTTPClient"/> cannot connect to host.</para>
            </summary>
            <param name="customHeaders">If the parameter is null, then the default value is Array.Empty&lt;string&gt;()</param>
            <param name="requestDataRaw">If the parameter is null, then the default value is Array.Empty&lt;byte&gt;()</param>
        </member>
        <member name="M:Godot.HTTPRequest.Request(System.String,System.String[],System.Boolean,Godot.HTTPClient.Method,System.String)">
            <summary>
            <para>Creates request on the underlying <see cref="T:Godot.HTTPClient"/>. If there is no configuration errors, it tries to connect using <see cref="M:Godot.HTTPClient.ConnectToHost(System.String,System.Int32,System.Boolean,System.Boolean)"/> and passes parameters onto <see cref="M:Godot.HTTPClient.Request(Godot.HTTPClient.Method,System.String,System.String[],System.String)"/>.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> if request is successfully created. (Does not imply that the server has responded), <see cref="F:Godot.Error.Unconfigured"/> if not in the tree, <see cref="F:Godot.Error.Busy"/> if still processing previous request, <see cref="F:Godot.Error.InvalidParameter"/> if given string is not a valid URL format, or <see cref="F:Godot.Error.CantConnect"/> if not using thread and the <see cref="T:Godot.HTTPClient"/> cannot connect to host.</para>
            <para>Note: When <c>method</c> is <see cref="F:Godot.HTTPClient.Method.Get"/>, the payload sent via <c>request_data</c> might be ignored by the server or even cause the server to reject the request (check <a href="https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1">RFC 7231 section 4.3.1</a> for more details). As a workaround, you can send data as a query string in the URL. See <c>String.http_escape</c> for an example.</para>
            </summary>
            <param name="customHeaders">If the parameter is null, then the default value is Array.Empty&lt;string&gt;()</param>
        </member>
        <member name="M:Godot.HTTPRequest.CancelRequest">
            <summary>
            <para>Cancels the current request.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPRequest.GetHttpClientStatus">
            <summary>
            <para>Returns the current status of the underlying <see cref="T:Godot.HTTPClient"/>. See <see cref="T:Godot.HTTPClient.Status"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPRequest.GetDownloadedBytes">
            <summary>
            <para>Returns the amount of bytes this HTTPRequest downloaded.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPRequest.GetBodySize">
            <summary>
            <para>Returns the response body length.</para>
            <para>Note: Some Web servers may not send a body length. In this case, the value returned will be <c>-1</c>. If using chunked transfer encoding, the body length will also be <c>-1</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPRequest.SetHttpProxy(System.String,System.Int32)">
            <summary>
            <para>Sets the proxy server for HTTP requests.</para>
            <para>The proxy server is unset if <c>host</c> is empty or <c>port</c> is -1.</para>
            </summary>
        </member>
        <member name="M:Godot.HTTPRequest.SetHttpsProxy(System.String,System.Int32)">
            <summary>
            <para>Sets the proxy server for HTTPS requests.</para>
            <para>The proxy server is unset if <c>host</c> is empty or <c>port</c> is -1.</para>
            </summary>
        </member>
        <member name="T:Godot.HashingContext">
            <summary>
            <para>The HashingContext class provides an interface for computing cryptographic hashes over multiple iterations. This is useful for example when computing hashes of big files (so you don't have to load them all in memory), network streams, and data streams in general (so you don't have to hold buffers).</para>
            <para>The <see cref="T:Godot.HashingContext.HashType"/> enum shows the supported hashing algorithms.</para>
            <para><code>
            const CHUNK_SIZE = 1024
            
            func hash_file(path):
                var ctx = HashingContext.new()
                var file = File.new()
                # Start a SHA-256 context.
                ctx.start(HashingContext.HASH_SHA256)
                # Check that file exists.
                if not file.file_exists(path):
                    return
                # Open the file to hash.
                file.open(path, File.READ)
                # Update the context after reading each chunk.
                while not file.eof_reached():
                    ctx.update(file.get_buffer(CHUNK_SIZE))
                # Get the computed hash.
                var res = ctx.finish()
                # Print the result as hex string and array.
                printt(res.hex_encode(), Array(res))
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.HashingContext.HashType.Md5">
            <summary>
            <para>Hashing algorithm: MD5.</para>
            </summary>
        </member>
        <member name="F:Godot.HashingContext.HashType.Sha1">
            <summary>
            <para>Hashing algorithm: SHA-1.</para>
            </summary>
        </member>
        <member name="F:Godot.HashingContext.HashType.Sha256">
            <summary>
            <para>Hashing algorithm: SHA-256.</para>
            </summary>
        </member>
        <member name="M:Godot.HashingContext.Start(Godot.HashingContext.HashType)">
            <summary>
            <para>Starts a new hash computation of the given <c>type</c> (e.g. <see cref="F:Godot.HashingContext.HashType.Sha256"/> to start computation of a SHA-256).</para>
            </summary>
        </member>
        <member name="M:Godot.HashingContext.Update(System.Byte[])">
            <summary>
            <para>Updates the computation with the given <c>chunk</c> of data.</para>
            </summary>
        </member>
        <member name="M:Godot.HashingContext.Finish">
            <summary>
            <para>Closes the current context, and return the computed hash.</para>
            </summary>
        </member>
        <member name="T:Godot.HeightMapShape">
            <summary>
            <para>Height map shape resource, which can be added to a <see cref="T:Godot.PhysicsBody"/> or <see cref="T:Godot.Area"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.HeightMapShape.MapWidth">
            <summary>
            <para>Number of vertices in the width of the height map. Changing this will resize the <see cref="P:Godot.HeightMapShape.MapData"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.HeightMapShape.MapDepth">
            <summary>
            <para>Number of vertices in the depth of the height map. Changing this will resize the <see cref="P:Godot.HeightMapShape.MapData"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.HeightMapShape.MapData">
            <summary>
            <para>Height map data, pool array must be of <see cref="P:Godot.HeightMapShape.MapWidth"/> * <see cref="P:Godot.HeightMapShape.MapDepth"/> size.</para>
            </summary>
        </member>
        <member name="T:Godot.HingeJoint">
            <summary>
            <para>A HingeJoint normally uses the Z axis of body A as the hinge axis, another axis can be specified when adding it manually though. See also <see cref="T:Godot.Generic6DOFJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Param.Bias">
            <summary>
            <para>The speed with which the two bodies get pulled together when they move in different directions.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Param.LimitUpper">
            <summary>
            <para>The maximum rotation. Only active if <c>angular_limit/enable</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Param.LimitLower">
            <summary>
            <para>The minimum rotation. Only active if <c>angular_limit/enable</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Param.LimitBias">
            <summary>
            <para>The speed with which the rotation across the axis perpendicular to the hinge gets corrected.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Param.LimitRelaxation">
            <summary>
            <para>The lower this value, the more the rotation gets slowed down.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Param.MotorTargetVelocity">
            <summary>
            <para>Target speed for the motor.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Param.MotorMaxImpulse">
            <summary>
            <para>Maximum acceleration for the motor.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.HingeJoint.Param"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Flag.UseLimit">
            <summary>
            <para>If <c>true</c>, the hinges maximum and minimum rotation, defined by <c>angular_limit/lower</c> and <c>angular_limit/upper</c> has effects.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Flag.EnableMotor">
            <summary>
            <para>When activated, a motor turns the hinge.</para>
            </summary>
        </member>
        <member name="F:Godot.HingeJoint.Flag.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.HingeJoint.Flag"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.Params__bias">
            <summary>
            <para>The speed with which the two bodies get pulled together when they move in different directions.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.AngularLimit__enable">
            <summary>
            <para>If <c>true</c>, the hinges maximum and minimum rotation, defined by <c>angular_limit/lower</c> and <c>angular_limit/upper</c> has effects.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.AngularLimit__upper">
            <summary>
            <para>The maximum rotation. Only active if <c>angular_limit/enable</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.AngularLimit__lower">
            <summary>
            <para>The minimum rotation. Only active if <c>angular_limit/enable</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.AngularLimit__bias">
            <summary>
            <para>The speed with which the rotation across the axis perpendicular to the hinge gets corrected.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.AngularLimit__relaxation">
            <summary>
            <para>The lower this value, the more the rotation gets slowed down.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.Motor__enable">
            <summary>
            <para>When activated, a motor turns the hinge.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.Motor__targetVelocity">
            <summary>
            <para>Target speed for the motor.</para>
            </summary>
        </member>
        <member name="P:Godot.HingeJoint.Motor__maxImpulse">
            <summary>
            <para>Maximum acceleration for the motor.</para>
            </summary>
        </member>
        <member name="M:Godot.HingeJoint.SetParam(Godot.HingeJoint.Param,System.Single)">
            <summary>
            <para>Sets the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.HingeJoint.GetParam(Godot.HingeJoint.Param)">
            <summary>
            <para>Returns the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.HingeJoint.SetFlag(Godot.HingeJoint.Flag,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables the specified flag.</para>
            </summary>
        </member>
        <member name="M:Godot.HingeJoint.GetFlag(Godot.HingeJoint.Flag)">
            <summary>
            <para>Returns the value of the specified flag.</para>
            </summary>
        </member>
        <member name="T:Godot.IP">
            <summary>
            <para>IP contains support functions for the Internet Protocol (IP). TCP/IP support is in different classes (see <see cref="T:Godot.StreamPeerTCP"/> and <see cref="T:Godot.TCP_Server"/>). IP provides DNS hostname resolution support, both blocking and threaded.</para>
            </summary>
        </member>
        <member name="F:Godot.IP.ResolverMaxQueries">
            <summary>
            <para>Maximum number of concurrent DNS resolver queries allowed, <see cref="F:Godot.IP.ResolverInvalidId"/> is returned if exceeded.</para>
            </summary>
        </member>
        <member name="F:Godot.IP.ResolverInvalidId">
            <summary>
            <para>Invalid ID constant. Returned if <see cref="F:Godot.IP.ResolverMaxQueries"/> is exceeded.</para>
            </summary>
        </member>
        <member name="F:Godot.IP.ResolverStatus.None">
            <summary>
            <para>DNS hostname resolver status: No status.</para>
            </summary>
        </member>
        <member name="F:Godot.IP.ResolverStatus.Waiting">
            <summary>
            <para>DNS hostname resolver status: Waiting.</para>
            </summary>
        </member>
        <member name="F:Godot.IP.ResolverStatus.Done">
            <summary>
            <para>DNS hostname resolver status: Done.</para>
            </summary>
        </member>
        <member name="F:Godot.IP.ResolverStatus.Error">
            <summary>
            <para>DNS hostname resolver status: Error.</para>
            </summary>
        </member>
        <member name="F:Godot.IP.Type.None">
            <summary>
            <para>Address type: None.</para>
            </summary>
        </member>
        <member name="F:Godot.IP.Type.Ipv4">
            <summary>
            <para>Address type: Internet protocol version 4 (IPv4).</para>
            </summary>
        </member>
        <member name="F:Godot.IP.Type.Ipv6">
            <summary>
            <para>Address type: Internet protocol version 6 (IPv6).</para>
            </summary>
        </member>
        <member name="F:Godot.IP.Type.Any">
            <summary>
            <para>Address type: Any.</para>
            </summary>
        </member>
        <member name="M:Godot.IP.ResolveHostname(System.String,Godot.IP.Type)">
            <summary>
            <para>Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type method). The address type returned depends on the <see cref="T:Godot.IP.Type"/> constant given as <c>ip_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.IP.ResolveHostnameAddresses(System.String,Godot.IP.Type)">
            <summary>
            <para>Resolves a given hostname in a blocking way. Addresses are returned as an <see cref="T:Godot.Collections.Array"/> of IPv4 or IPv6 depending on <c>ip_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.IP.ResolveHostnameQueueItem(System.String,Godot.IP.Type)">
            <summary>
            <para>Creates a queue item to resolve a hostname to an IPv4 or IPv6 address depending on the <see cref="T:Godot.IP.Type"/> constant given as <c>ip_type</c>. Returns the queue ID if successful, or <see cref="F:Godot.IP.ResolverInvalidId"/> on error.</para>
            </summary>
        </member>
        <member name="M:Godot.IP.GetResolveItemStatus(System.Int32)">
            <summary>
            <para>Returns a queued hostname's status as a <see cref="T:Godot.IP.ResolverStatus"/> constant, given its queue <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.IP.GetResolveItemAddress(System.Int32)">
            <summary>
            <para>Returns a queued hostname's IP address, given its queue <c>id</c>. Returns an empty string on error or if resolution hasn't happened yet (see <see cref="M:Godot.IP.GetResolveItemStatus(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.IP.GetResolveItemAddresses(System.Int32)">
            <summary>
            <para>Return resolved addresses, or an empty array if an error happened or resolution didn't happen yet (see <see cref="M:Godot.IP.GetResolveItemStatus(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.IP.EraseResolveItem(System.Int32)">
            <summary>
            <para>Removes a given item <c>id</c> from the queue. This should be used to free a queue after it has completed to enable more queries to happen.</para>
            </summary>
        </member>
        <member name="M:Godot.IP.GetLocalAddresses">
            <summary>
            <para>Returns all the user's current IPv4 and IPv6 addresses as an array.</para>
            </summary>
        </member>
        <member name="M:Godot.IP.GetLocalInterfaces">
            <summary>
            <para>Returns all network adapters as an array.</para>
            <para>Each adapter is a dictionary of the form:</para>
            <para><code>
            {
                "index": "1", # Interface index.
                "name": "eth0", # Interface name.
                "friendly": "Ethernet One", # A friendly name (might be empty).
                "addresses": ["192.168.1.101"], # An array of IP addresses associated to this interface.
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.IP.ClearCache(System.String)">
            <summary>
            <para>Removes all of a <c>hostname</c>'s cached references. If no <c>hostname</c> is given, all cached IP addresses are removed.</para>
            </summary>
        </member>
        <member name="T:Godot.Image">
            <summary>
            <para>Native image datatype. Contains image data which can be converted to an <see cref="T:Godot.ImageTexture"/> and provides commonly used image processing methods. The maximum width and height for an <see cref="T:Godot.Image"/> are <see cref="F:Godot.Image.MaxWidth"/> and <see cref="F:Godot.Image.MaxHeight"/>.</para>
            <para>An <see cref="T:Godot.Image"/> cannot be assigned to a <c>texture</c> property of an object directly (such as <see cref="T:Godot.Sprite"/>), and has to be converted manually to an <see cref="T:Godot.ImageTexture"/> first.</para>
            <para>Note: The maximum image size is 16384×16384 pixels due to graphics hardware limitations. Larger images may fail to import.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.MaxWidth">
            <summary>
            <para>The maximal width allowed for <see cref="T:Godot.Image"/> resources.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.MaxHeight">
            <summary>
            <para>The maximal height allowed for <see cref="T:Godot.Image"/> resources.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.AlphaMode.None">
            <summary>
            <para>Image does not have alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.AlphaMode.Bit">
            <summary>
            <para>Image stores alpha in a single bit.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.AlphaMode.Blend">
            <summary>
            <para>Image uses alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressSource.Generic">
            <summary>
            <para>Source texture (before compression) is a regular texture. Default for all textures.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressSource.Srgb">
            <summary>
            <para>Source texture (before compression) is in sRGB space.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressSource.Normal">
            <summary>
            <para>Source texture (before compression) is a normal texture (e.g. it can be compressed into two channels).</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressSource.Layered">
            <summary>
            <para>Source texture (before compression) is a <see cref="T:Godot.TextureLayered"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Interpolation.Nearest">
            <summary>
            <para>Performs nearest-neighbor interpolation. If the image is resized, it will be pixelated.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Interpolation.Bilinear">
            <summary>
            <para>Performs bilinear interpolation. If the image is resized, it will be blurry. This mode is faster than <see cref="F:Godot.Image.Interpolation.Cubic"/>, but it results in lower quality.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Interpolation.Cubic">
            <summary>
            <para>Performs cubic interpolation. If the image is resized, it will be blurry. This mode often gives better results compared to <see cref="F:Godot.Image.Interpolation.Bilinear"/>, at the cost of being slower.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Interpolation.Trilinear">
            <summary>
            <para>Performs bilinear separately on the two most-suited mipmap levels, then linearly interpolates between them.</para>
            <para>It's slower than <see cref="F:Godot.Image.Interpolation.Bilinear"/>, but produces higher-quality results with far fewer aliasing artifacts.</para>
            <para>If the image does not have mipmaps, they will be generated and used internally, but no mipmaps will be generated on the resulting image.</para>
            <para>Note: If you intend to scale multiple copies of the original image, it's better to call <see cref="M:Godot.Image.GenerateMipmaps(System.Boolean)"/>] on it in advance, to avoid wasting processing power in generating them again and again.</para>
            <para>On the other hand, if the image already has mipmaps, they will be used, and a new set will be generated for the resulting image.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Interpolation.Lanczos">
            <summary>
            <para>Performs Lanczos interpolation. This is the slowest image resizing mode, but it typically gives the best results, especially when downscalng images.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressMode.S3tc">
            <summary>
            <para>Use S3TC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressMode.Pvrtc2">
            <summary>
            <para>Use PVRTC2 compression.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressMode.Pvrtc4">
            <summary>
            <para>Use PVRTC4 compression.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressMode.Etc">
            <summary>
            <para>Use ETC compression.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.CompressMode.Etc2">
            <summary>
            <para>Use ETC2 compression.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.L8">
            <summary>
            <para>Texture format with a single 8-bit depth representing luminance.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.La8">
            <summary>
            <para>OpenGL texture format with two values, luminance and alpha each stored with 8 bits.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.R8">
            <summary>
            <para>OpenGL texture format <c>RED</c> with a single component and a bitdepth of 8.</para>
            <para>Note: When using the GLES2 backend, this uses the alpha channel instead of the red channel for storage.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rg8">
            <summary>
            <para>OpenGL texture format <c>RG</c> with two components and a bitdepth of 8 for each.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgb8">
            <summary>
            <para>OpenGL texture format <c>RGB</c> with three components, each with a bitdepth of 8.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgba8">
            <summary>
            <para>OpenGL texture format <c>RGBA</c> with four components, each with a bitdepth of 8.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgba4444">
            <summary>
            <para>OpenGL texture format <c>RGBA</c> with four components, each with a bitdepth of 4.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgba5551">
            <summary>
            <para>OpenGL texture format <c>GL_RGB5_A1</c> where 5 bits of depth for each component of RGB and one bit for alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rf">
            <summary>
            <para>OpenGL texture format <c>GL_R32F</c> where there's one component, a 32-bit floating-point value.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgf">
            <summary>
            <para>OpenGL texture format <c>GL_RG32F</c> where there are two components, each a 32-bit floating-point values.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgbf">
            <summary>
            <para>OpenGL texture format <c>GL_RGB32F</c> where there are three components, each a 32-bit floating-point values.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgbaf">
            <summary>
            <para>OpenGL texture format <c>GL_RGBA32F</c> where there are four components, each a 32-bit floating-point values.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rh">
            <summary>
            <para>OpenGL texture format <c>GL_R32F</c> where there's one component, a 16-bit "half-precision" floating-point value.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgh">
            <summary>
            <para>OpenGL texture format <c>GL_RG32F</c> where there are two components, each a 16-bit "half-precision" floating-point value.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgbh">
            <summary>
            <para>OpenGL texture format <c>GL_RGB32F</c> where there are three components, each a 16-bit "half-precision" floating-point value.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgbah">
            <summary>
            <para>OpenGL texture format <c>GL_RGBA32F</c> where there are four components, each a 16-bit "half-precision" floating-point value.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Rgbe9995">
            <summary>
            <para>A special OpenGL texture format where the three color components have 9 bits of precision and all three share a single 5-bit exponent.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Dxt1">
            <summary>
            <para>The <a href="https://en.wikipedia.org/wiki/S3_Texture_Compression">S3TC</a> texture format that uses Block Compression 1, and is the smallest variation of S3TC, only providing 1 bit of alpha and color data being premultiplied with alpha.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Dxt3">
            <summary>
            <para>The <a href="https://en.wikipedia.org/wiki/S3_Texture_Compression">S3TC</a> texture format that uses Block Compression 2, and color data is interpreted as not having been premultiplied by alpha. Well suited for images with sharp alpha transitions between translucent and opaque areas.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Dxt5">
            <summary>
            <para>The <a href="https://en.wikipedia.org/wiki/S3_Texture_Compression">S3TC</a> texture format also known as Block Compression 3 or BC3 that contains 64 bits of alpha channel data followed by 64 bits of DXT1-encoded color data. Color data is not premultiplied by alpha, same as DXT3. DXT5 generally produces superior results for transparent gradients compared to DXT3.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.RgtcR">
            <summary>
            <para>Texture format that uses <a href="https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression">Red Green Texture Compression</a>, normalizing the red channel data using the same compression algorithm that DXT5 uses for the alpha channel.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.RgtcRg">
            <summary>
            <para>Texture format that uses <a href="https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression">Red Green Texture Compression</a>, normalizing the red and green channel data using the same compression algorithm that DXT5 uses for the alpha channel.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.BptcRgba">
            <summary>
            <para>Texture format that uses <a href="https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression">BPTC</a> compression with unsigned normalized RGBA components.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.BptcRgbf">
            <summary>
            <para>Texture format that uses <a href="https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression">BPTC</a> compression with signed floating-point RGB components.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.BptcRgbfu">
            <summary>
            <para>Texture format that uses <a href="https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression">BPTC</a> compression with unsigned floating-point RGB components.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Pvrtc2">
            <summary>
            <para>Texture format used on PowerVR-supported mobile platforms, uses 2-bit color depth with no alpha. More information can be found <a href="https://en.wikipedia.org/wiki/PVRTC">here</a>.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Pvrtc2a">
            <summary>
            <para>Same as <a href="https://en.wikipedia.org/wiki/PVRTC">PVRTC2</a>, but with an alpha component.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Pvrtc4">
            <summary>
            <para>Similar to <a href="https://en.wikipedia.org/wiki/PVRTC">PVRTC2</a>, but with 4-bit color depth and no alpha.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Pvrtc4a">
            <summary>
            <para>Same as <a href="https://en.wikipedia.org/wiki/PVRTC">PVRTC4</a>, but with an alpha component.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Etc">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1">Ericsson Texture Compression format 1</a>, also referred to as "ETC1", and is part of the OpenGL ES graphics standard. This format cannot store an alpha channel.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Etc2R11">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC">Ericsson Texture Compression format 2</a> (<c>R11_EAC</c> variant), which provides one channel of unsigned data.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Etc2R11s">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC">Ericsson Texture Compression format 2</a> (<c>SIGNED_R11_EAC</c> variant), which provides one channel of signed data.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Etc2Rg11">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC">Ericsson Texture Compression format 2</a> (<c>RG11_EAC</c> variant), which provides two channels of unsigned data.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Etc2Rg11s">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC">Ericsson Texture Compression format 2</a> (<c>SIGNED_RG11_EAC</c> variant), which provides two channels of signed data.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Etc2Rgb8">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC">Ericsson Texture Compression format 2</a> (<c>RGB8</c> variant), which is a follow-up of ETC1 and compresses RGB888 data.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Etc2Rgba8">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC">Ericsson Texture Compression format 2</a> (<c>RGBA8</c>variant), which compresses RGBA8888 data with full alpha support.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Etc2Rgb8a1">
            <summary>
            <para><a href="https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC2_and_EAC">Ericsson Texture Compression format 2</a> (<c>RGB8_PUNCHTHROUGH_ALPHA1</c> variant), which compresses RGBA data to make alpha either fully transparent or fully opaque.</para>
            <para>Note: When creating an <see cref="T:Godot.ImageTexture"/>, an sRGB to linear color space conversion is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.Image.Format.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Image.Format"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Image.Data">
            <summary>
            <para>Holds all the image's color data in a given format. See <see cref="T:Godot.Image.Format"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetWidth">
            <summary>
            <para>Returns the image's width.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetHeight">
            <summary>
            <para>Returns the image's height.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetSize">
            <summary>
            <para>Returns the image's size (width and height).</para>
            </summary>
        </member>
        <member name="M:Godot.Image.HasMipmaps">
            <summary>
            <para>Returns <c>true</c> if the image has generated mipmaps.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetFormat">
            <summary>
            <para>Returns the image's format. See <see cref="T:Godot.Image.Format"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetData">
            <summary>
            <para>Returns a copy of the image's raw data.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Convert(Godot.Image.Format)">
            <summary>
            <para>Converts the image's format. See <see cref="T:Godot.Image.Format"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetMipmapOffset(System.Int32)">
            <summary>
            <para>Returns the offset where the image's mipmap with index <c>mipmap</c> is stored in the <c>data</c> dictionary.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.ResizeToPo2(System.Boolean,Godot.Image.Interpolation)">
            <summary>
            <para>Resizes the image to the nearest power of 2 for the width and height. If <c>square</c> is <c>true</c> then set width and height to be the same. New pixels are calculated using the <c>interpolation</c> mode defined via <see cref="T:Godot.Image.Interpolation"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Resize(System.Int32,System.Int32,Godot.Image.Interpolation)">
            <summary>
            <para>Resizes the image to the given <c>width</c> and <c>height</c>. New pixels are calculated using the <c>interpolation</c> mode defined via <see cref="T:Godot.Image.Interpolation"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.ShrinkX2">
            <summary>
            <para>Shrinks the image by a factor of 2.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.ExpandX2Hq2x">
            <summary>
            <para>Stretches the image and enlarges it by a factor of 2. No interpolation is done.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Crop(System.Int32,System.Int32)">
            <summary>
            <para>Crops the image to the given <c>width</c> and <c>height</c>. If the specified size is larger than the current size, the extra area is filled with black pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.FlipX">
            <summary>
            <para>Flips the image horizontally.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.FlipY">
            <summary>
            <para>Flips the image vertically.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GenerateMipmaps(System.Boolean)">
            <summary>
            <para>Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is <c>0</c>.</para>
            <para>Note: Mipmap generation is done on the CPU, is single-threaded and is always done on the main thread. This means generating mipmaps will result in noticeable stuttering during gameplay, even if <see cref="M:Godot.Image.GenerateMipmaps(System.Boolean)"/> is called from a <see cref="T:Godot.Thread"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.ClearMipmaps">
            <summary>
            <para>Removes the image's mipmaps.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Create(System.Int32,System.Int32,System.Boolean,Godot.Image.Format)">
            <summary>
            <para>Creates an empty image of given size and format. See <see cref="T:Godot.Image.Format"/> constants. If <c>use_mipmaps</c> is <c>true</c> then generate mipmaps for this image. See the <see cref="M:Godot.Image.GenerateMipmaps(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.CreateFromData(System.Int32,System.Int32,System.Boolean,Godot.Image.Format,System.Byte[])">
            <summary>
            <para>Creates a new image of given size and format. See <see cref="T:Godot.Image.Format"/> constants. Fills the image with the given raw data. If <c>use_mipmaps</c> is <c>true</c> then loads mipmaps for this image from <c>data</c>. See <see cref="M:Godot.Image.GenerateMipmaps(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.IsEmpty">
            <summary>
            <para>Returns <c>true</c> if the image has no data.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Load(System.String)">
            <summary>
            <para>Loads an image from file <c>path</c>. See <a href="$DOCS_URL/tutorials/assets_pipeline/importing_images.html#supported-image-formats">Supported image formats</a> for a list of supported image formats and limitations.</para>
            <para>Warning: This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the <c>user://</c> directory, and may not work in exported projects.</para>
            <para>See also <see cref="T:Godot.ImageTexture"/> description for usage examples.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SavePng(System.String)">
            <summary>
            <para>Saves the image as a PNG file to <c>path</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SaveExr(System.String,System.Boolean)">
            <summary>
            <para>Saves the image as an EXR file to <c>path</c>. If <c>grayscale</c> is <c>true</c> and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return <see cref="F:Godot.Error.Unavailable"/> if Godot was compiled without the TinyEXR module.</para>
            <para>Note: The TinyEXR module is disabled in non-editor builds, which means <see cref="M:Godot.Image.SaveExr(System.String,System.Boolean)"/> will return <see cref="F:Godot.Error.Unavailable"/> when it is called from an exported project.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.DetectAlpha">
            <summary>
            <para>Returns <see cref="F:Godot.Image.AlphaMode.Blend"/> if the image has data for alpha values. Returns <see cref="F:Godot.Image.AlphaMode.Bit"/> if all the alpha values are stored in a single bit. Returns <see cref="F:Godot.Image.AlphaMode.None"/> if no data for alpha values is found.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.IsInvisible">
            <summary>
            <para>Returns <c>true</c> if all the image's pixels have an alpha value of 0. Returns <c>false</c> if any pixel has an alpha value higher than 0.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Compress(Godot.Image.CompressMode,Godot.Image.CompressSource,System.Single)">
            <summary>
            <para>Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available. See <see cref="T:Godot.Image.CompressMode"/> and <see cref="T:Godot.Image.CompressSource"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Decompress">
            <summary>
            <para>Decompresses the image if it is compressed. Returns an error if decompress function is not available.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.IsCompressed">
            <summary>
            <para>Returns <c>true</c> if the image is compressed.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.FixAlphaEdges">
            <summary>
            <para>Blends low-alpha pixels with nearby pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.PremultiplyAlpha">
            <summary>
            <para>Multiplies color values with alpha values. Resulting color values for a pixel are <c>(color * alpha)/256</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SrgbToLinear">
            <summary>
            <para>Converts the raw data from the sRGB colorspace to a linear scale.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.NormalmapToXy">
            <summary>
            <para>Converts the image's data to represent coordinates on a 3D plane. This is used when the image represents a normalmap. A normalmap can add lots of detail to a 3D surface without increasing the polygon count.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.RgbeToSrgb">
            <summary>
            <para>Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BumpmapToNormalmap(System.Single)">
            <summary>
            <para>Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-pixel, while a normalmap provides a normal direction per pixel.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BlitRect(Godot.Image,Godot.Rect2,Godot.Vector2)">
            <summary>
            <para>Copies <c>src_rect</c> from <c>src</c> image to this image at coordinates <c>dst</c>, clipped accordingly to both image bounds. This image and <c>src</c> image must have the same format. <c>src_rect</c> with not positive size is treated as empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BlitRectMask(Godot.Image,Godot.Image,Godot.Rect2,Godot.Vector2)">
            <summary>
            <para>Blits <c>src_rect</c> area from <c>src</c> image to this image at the coordinates given by <c>dst</c>, clipped accordingly to both image bounds. <c>src</c> pixel is copied onto <c>dst</c> if the corresponding <c>mask</c> pixel's alpha value is not 0. This image and <c>src</c> image must have the same format. <c>src</c> image and <c>mask</c> image must have the same size (width and height) but they can have different formats. <c>src_rect</c> with not positive size is treated as empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BlendRect(Godot.Image,Godot.Rect2,Godot.Vector2)">
            <summary>
            <para>Alpha-blends <c>src_rect</c> from <c>src</c> image to this image at coordinates <c>dest</c>, clipped accordingly to both image bounds. This image and <c>src</c> image must have the same format. <c>src_rect</c> with not positive size is treated as empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.BlendRectMask(Godot.Image,Godot.Image,Godot.Rect2,Godot.Vector2)">
            <summary>
            <para>Alpha-blends <c>src_rect</c> from <c>src</c> image to this image using <c>mask</c> image at coordinates <c>dst</c>, clipped accordingly to both image bounds. Alpha channels are required for both <c>src</c> and <c>mask</c>. <c>dst</c> pixels and <c>src</c> pixels will blend if the corresponding mask pixel's alpha value is not 0. This image and <c>src</c> image must have the same format. <c>src</c> image and <c>mask</c> image must have the same size (width and height) but they can have different formats. <c>src_rect</c> with not positive size is treated as empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Fill(Godot.Color)">
            <summary>
            <para>Fills the image with <c>color</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.FillRect(Godot.Rect2,Godot.Color)">
            <summary>
            <para>Fills <c>rect</c> with <c>color</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetUsedRect">
            <summary>
            <para>Returns a <see cref="T:Godot.Rect2"/> enclosing the visible portion of the image, considering each pixel with a non-zero alpha channel as visible.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetRect(Godot.Rect2)">
            <summary>
            <para>Returns a new image that is a copy of the image's area specified with <c>rect</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.CopyFrom(Godot.Image)">
            <summary>
            <para>Copies <c>src</c> image to this image.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Lock">
            <summary>
            <para>Locks the data for reading and writing access. Sends an error to the console if the image is not locked when reading or writing a pixel.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.Unlock">
            <summary>
            <para>Unlocks the data and prevents changes.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetPixelv(Godot.Vector2)">
            <summary>
            <para>Returns the color of the pixel at <c>src</c> if the image is locked. If the image is unlocked, it always returns a <see cref="T:Godot.Color"/> with the value <c>(0, 0, 0, 1.0)</c>. This is the same as <see cref="M:Godot.Image.GetPixel(System.Int32,System.Int32)"/>, but with a Vector2 argument instead of two integer arguments.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.GetPixel(System.Int32,System.Int32)">
            <summary>
            <para>Returns the color of the pixel at <c>(x, y)</c> if the image is locked. If the image is unlocked, it always returns a <see cref="T:Godot.Color"/> with the value <c>(0, 0, 0, 1.0)</c>. This is the same as <see cref="M:Godot.Image.GetPixelv(Godot.Vector2)"/>, but two integer arguments instead of a Vector2 argument.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.SetPixelv(Godot.Vector2,Godot.Color)">
            <summary>
            <para>Sets the <see cref="T:Godot.Color"/> of the pixel at <c>(dst.x, dst.y)</c> if the image is locked. Note that the <c>dst</c> values must be integers. Example:</para>
            <para><code>
            var img = Image.new()
            img.create(img_width, img_height, false, Image.FORMAT_RGBA8)
            img.lock()
            img.set_pixelv(Vector2(x, y), color) # Works
            img.unlock()
            img.set_pixelv(Vector2(x, y), color) # Does not have an effect
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Image.SetPixel(System.Int32,System.Int32,Godot.Color)">
            <summary>
            <para>Sets the <see cref="T:Godot.Color"/> of the pixel at <c>(x, y)</c> if the image is locked. Example:</para>
            <para><code>
            var img = Image.new()
            img.create(img_width, img_height, false, Image.FORMAT_RGBA8)
            img.lock()
            img.set_pixel(x, y, color) # Works
            img.unlock()
            img.set_pixel(x, y, color) # Does not have an effect
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Image.LoadPngFromBuffer(System.Byte[])">
            <summary>
            <para>Loads an image from the binary contents of a PNG file.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.LoadJpgFromBuffer(System.Byte[])">
            <summary>
            <para>Loads an image from the binary contents of a JPEG file.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.LoadWebpFromBuffer(System.Byte[])">
            <summary>
            <para>Loads an image from the binary contents of a WebP file.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.LoadTgaFromBuffer(System.Byte[])">
            <summary>
            <para>Loads an image from the binary contents of a TGA file.</para>
            </summary>
        </member>
        <member name="M:Godot.Image.LoadBmpFromBuffer(System.Byte[])">
            <summary>
            <para>Loads an image from the binary contents of a BMP file.</para>
            <para>Note: Godot's BMP module doesn't support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.</para>
            </summary>
        </member>
        <member name="T:Godot.ImageTexture">
            <summary>
            <para>A <see cref="T:Godot.Texture"/> based on an <see cref="T:Godot.Image"/>. For an image to be displayed, an <see cref="T:Godot.ImageTexture"/> has to be created from it using the <see cref="M:Godot.ImageTexture.CreateFromImage(Godot.Image,System.UInt32)"/> method:</para>
            <para><code>
            var texture = ImageTexture.new()
            var image = Image.new()
            image.load("res://icon.png")
            texture.create_from_image(image)
            $Sprite.texture = texture
            </code></para>
            <para>This way, textures can be created at run-time by loading images both from within the editor and externally.</para>
            <para>Warning: Prefer to load imported textures with <c>@GDScript.load</c> over loading them from within the filesystem dynamically with <see cref="M:Godot.Image.Load(System.String)"/>, as it may not work in exported projects:</para>
            <para><code>
            var texture = load("res://icon.png")
            $Sprite.texture = texture
            </code></para>
            <para>This is because images have to be imported as <see cref="T:Godot.StreamTexture"/> first to be loaded with <c>@GDScript.load</c>. If you'd still like to load an image file just like any other <see cref="T:Godot.Resource"/>, import it as an <see cref="T:Godot.Image"/> resource instead, and then load it normally using the <c>@GDScript.load</c> method.</para>
            <para>But do note that the image data can still be retrieved from an imported texture as well using the <see cref="M:Godot.Texture.GetData"/> method, which returns a copy of the data:</para>
            <para><code>
            var texture = load("res://icon.png")
            var image : Image = texture.get_data()
            </code></para>
            <para>An <see cref="T:Godot.ImageTexture"/> is not meant to be operated from within the editor interface directly, and is mostly useful for rendering images on screen dynamically via code. If you need to generate images procedurally from within the editor, consider saving and importing images as custom texture resources implementing a new <see cref="!:Godot.EditorImportPlugin"/>.</para>
            <para>Note: The maximum texture size is 16384×16384 pixels due to graphics hardware limitations.</para>
            </summary>
        </member>
        <member name="F:Godot.ImageTexture.StorageEnum.Raw">
            <summary>
            <para><see cref="T:Godot.Image"/> data is stored raw and unaltered.</para>
            </summary>
        </member>
        <member name="F:Godot.ImageTexture.StorageEnum.CompressLossy">
            <summary>
            <para><see cref="T:Godot.Image"/> data is compressed with a lossy algorithm. You can set the storage quality with <see cref="P:Godot.ImageTexture.LossyQuality"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ImageTexture.StorageEnum.CompressLossless">
            <summary>
            <para><see cref="T:Godot.Image"/> data is compressed with a lossless algorithm.</para>
            </summary>
        </member>
        <member name="P:Godot.ImageTexture.Storage">
            <summary>
            <para>The storage type (raw, lossy, or compressed).</para>
            </summary>
        </member>
        <member name="P:Godot.ImageTexture.LossyQuality">
            <summary>
            <para>The storage quality for <see cref="F:Godot.ImageTexture.StorageEnum.CompressLossy"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture.Create(System.Int32,System.Int32,Godot.Image.Format,System.UInt32)">
            <summary>
            <para>Create a new <see cref="T:Godot.ImageTexture"/> with <c>width</c> and <c>height</c>.</para>
            <para><c>format</c> is a value from <see cref="T:Godot.Image.Format"/>, <c>flags</c> is any combination of <see cref="T:Godot.Texture.FlagsEnum"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture.CreateFromImage(Godot.Image,System.UInt32)">
            <summary>
            <para>Initializes the texture by allocating and setting the data from an <see cref="T:Godot.Image"/> with <c>flags</c> from <see cref="T:Godot.Texture.FlagsEnum"/>. An sRGB to linear color space conversion can take place, according to <see cref="T:Godot.Image.Format"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture.GetFormat">
            <summary>
            <para>Returns the format of the texture, one of <see cref="T:Godot.Image.Format"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture.Load(System.String)">
            <summary>
            <para>Loads an image from a file path and creates a texture from it.</para>
            <para>Note: This method is deprecated and will be removed in Godot 4.0, use <see cref="M:Godot.Image.Load(System.String)"/> and <see cref="M:Godot.ImageTexture.CreateFromImage(Godot.Image,System.UInt32)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture.SetData(Godot.Image)">
            <summary>
            <para>Replaces the texture's data with a new <see cref="T:Godot.Image"/>.</para>
            <para>Note: The texture has to be initialized first with the <see cref="M:Godot.ImageTexture.CreateFromImage(Godot.Image,System.UInt32)"/> method before it can be updated. The new image dimensions, format, and mipmaps configuration should match the existing texture's image configuration, otherwise it has to be re-created with the <see cref="M:Godot.ImageTexture.CreateFromImage(Godot.Image,System.UInt32)"/> method.</para>
            <para>Use this method over <see cref="M:Godot.ImageTexture.CreateFromImage(Godot.Image,System.UInt32)"/> if you need to update the texture frequently, which is faster than allocating additional memory for a new texture each time.</para>
            </summary>
        </member>
        <member name="M:Godot.ImageTexture.SetSizeOverride(Godot.Vector2)">
            <summary>
            <para>Resizes the texture to the specified dimensions.</para>
            </summary>
        </member>
        <member name="T:Godot.ImmediateGeometry">
            <summary>
            <para>Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.</para>
            <para>See also <see cref="T:Godot.ArrayMesh"/>, <see cref="T:Godot.MeshDataTool"/> and <see cref="T:Godot.SurfaceTool"/> for procedural geometry generation.</para>
            <para>Note: ImmediateGeometry3D is best suited to small amounts of mesh data that change every frame. It will be slow when handling large amounts of mesh data. If mesh data doesn't change often, use <see cref="T:Godot.ArrayMesh"/>, <see cref="T:Godot.MeshDataTool"/> or <see cref="T:Godot.SurfaceTool"/> instead.</para>
            <para>Note: Godot uses clockwise <a href="https://learnopengl.com/Advanced-OpenGL/Face-culling">winding order</a> for front faces of triangle primitive modes.</para>
            <para>Note: In case of missing points when handling large amounts of mesh data, try increasing its buffer size limit under <c>ProjectSettings.rendering/limits/buffers/immediate_buffer_size_kb</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.Begin(Godot.Mesh.PrimitiveType,Godot.Texture)">
            <summary>
            <para>Begin drawing (and optionally pass a texture override). When done call <see cref="M:Godot.ImmediateGeometry.End"/>. For more information on how this works, search for <c>glBegin()</c> and <c>glEnd()</c> references.</para>
            <para>For the type of primitive, see the <see cref="T:Godot.Mesh.PrimitiveType"/> enum.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.SetNormal(Godot.Vector3)">
            <summary>
            <para>The next vertex's normal.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.SetTangent(Godot.Plane)">
            <summary>
            <para>The next vertex's tangent (and binormal facing).</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.SetColor(Godot.Color)">
            <summary>
            <para>The current drawing color.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.SetUv(Godot.Vector2)">
            <summary>
            <para>The next vertex's UV.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.SetUv2(Godot.Vector2)">
            <summary>
            <para>The next vertex's second layer UV.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.AddVertex(Godot.Vector3)">
            <summary>
            <para>Adds a vertex in local coordinate space with the currently set color/uv/etc.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.AddSphere(System.Int32,System.Int32,System.Single,System.Boolean)">
            <summary>
            <para>Simple helper to draw an UV sphere with given latitude, longitude and radius.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.End">
            <summary>
            <para>Ends a drawing context and displays the results.</para>
            </summary>
        </member>
        <member name="M:Godot.ImmediateGeometry.Clear">
            <summary>
            <para>Clears everything that was drawn using begin/end.</para>
            </summary>
        </member>
        <member name="T:Godot.Input">
            <summary>
            <para>A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Input Map tab in the Project &gt; Project Settings, or with the <see cref="T:Godot.InputMap"/> class.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.MouseModeEnum.Visible">
            <summary>
            <para>Makes the mouse cursor visible if it is hidden.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.MouseModeEnum.Hidden">
            <summary>
            <para>Makes the mouse cursor hidden if it is visible.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.MouseModeEnum.Captured">
            <summary>
            <para>Captures the mouse. The mouse will be hidden and its position locked at the center of the screen.</para>
            <para>Note: If you want to process the mouse's movement in this mode, you need to use <see cref="P:Godot.InputEventMouseMotion.Relative"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.MouseModeEnum.Confined">
            <summary>
            <para>Confines the mouse cursor to the game window, and make it visible.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.MouseModeEnum.ConfinedHidden">
            <summary>
            <para>Confines the mouse cursor to the game window, and make it hidden.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Arrow">
            <summary>
            <para>Arrow cursor. Standard, default pointing cursor.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Ibeam">
            <summary>
            <para>I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.PointingHand">
            <summary>
            <para>Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Cross">
            <summary>
            <para>Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Wait">
            <summary>
            <para>Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread).</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Busy">
            <summary>
            <para>Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Drag">
            <summary>
            <para>Drag cursor. Usually displayed when dragging something.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.CanDrop">
            <summary>
            <para>Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Forbidden">
            <summary>
            <para>Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Vsize">
            <summary>
            <para>Vertical resize mouse cursor. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Hsize">
            <summary>
            <para>Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Bdiagsize">
            <summary>
            <para>Window resize mouse cursor. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Fdiagsize">
            <summary>
            <para>Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of <see cref="F:Godot.Input.CursorShape.Bdiagsize"/>. It tells the user they can resize the window or the panel both horizontally and vertically.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Move">
            <summary>
            <para>Move cursor. Indicates that something can be moved.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Vsplit">
            <summary>
            <para>Vertical split mouse cursor. On Windows, it's the same as <see cref="F:Godot.Input.CursorShape.Vsize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Hsplit">
            <summary>
            <para>Horizontal split mouse cursor. On Windows, it's the same as <see cref="F:Godot.Input.CursorShape.Hsize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Input.CursorShape.Help">
            <summary>
            <para>Help cursor. Usually a question mark.</para>
            </summary>
        </member>
        <member name="P:Godot.Input.MouseMode">
            <summary>
            <para>Controls the mouse mode. See <see cref="T:Godot.Input.MouseModeEnum"/> for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.Input.UseAccumulatedInput">
            <summary>
            <para>If <c>true</c>, similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.</para>
            <para>Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.</para>
            <para>Note: Input accumulation is enabled by default. It is recommended to keep it enabled for games which don't require very reactive input, as this will decrease CPU usage.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsKeyPressed(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the key in the current keyboard layout. You can pass a <see cref="T:Godot.KeyList"/> constant.</para>
            <para><see cref="M:Godot.Input.IsKeyPressed(System.Int32)"/> is only recommended over <see cref="M:Godot.Input.IsPhysicalKeyPressed(System.Int32)"/> in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use <see cref="M:Godot.Input.IsPhysicalKeyPressed(System.Int32)"/>.</para>
            <para>Note: Due to keyboard ghosting, <see cref="M:Godot.Input.IsKeyPressed(System.Int32)"/> may return <c>false</c> even if one of the action's keys is pressed. See <a href="$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events">Input examples</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsPhysicalKeyPressed(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a <see cref="T:Godot.KeyList"/> constant.</para>
            <para><see cref="M:Godot.Input.IsPhysicalKeyPressed(System.Int32)"/> is recommended over <see cref="M:Godot.Input.IsKeyPressed(System.Int32)"/> for in-game actions, as it will make W/A/S/D layouts work regardless of the user's keyboard layout. <see cref="M:Godot.Input.IsPhysicalKeyPressed(System.Int32)"/> will also ensure that the top row number keys work on any keyboard layout. If in doubt, use <see cref="M:Godot.Input.IsPhysicalKeyPressed(System.Int32)"/>.</para>
            <para>Note: Due to keyboard ghosting, <see cref="M:Godot.Input.IsPhysicalKeyPressed(System.Int32)"/> may return <c>false</c> even if one of the action's keys is pressed. See <a href="$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events">Input examples</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsMouseButtonPressed(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the mouse button specified with <see cref="T:Godot.ButtonList"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsJoyButtonPressed(System.Int32,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the joypad button (see <see cref="T:Godot.JoystickList"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsActionPressed(System.String,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.</para>
            <para>If <c>exact</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            <para>Note: Due to keyboard ghosting, <see cref="M:Godot.Input.IsActionPressed(System.String,System.Boolean)"/> may return <c>false</c> even if one of the action's keys is pressed. See <a href="$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events">Input examples</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsActionJustPressed(System.String,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> when the user starts pressing the action event, meaning it's <c>true</c> only on the frame that the user pressed down the button.</para>
            <para>This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.</para>
            <para>If <c>exact</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            <para>Note: Due to keyboard ghosting, <see cref="M:Godot.Input.IsActionJustPressed(System.String,System.Boolean)"/> may return <c>false</c> even if one of the action's keys is pressed. See <a href="$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events">Input examples</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsActionJustReleased(System.String,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> when the user stops pressing the action event, meaning it's <c>true</c> only on the frame that the user released the button.</para>
            <para>If <c>exact</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetActionStrength(System.String,System.Boolean)">
            <summary>
            <para>Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.</para>
            <para>If <c>exact</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetActionRawStrength(System.String,System.Boolean)">
            <summary>
            <para>Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use <see cref="M:Godot.Input.GetActionStrength(System.String,System.Boolean)"/> instead.</para>
            <para>If <c>exact</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetAxis(System.String,System.String)">
            <summary>
            <para>Get axis input by specifying two actions, one negative and one positive.</para>
            <para>This is a shorthand for writing <c>Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action")</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetVector(System.String,System.String,System.String,System.String,System.Single)">
            <summary>
            <para>Gets an input vector by specifying four actions for the positive and negative X and Y axes.</para>
            <para>This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.</para>
            <para>By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).</para>
            </summary>
        </member>
        <member name="M:Godot.Input.AddJoyMapping(System.String,System.Boolean)">
            <summary>
            <para>Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.RemoveJoyMapping(System.String)">
            <summary>
            <para>Removes all mappings from the internal database that match the given GUID.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.JoyConnectionChanged(System.Int32,System.Boolean,System.String,System.String)">
            <summary>
            <para>Notifies the <see cref="T:Godot.Input"/> singleton that a connection has changed, to update the state for the <c>device</c> index.</para>
            <para>This is used internally and should not have to be called from user scripts. See <c>joy_connection_changed</c> for the signal emitted when this is triggered internally.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.IsJoyKnown(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in <see cref="T:Godot.JoystickList"/>. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyAxis(System.Int32,System.Int32)">
            <summary>
            <para>Returns the current value of the joypad axis at given index (see <see cref="T:Godot.JoystickList"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyName(System.Int32)">
            <summary>
            <para>Returns the name of the joypad at the specified device index.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyGuid(System.Int32)">
            <summary>
            <para>Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns <c>"Default Gamepad"</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetConnectedJoypads">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> containing the device IDs of all currently connected joypads.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyVibrationStrength(System.Int32)">
            <summary>
            <para>Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyVibrationDuration(System.Int32)">
            <summary>
            <para>Returns the duration of the current vibration effect in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyButtonString(System.Int32)">
            <summary>
            <para>Receives a gamepad button from <see cref="T:Godot.JoystickList"/> and returns its equivalent name as a string.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyButtonIndexFromString(System.String)">
            <summary>
            <para>Returns the index of the provided button name.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyAxisString(System.Int32)">
            <summary>
            <para>Receives a <see cref="T:Godot.JoystickList"/> axis and returns its equivalent name as a string.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetJoyAxisIndexFromString(System.String)">
            <summary>
            <para>Returns the index of the provided axis name.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.StartJoyVibration(System.Int32,System.Single,System.Single,System.Single)">
            <summary>
            <para>Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. <c>weak_magnitude</c> is the strength of the weak motor (between 0 and 1) and <c>strong_magnitude</c> is the strength of the strong motor (between 0 and 1). <c>duration</c> is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling <see cref="M:Godot.Input.StopJoyVibration(System.Int32)"/>.</para>
            <para>Note: Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.StopJoyVibration(System.Int32)">
            <summary>
            <para>Stops the vibration of the joypad started with <see cref="M:Godot.Input.StartJoyVibration(System.Int32,System.Single,System.Single,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.VibrateHandheld(System.Int32)">
            <summary>
            <para>Vibrate the handheld device for the specified duration in milliseconds.</para>
            <para>Note: This method is implemented on Android, iOS, and HTML5. It has no effect on other platforms.</para>
            <para>Note: For Android, <see cref="M:Godot.Input.VibrateHandheld(System.Int32)"/> requires enabling the <c>VIBRATE</c> permission in the export preset. Otherwise, <see cref="M:Godot.Input.VibrateHandheld(System.Int32)"/> will have no effect.</para>
            <para>Note: For iOS, specifying the duration is only supported in iOS 13 and later.</para>
            <para>Note: Some web browsers such as Safari and Firefox for Android do not support <see cref="M:Godot.Input.VibrateHandheld(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetGravity">
            <summary>
            <para>Returns the gravity of the device's accelerometer sensor, if the device has one. Otherwise, the method returns <c>Vector3.ZERO</c>.</para>
            <para>Note: This method only works on Android and iOS. On other platforms, it always returns <c>Vector3.ZERO</c>. On Android the unit of measurement for each axis is m/s² while on iOS it's a multiple of the Earth's gravitational acceleration <c>g</c> (~9.81 m/s²).</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetAccelerometer">
            <summary>
            <para>Returns the acceleration of the device's accelerometer sensor, if the device has one. Otherwise, the method returns <c>Vector3.ZERO</c>.</para>
            <para>Note this method returns an empty <see cref="T:Godot.Vector3"/> when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.</para>
            <para>Note: This method only works on iOS, Android, and UWP. On other platforms, it always returns <c>Vector3.ZERO</c>. On Android the unit of measurement for each axis is m/s² while on iOS and UWP it's a multiple of the Earth's gravitational acceleration <c>g</c> (~9.81 m/s²).</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetMagnetometer">
            <summary>
            <para>Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns <c>Vector3.ZERO</c>.</para>
            <para>Note: This method only works on Android, iOS and UWP. On other platforms, it always returns <c>Vector3.ZERO</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetGyroscope">
            <summary>
            <para>Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns <c>Vector3.ZERO</c>.</para>
            <para>Note: This method only works on Android and iOS. On other platforms, it always returns <c>Vector3.ZERO</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.SetGravity(Godot.Vector3)">
            <summary>
            <para>Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.</para>
            <para>Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.SetAccelerometer(Godot.Vector3)">
            <summary>
            <para>Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.</para>
            <para>Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.SetMagnetometer(Godot.Vector3)">
            <summary>
            <para>Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.</para>
            <para>Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.SetGyroscope(Godot.Vector3)">
            <summary>
            <para>Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.</para>
            <para>Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetLastMouseSpeed">
            <summary>
            <para>Returns the last mouse speed. To provide a precise and jitter-free speed, mouse speed is only calculated every 0.1s. Therefore, mouse speed will lag mouse movements.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetMouseButtonMask">
            <summary>
            <para>Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.WarpMousePosition(Godot.Vector2)">
            <summary>
            <para>Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the game window.</para>
            <para>Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if <see cref="T:Godot.Input.MouseModeEnum"/> is set to <see cref="F:Godot.Input.MouseModeEnum.Confined"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.ActionPress(System.String,System.Single)">
            <summary>
            <para>This will simulate pressing the specified action.</para>
            <para>The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.</para>
            <para>Note: This method will not cause any <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> calls. It is intended to be used with <see cref="M:Godot.Input.IsActionPressed(System.String,System.Boolean)"/> and <see cref="M:Godot.Input.IsActionJustPressed(System.String,System.Boolean)"/>. If you want to simulate <c>_input</c>, use <see cref="M:Godot.Input.ParseInputEvent(Godot.InputEvent)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.ActionRelease(System.String)">
            <summary>
            <para>If the specified action is already pressed, this will release it.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.SetDefaultCursorShape(Godot.Input.CursorShape)">
            <summary>
            <para>Sets the default cursor shape to be used in the viewport instead of <see cref="F:Godot.Input.CursorShape.Arrow"/>.</para>
            <para>Note: If you want to change the default cursor shape for <see cref="T:Godot.Control"/>'s nodes, use <see cref="P:Godot.Control.MouseDefaultCursorShape"/> instead.</para>
            <para>Note: This method generates an <see cref="T:Godot.InputEventMouseMotion"/> to update cursor immediately.</para>
            </summary>
        </member>
        <member name="M:Godot.Input.GetCurrentCursorShape">
            <summary>
            <para>Returns the currently assigned cursor shape (see <see cref="T:Godot.Input.CursorShape"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Input.SetCustomMouseCursor(Godot.Resource,Godot.Input.CursorShape,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing <c>null</c> to the image parameter resets to the system cursor. See <see cref="T:Godot.Input.CursorShape"/> for the list of shapes.</para>
            <para><c>image</c>'s size must be lower than 256×256.</para>
            <para><c>hotspot</c> must be within <c>image</c>'s size.</para>
            <para>Note: <see cref="T:Godot.AnimatedTexture"/>s aren't supported as custom mouse cursors. If using an <see cref="T:Godot.AnimatedTexture"/>, only the first frame will be displayed.</para>
            <para>Note: Only images imported with the Lossless, Lossy or Uncompressed compression modes are supported. The Video RAM compression mode can't be used for custom cursors.</para>
            <para>Note: On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for <a href="https://chromestatus.com/feature/5825971391299584">security reasons</a>.</para>
            </summary>
            <param name="hotspot">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Input.ParseInputEvent(Godot.InputEvent)">
            <summary>
            <para>Feeds an <see cref="T:Godot.InputEvent"/> to the game. Can be used to artificially trigger input events from code. Also generates <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> calls.</para>
            <para>Example:</para>
            <para><code>
            var a = InputEventAction.new()
            a.action = "ui_cancel"
            a.pressed = true
            Input.parse_input_event(a)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Input.FlushBufferedEvents">
            <summary>
            <para>Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input (<see cref="P:Godot.Input.UseAccumulatedInput"/>) or agile input flushing (<c>ProjectSettings.input_devices/buffering/agile_event_flushing</c>).</para>
            <para>The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEvent">
            <summary>
            <para>Base class of all sort of input event. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEvent.Device">
            <summary>
            <para>The event's device ID.</para>
            <para>Note: This device ID will always be <c>-1</c> for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.IsAction(System.String,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if this input event matches a pre-defined action of any type.</para>
            <para>If <c>exact_match</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.IsActionPressed(System.String,System.Boolean,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if the given action is being pressed (and is not an echo event for <see cref="T:Godot.InputEventKey"/> events, unless <c>allow_echo</c> is <c>true</c>). Not relevant for events of type <see cref="T:Godot.InputEventMouseMotion"/> or <see cref="T:Godot.InputEventScreenDrag"/>.</para>
            <para>If <c>exact_match</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            <para>Note: Due to keyboard ghosting, <see cref="M:Godot.InputEvent.IsActionPressed(System.String,System.Boolean,System.Boolean)"/> may return <c>false</c> even if one of the action's keys is pressed. See <a href="$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events">Input examples</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.IsActionReleased(System.String,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if the given action is released (i.e. not pressed). Not relevant for events of type <see cref="T:Godot.InputEventMouseMotion"/> or <see cref="T:Godot.InputEventScreenDrag"/>.</para>
            <para>If <c>exact_match</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.GetActionStrength(System.String,System.Boolean)">
            <summary>
            <para>Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type <see cref="T:Godot.InputEventJoypadMotion"/>.</para>
            <para>If <c>exact_match</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.IsPressed">
            <summary>
            <para>Returns <c>true</c> if this input event is pressed. Not relevant for events of type <see cref="T:Godot.InputEventMouseMotion"/> or <see cref="T:Godot.InputEventScreenDrag"/>.</para>
            <para>Note: Due to keyboard ghosting, <see cref="M:Godot.InputEvent.IsActionPressed(System.String,System.Boolean,System.Boolean)"/> may return <c>false</c> even if one of the action's keys is pressed. See <a href="$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events">Input examples</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.IsEcho">
            <summary>
            <para>Returns <c>true</c> if this input event is an echo event (only for events of type <see cref="T:Godot.InputEventKey"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.AsText">
            <summary>
            <para>Returns a <see cref="T:System.String"/> representation of the event.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.ShortcutMatch(Godot.InputEvent,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if the specified <c>event</c> matches this event. Only valid for action events i.e key (<see cref="T:Godot.InputEventKey"/>), button (<see cref="T:Godot.InputEventMouseButton"/> or <see cref="T:Godot.InputEventJoypadButton"/>), axis <see cref="T:Godot.InputEventJoypadMotion"/> or action (<see cref="T:Godot.InputEventAction"/>) events.</para>
            <para>If <c>exact_match</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.IsActionType">
            <summary>
            <para>Returns <c>true</c> if this input event's type is one that can be assigned to an input action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.Accumulate(Godot.InputEvent)">
            <summary>
            <para>Returns <c>true</c> if the given input event and this input event can be added together (only for events of type <see cref="T:Godot.InputEventMouseMotion"/>).</para>
            <para>The given input event's position, global position and speed will be copied. The resulting <c>relative</c> is a sum of both events. Both events' modifiers have to be identical.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEvent.XformedBy(Godot.Transform2D,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Returns a copy of the given input event which has been offset by <c>local_ofs</c> and transformed by <c>xform</c>. Relevant for events of type <see cref="T:Godot.InputEventMouseButton"/>, <see cref="T:Godot.InputEventMouseMotion"/>, <see cref="T:Godot.InputEventScreenTouch"/>, <see cref="T:Godot.InputEventScreenDrag"/>, <see cref="T:Godot.InputEventMagnifyGesture"/> and <see cref="T:Godot.InputEventPanGesture"/>.</para>
            </summary>
            <param name="localOfs">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="T:Godot.InputEventAction">
            <summary>
            <para>Contains a generic action which can be targeted from several types of inputs. Actions can be created from the Input Map tab in the Project &gt; Project Settings menu. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventAction.Action">
            <summary>
            <para>The action's name. Actions are accessed via this <see cref="T:System.String"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventAction.Pressed">
            <summary>
            <para>If <c>true</c>, the action's state is pressed. If <c>false</c>, the action's state is released.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventAction.Strength">
            <summary>
            <para>The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is <c>false</c>. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventGesture.Position">
            <summary>
            <para>The local gesture position relative to the <see cref="T:Godot.Viewport"/>. If used in <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/>, the position is relative to the current <see cref="T:Godot.Control"/> that received this gesture.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventJoypadButton">
            <summary>
            <para>Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see <see cref="T:Godot.InputEventJoypadMotion"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventJoypadButton.ButtonIndex">
            <summary>
            <para>Button identifier. One of the <see cref="T:Godot.JoystickList"/> button constants.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventJoypadButton.Pressure">
            <summary>
            <para>Represents the pressure the user puts on the button with their finger, if the controller supports it. Ranges from <c>0</c> to <c>1</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventJoypadButton.Pressed">
            <summary>
            <para>If <c>true</c>, the button's state is pressed. If <c>false</c>, the button's state is released.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventJoypadMotion">
            <summary>
            <para>Stores information about joystick motions. One <see cref="T:Godot.InputEventJoypadMotion"/> represents one axis at a time.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventJoypadMotion.Axis">
            <summary>
            <para>Axis identifier. Use one of the <see cref="T:Godot.JoystickList"/> axis constants.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventJoypadMotion.AxisValue">
            <summary>
            <para>Current position of the joystick on the given axis. The value ranges from <c>-1.0</c> to <c>1.0</c>. A value of <c>0</c> means the axis is in its resting position.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventKey">
            <summary>
            <para>Stores key presses on the keyboard. Supports key presses, key releases and <see cref="P:Godot.InputEventKey.Echo"/> events.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventKey.Pressed">
            <summary>
            <para>If <c>true</c>, the key's state is pressed. If <c>false</c>, the key's state is released.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventKey.Scancode">
            <summary>
            <para>The key scancode, which corresponds to one of the <see cref="T:Godot.KeyList"/> constants. Represent key in the current keyboard layout.</para>
            <para>To get a human-readable representation of the <see cref="T:Godot.InputEventKey"/>, use <c>OS.get_scancode_string(event.scancode)</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventKey.PhysicalScancode">
            <summary>
            <para>Key physical scancode, which corresponds to one of the <see cref="T:Godot.KeyList"/> constants. Represent the physical location of a key on the 101/102-key US QWERTY keyboard.</para>
            <para>To get a human-readable representation of the <see cref="T:Godot.InputEventKey"/>, use <c>OS.get_scancode_string(event.physical_scancode)</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventKey.Unicode">
            <summary>
            <para>The key Unicode identifier (when relevant). Unicode identifiers for the composite characters and complex scripts may not be available unless IME input mode is active. See <see cref="M:Godot.OS.SetImeActive(System.Boolean)"/> for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventKey.Echo">
            <summary>
            <para>If <c>true</c>, the key was already pressed before this event. It means the user is holding the key down.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventKey.GetScancodeWithModifiers">
            <summary>
            <para>Returns the scancode combined with modifier keys such as Shift or Alt. See also <see cref="T:Godot.InputEventWithModifiers"/>.</para>
            <para>To get a human-readable representation of the <see cref="T:Godot.InputEventKey"/> with modifiers, use <c>OS.get_scancode_string(event.get_scancode_with_modifiers())</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputEventKey.GetPhysicalScancodeWithModifiers">
            <summary>
            <para>Returns the physical scancode combined with modifier keys such as Shift or Alt. See also <see cref="T:Godot.InputEventWithModifiers"/>.</para>
            <para>To get a human-readable representation of the <see cref="T:Godot.InputEventKey"/> with modifiers, use <c>OS.get_scancode_string(event.get_physical_scancode_with_modifiers())</c> where <c>event</c> is the <see cref="T:Godot.InputEventKey"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventMIDI">
            <summary>
            <para>InputEventMIDI allows receiving input events from MIDI devices such as a piano. MIDI stands for Musical Instrument Digital Interface.</para>
            <para>MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your device supports both be sure to check the settings in the device to see which output it's using.</para>
            <para>To receive input events from MIDI devices, you need to call <see cref="M:Godot.OS.OpenMidiInputs"/>. You can check which devices are detected using <see cref="M:Godot.OS.GetConnectedMidiInputs"/>.</para>
            <para>Note that Godot does not currently support MIDI output, so there is no way to emit MIDI signals from Godot. Only MIDI input works.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMIDI.Channel">
            <summary>
            <para>The MIDI channel of this input event. There are 16 channels, so this value ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion instruments, the rest of the channels are for non-percussion instruments.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMIDI.Message">
            <summary>
            <para>Returns a value indicating the type of message for this MIDI signal. This is a member of the <see cref="T:Godot.MidiMessageList"/> enum.</para>
            <para>For MIDI messages between 0x80 and 0xEF, only the left half of the bits are returned as this value, as the other part is the channel (ex: 0x94 becomes 0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.</para>
            <para>Notes will return <c>MIDI_MESSAGE_NOTE_ON</c> when activated, but they might not always return <c>MIDI_MESSAGE_NOTE_OFF</c> when deactivated, therefore your code should treat the input as stopped if some period of time has passed.</para>
            <para>For more information, see the MIDI message status byte list chart linked above.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMIDI.Pitch">
            <summary>
            <para>The pitch index number of this MIDI signal. This value ranges from 0 to 127. On a piano, middle C is 60, and A440 is 69, see the "MIDI note" column of the piano key frequency chart on Wikipedia for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMIDI.Velocity">
            <summary>
            <para>The velocity of the MIDI signal. This value ranges from 0 to 127. For a piano, this corresponds to how quickly the key was pressed, and is rarely above about 110 in practice. Note that some MIDI devices may send a <see cref="F:Godot.MidiMessageList.NoteOn"/> message with zero velocity and expect this to be treated the same as a <see cref="F:Godot.MidiMessageList.NoteOff"/> message, but device implementations vary so Godot reports event data exactly as received.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMIDI.Instrument">
            <summary>
            <para>The instrument of this input event. This value ranges from 0 to 127. Refer to the instrument list on the General MIDI wikipedia article to see a list of instruments, except that this value is 0-index, so subtract one from every number on that chart. A standard piano will have an instrument number of 0.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMIDI.Pressure">
            <summary>
            <para>The pressure of the MIDI signal. This value ranges from 0 to 127. For many devices, this value is always zero.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMIDI.ControllerNumber">
            <summary>
            <para>If the message is <c>MIDI_MESSAGE_CONTROL_CHANGE</c>, this indicates the controller number, otherwise this is zero. Controllers include devices such as pedals and levers.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMIDI.ControllerValue">
            <summary>
            <para>If the message is <c>MIDI_MESSAGE_CONTROL_CHANGE</c>, this indicates the controller value, otherwise this is zero. Controllers include devices such as pedals and levers.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventMouse">
            <summary>
            <para>Stores general mouse events information.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouse.ButtonMask">
            <summary>
            <para>The mouse button mask identifier, one of or a bitwise combination of the <see cref="T:Godot.ButtonList"/> button masks.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouse.Position">
            <summary>
            <para>When received in <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> or <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/>, returns the mouse's position in the <see cref="T:Godot.Viewport"/> this <see cref="T:Godot.Node"/> is in using the coordinate system of this <see cref="T:Godot.Viewport"/>.</para>
            <para>When received in <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/>, returns the mouse's position in the <see cref="T:Godot.Control"/> using the local coordinate system of the <see cref="T:Godot.Control"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouse.GlobalPosition">
            <summary>
            <para>When received in <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> or <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/>, returns the mouse's position in the root <see cref="T:Godot.Viewport"/> using the coordinate system of the root <see cref="T:Godot.Viewport"/>.</para>
            <para>When received in <see cref="M:Godot.Control._GuiInput(Godot.InputEvent)"/>, returns the mouse's position in the <see cref="T:Godot.CanvasLayer"/> that the <see cref="T:Godot.Control"/> is in using the coordinate system of the <see cref="T:Godot.CanvasLayer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventMouseButton">
            <summary>
            <para>Contains mouse click information. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseButton.Factor">
            <summary>
            <para>The amount (or delta) of the event. When used for high-precision scroll events, this indicates the scroll amount (vertical or horizontal). This is only supported on some platforms; the reported sensitivity varies depending on the platform. May be <c>0</c> if not supported.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseButton.ButtonIndex">
            <summary>
            <para>The mouse button identifier, one of the <see cref="T:Godot.ButtonList"/> button or button wheel constants.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseButton.Pressed">
            <summary>
            <para>If <c>true</c>, the mouse button's state is pressed. If <c>false</c>, the mouse button's state is released.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseButton.Doubleclick">
            <summary>
            <para>If <c>true</c>, the mouse button's state is a double-click.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventMouseMotion">
            <summary>
            <para>Contains mouse and pen motion information. Supports relative, absolute positions and speed. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            <para>Note: The behavior of this event is affected by the value of <see cref="P:Godot.Input.UseAccumulatedInput"/>. When set to <c>true</c> (default), mouse/pen motion events received from the OS will be merged to emit an accumulated event only once per frame rendered at most. When set to <c>false</c>, the events will be emitted as received, which means that they can be emitted multiple times per frame rendered, allowing for precise input reporting at the expense of CPU usage.</para>
            <para>Note: If you use InputEventMouseMotion to draw lines, consider implementing <a href="https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm">Bresenham's line algorithm</a> as well to avoid visible gaps in lines if the user is moving the mouse quickly.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseMotion.Tilt">
            <summary>
            <para>Represents the angles of tilt of the pen. Positive X-coordinate value indicates a tilt to the right. Positive Y-coordinate value indicates a tilt toward the user. Ranges from <c>-1.0</c> to <c>1.0</c> for both axes.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseMotion.Pressure">
            <summary>
            <para>Represents the pressure the user puts on the pen. Ranges from <c>0.0</c> to <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseMotion.PenInverted">
            <summary>
            <para>Returns <c>true</c> when using the eraser end of a stylus pen.</para>
            <para>Note: This property is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseMotion.Relative">
            <summary>
            <para>The mouse position relative to the previous position (position at the last frame).</para>
            <para>Note: Since <see cref="T:Godot.InputEventMouseMotion"/> is only emitted when the mouse moves, the last event won't have a relative position of <c>Vector2(0, 0)</c> when the user stops moving the mouse.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventMouseMotion.Speed">
            <summary>
            <para>The mouse speed in pixels per second.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventScreenDrag">
            <summary>
            <para>Contains screen drag information. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenDrag.Index">
            <summary>
            <para>The drag event index in the case of a multi-drag event.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenDrag.Position">
            <summary>
            <para>The drag position.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenDrag.Relative">
            <summary>
            <para>The drag position relative to the previous position (position at the last frame).</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenDrag.Speed">
            <summary>
            <para>The drag speed.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventScreenTouch">
            <summary>
            <para>Stores multi-touch press/release information. Supports touch press, touch release and <see cref="P:Godot.InputEventScreenTouch.Index"/> for multi-touch count and order.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenTouch.Index">
            <summary>
            <para>The touch index in the case of a multi-touch event. One index = one finger.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenTouch.Position">
            <summary>
            <para>The touch position.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenTouch.Pressed">
            <summary>
            <para>If <c>true</c>, the touch's state is pressed. If <c>false</c>, the touch's state is released.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventScreenTouch.DoubleTap">
            <summary>
            <para>If <c>true</c>, the touch's state is a double tap.</para>
            </summary>
        </member>
        <member name="T:Godot.InputEventWithModifiers">
            <summary>
            <para>Contains keys events information with modifiers support like Shift or Alt. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.Alt">
            <summary>
            <para>State of the Alt modifier.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.Shift">
            <summary>
            <para>State of the Shift modifier.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.Control">
            <summary>
            <para>State of the Ctrl modifier.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.Meta">
            <summary>
            <para>State of the Meta modifier.</para>
            </summary>
        </member>
        <member name="P:Godot.InputEventWithModifiers.Command">
            <summary>
            <para>State of the Command modifier.</para>
            </summary>
        </member>
        <member name="T:Godot.InputMap">
            <summary>
            <para>Manages all <see cref="T:Godot.InputEventAction"/> which can be created/modified from the project settings menu Project &gt; Project Settings &gt; Input Map or in code with <see cref="M:Godot.InputMap.AddAction(System.String,System.Single)"/> and <see cref="M:Godot.InputMap.ActionAddEvent(System.String,Godot.InputEvent)"/>. See <see cref="M:Godot.Node._Input(Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.HasAction(System.String)">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.InputMap"/> has a registered action with the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.GetActions">
            <summary>
            <para>Returns an array of all actions in the <see cref="T:Godot.InputMap"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.AddAction(System.String,System.Single)">
            <summary>
            <para>Adds an empty action to the <see cref="T:Godot.InputMap"/> with a configurable <c>deadzone</c>.</para>
            <para>An <see cref="T:Godot.InputEvent"/> can then be added to this action with <see cref="M:Godot.InputMap.ActionAddEvent(System.String,Godot.InputEvent)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.EraseAction(System.String)">
            <summary>
            <para>Removes an action from the <see cref="T:Godot.InputMap"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionSetDeadzone(System.String,System.Single)">
            <summary>
            <para>Sets a deadzone value for the action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionGetDeadzone(System.String)">
            <summary>
            <para>Returns a deadzone value for the action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionAddEvent(System.String,Godot.InputEvent)">
            <summary>
            <para>Adds an <see cref="T:Godot.InputEvent"/> to an action. This <see cref="T:Godot.InputEvent"/> will trigger the action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionHasEvent(System.String,Godot.InputEvent)">
            <summary>
            <para>Returns <c>true</c> if the action has the given <see cref="T:Godot.InputEvent"/> associated with it.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionEraseEvent(System.String,Godot.InputEvent)">
            <summary>
            <para>Removes an <see cref="T:Godot.InputEvent"/> from an action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.ActionEraseEvents(System.String)">
            <summary>
            <para>Removes all events from an action.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.GetActionList(System.String)">
            <summary>
            <para>Returns an array of <see cref="T:Godot.InputEvent"/>s associated with a given action.</para>
            <para>Note: When used in the editor (e.g. a tool script or <see cref="!:Godot.EditorPlugin"/>), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the <c>input/*</c> settings from <see cref="T:Godot.ProjectSettings"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.EventIsAction(Godot.InputEvent,System.String,System.Boolean)">
            <summary>
            <para>Returns <c>true</c> if the given event is part of an existing action. This method ignores keyboard modifiers if the given <see cref="T:Godot.InputEvent"/> is not pressed (for proper release detection). See <see cref="M:Godot.InputMap.ActionHasEvent(System.String,Godot.InputEvent)"/> if you don't want this behavior.</para>
            <para>If <c>exact_match</c> is <c>false</c>, it ignores additional input modifiers for <see cref="T:Godot.InputEventKey"/> and <see cref="T:Godot.InputEventMouseButton"/> events, and the direction for <see cref="T:Godot.InputEventJoypadMotion"/> events.</para>
            </summary>
        </member>
        <member name="M:Godot.InputMap.LoadFromGlobals">
            <summary>
            <para>Clears all <see cref="T:Godot.InputEventAction"/> in the <see cref="T:Godot.InputMap"/> and load it anew from <see cref="T:Godot.ProjectSettings"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.InstancePlaceholder">
            <summary>
            <para>Turning on the option Load As Placeholder for an instanced scene in the editor causes it to be replaced by an InstancePlaceholder when running the game. This makes it possible to delay actually loading the scene until calling <see cref="M:Godot.InstancePlaceholder.ReplaceByInstance(Godot.PackedScene)"/>. This is useful to avoid loading large scenes all at once by loading parts of it selectively.</para>
            <para>The InstancePlaceholder does not have a transform. This causes any child nodes to be positioned relatively to the Viewport from point (0,0), rather than their parent as displayed in the editor. Replacing the placeholder with a scene with a transform will transform children relatively to their parent again.</para>
            </summary>
        </member>
        <member name="M:Godot.InstancePlaceholder.GetStoredValues(System.Boolean)">
            <summary>
            <para>Returns the list of properties that will be applied to the node when <see cref="M:Godot.InstancePlaceholder.CreateInstance(System.Boolean,Godot.PackedScene)"/> is called.</para>
            <para>If <c>with_order</c> is <c>true</c>, a key named <c>.order</c> (note the leading period) is added to the dictionary. This <c>.order</c> key is an <see cref="T:Godot.Collections.Array"/> of <see cref="T:System.String"/> property names specifying the order in which properties will be applied (with index 0 being the first).</para>
            </summary>
        </member>
        <member name="M:Godot.InstancePlaceholder.CreateInstance(System.Boolean,Godot.PackedScene)">
            <summary>
            <para>Call this method to actually load in the node. The created node will be placed as a sibling above the <see cref="T:Godot.InstancePlaceholder"/> in the scene tree. The <see cref="T:Godot.Node"/>'s reference is also returned for convenience.</para>
            <para>Note: <see cref="M:Godot.InstancePlaceholder.CreateInstance(System.Boolean,Godot.PackedScene)"/> is not thread-safe. Use <see cref="M:Godot.Object.CallDeferred(System.String,System.Object[])"/> if calling from a thread.</para>
            </summary>
        </member>
        <member name="M:Godot.InstancePlaceholder.ReplaceByInstance(Godot.PackedScene)">
            <summary>
            <para>Replaces this placeholder by the scene handed as an argument, or the original scene if no argument is given. As for all resources, the scene is loaded only if it's not loaded already. By manually loading the scene beforehand, delays caused by this function can be avoided.</para>
            </summary>
        </member>
        <member name="M:Godot.InstancePlaceholder.GetInstancePath">
            <summary>
            <para>Gets the path to the <see cref="T:Godot.PackedScene"/> resource file that is loaded by default when calling <see cref="M:Godot.InstancePlaceholder.ReplaceByInstance(Godot.PackedScene)"/>. Not thread-safe. Use <see cref="M:Godot.Object.CallDeferred(System.String,System.Object[])"/> if calling from a thread.</para>
            </summary>
        </member>
        <member name="T:Godot.InterpolatedCamera">
            <summary>
            <para>Deprecated (will be removed in Godot 4.0). InterpolatedCamera is a <see cref="T:Godot.Camera"/> which smoothly moves to match a target node's position and rotation.</para>
            <para>If it is not <see cref="P:Godot.InterpolatedCamera.Enabled"/> or does not have a valid target set, InterpolatedCamera acts like a normal Camera.</para>
            </summary>
        </member>
        <member name="F:Godot.InterpolatedCamera.InterpolatedCameraProcessMode.Physics">
            <summary>
            <para>The camera updates with the <c>_physics_process</c> callback.</para>
            </summary>
        </member>
        <member name="F:Godot.InterpolatedCamera.InterpolatedCameraProcessMode.Idle">
            <summary>
            <para>The camera updates with the <c>_process</c> callback.</para>
            </summary>
        </member>
        <member name="P:Godot.InterpolatedCamera.Target">
            <summary>
            <para>The target's <see cref="T:Godot.NodePath"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.InterpolatedCamera.Speed">
            <summary>
            <para>How quickly the camera moves toward its target. Higher values will result in tighter camera motion.</para>
            </summary>
        </member>
        <member name="P:Godot.InterpolatedCamera.Enabled">
            <summary>
            <para>If <c>true</c>, and a target is set, the camera will move automatically.</para>
            </summary>
        </member>
        <member name="P:Godot.InterpolatedCamera.ProcessMode">
            <summary>
            <para>The camera's process callback. See <see cref="T:Godot.InterpolatedCamera.InterpolatedCameraProcessMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.InterpolatedCamera.SetTarget(Godot.Object)">
            <summary>
            <para>Sets the node to move toward and orient with.</para>
            </summary>
        </member>
        <member name="T:Godot.IntervalTweener">
            <summary>
            <para><see cref="T:Godot.IntervalTweener"/> is used to make delays in a tweening sequence. See <see cref="M:Godot.SceneTreeTween.TweenInterval(System.Single)"/> for more usage information.</para>
            <para>Note: <see cref="M:Godot.SceneTreeTween.TweenInterval(System.Single)"/> is the only correct way to create <see cref="T:Godot.IntervalTweener"/>. Any <see cref="T:Godot.IntervalTweener"/> created manually will not function correctly.</para>
            </summary>
        </member>
        <member name="T:Godot.ItemList">
            <summary>
            <para>This control provides a selectable list of items that may be in a single (or multiple columns) with option of text, icons, or both text and icon. Tooltips are supported and may be different for every item in the list.</para>
            <para>Selectable items in the list may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled to allow use of popup context menus. Items may also be "activated" by double-clicking them or by pressing Enter.</para>
            <para>Item text only supports single-line strings, newline characters (e.g. <c>\n</c>) in the string won't produce a newline. Text wrapping is enabled in <see cref="F:Godot.ItemList.IconModeEnum.Top"/> mode, but column's width is adjusted to fully fit its content by default. You need to set <see cref="P:Godot.ItemList.FixedColumnWidth"/> greater than zero to wrap the text.</para>
            <para>Incremental search: Like <see cref="T:Godot.PopupMenu"/> and <see cref="T:Godot.Tree"/>, <see cref="T:Godot.ItemList"/> supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing <c>ProjectSettings.gui/timers/incremental_search_max_interval_msec</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.ItemList.SelectModeEnum.Single">
            <summary>
            <para>Only allow selecting a single item.</para>
            </summary>
        </member>
        <member name="F:Godot.ItemList.SelectModeEnum.Multi">
            <summary>
            <para>Allows selecting multiple items by holding Ctrl or Shift.</para>
            </summary>
        </member>
        <member name="F:Godot.ItemList.IconModeEnum.Top">
            <summary>
            <para>Icon is drawn above the text.</para>
            </summary>
        </member>
        <member name="F:Godot.ItemList.IconModeEnum.Left">
            <summary>
            <para>Icon is drawn to the left of the text.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.SelectMode">
            <summary>
            <para>Allows single or multiple item selection. See the <see cref="T:Godot.ItemList.SelectModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.AllowReselect">
            <summary>
            <para>If <c>true</c>, the currently selected item can be selected again.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.AllowRmbSelect">
            <summary>
            <para>If <c>true</c>, right mouse button click can select items.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.MaxTextLines">
            <summary>
            <para>Maximum lines of text allowed in each item. Space will be reserved even when there is not enough lines of text to display.</para>
            <para>Note: This property takes effect only when <see cref="P:Godot.ItemList.IconMode"/> is <see cref="F:Godot.ItemList.IconModeEnum.Top"/>. To make the text wrap, <see cref="P:Godot.ItemList.FixedColumnWidth"/> should be greater than zero.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.AutoHeight">
            <summary>
            <para>If <c>true</c>, the control will automatically resize the height to fit its content.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.MaxColumns">
            <summary>
            <para>Maximum columns the list will have.</para>
            <para>If greater than zero, the content will be split among the specified columns.</para>
            <para>A value of zero means unlimited columns, i.e. all items will be put in the same row.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.SameColumnWidth">
            <summary>
            <para>Whether all columns will have the same width.</para>
            <para>If <c>true</c>, the width is equal to the largest column width of all columns.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.FixedColumnWidth">
            <summary>
            <para>The width all columns will be adjusted to.</para>
            <para>A value of zero disables the adjustment, each item will have a width equal to the width of its content and the columns will have an uneven width.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.IconMode">
            <summary>
            <para>The icon position, whether above or to the left of the text. See the <see cref="T:Godot.ItemList.IconModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.IconScale">
            <summary>
            <para>The scale of icon applied after <see cref="P:Godot.ItemList.FixedIconSize"/> and transposing takes effect.</para>
            </summary>
        </member>
        <member name="P:Godot.ItemList.FixedIconSize">
            <summary>
            <para>The size all icons will be adjusted to.</para>
            <para>If either X or Y component is not greater than zero, icon size won't be affected.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.AddItem(System.String,Godot.Texture,System.Boolean)">
            <summary>
            <para>Adds an item to the item list with specified text. Specify an <c>icon</c>, or use <c>null</c> as the <c>icon</c> for a list item with no icon.</para>
            <para>If selectable is <c>true</c>, the list item will be selectable.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.AddIconItem(Godot.Texture,System.Boolean)">
            <summary>
            <para>Adds an item to the item list with no text, only an icon.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemText(System.Int32,System.String)">
            <summary>
            <para>Sets text of the item associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemText(System.Int32)">
            <summary>
            <para>Returns the text associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemIcon(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets (or replaces) the icon's <see cref="T:Godot.Texture"/> associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemIcon(System.Int32)">
            <summary>
            <para>Returns the icon associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemIconTransposed(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the item icon will be drawn transposed.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.IsItemIconTransposed(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item icon will be drawn transposed, i.e. the X and Y axes are swapped.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemIconRegion(System.Int32,Godot.Rect2)">
            <summary>
            <para>Sets the region of item's icon used. The whole icon will be used if the region has no area.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemIconRegion(System.Int32)">
            <summary>
            <para>Returns the region of item's icon used. The whole icon will be used if the region has no area.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemIconModulate(System.Int32,Godot.Color)">
            <summary>
            <para>Sets a modulating <see cref="T:Godot.Color"/> of the item associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemIconModulate(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.Color"/> modulating item's icon at the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemSelectable(System.Int32,System.Boolean)">
            <summary>
            <para>Allows or disallows selection of the item associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.IsItemSelectable(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at the specified index is selectable.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>Disables (or enables) the item at the specified index.</para>
            <para>Disabled items cannot be selected and do not trigger activation signals (when double-clicking or pressing Enter).</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.IsItemDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at the specified index is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemMetadata(System.Int32,System.Object)">
            <summary>
            <para>Sets a value (of any type) to be stored with the item associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemMetadata(System.Int32)">
            <summary>
            <para>Returns the metadata value of the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemCustomBgColor(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the background color of the item specified by <c>idx</c> index to the specified <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemCustomBgColor(System.Int32)">
            <summary>
            <para>Returns the custom background color of the item specified by <c>idx</c> index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemCustomFgColor(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the foreground color of the item specified by <c>idx</c> index to the specified <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemCustomFgColor(System.Int32)">
            <summary>
            <para>Returns the custom foreground color of the item specified by <c>idx</c> index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemTooltipEnabled(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the tooltip hint is enabled for specified item index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.IsItemTooltipEnabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the tooltip is enabled for specified item index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SetItemTooltip(System.Int32,System.String)">
            <summary>
            <para>Sets the tooltip hint for the item associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemTooltip(System.Int32)">
            <summary>
            <para>Returns the tooltip hint associated with the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.Select(System.Int32,System.Boolean)">
            <summary>
            <para>Select the item at the specified index.</para>
            <para>Note: This method does not trigger the item selection signal.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.Unselect(System.Int32)">
            <summary>
            <para>Ensures the item associated with the specified index is not selected.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.UnselectAll">
            <summary>
            <para>Ensures there are no items selected.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.IsSelected(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at the specified index is currently selected.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetSelectedItems">
            <summary>
            <para>Returns an array with the indexes of the selected items.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.MoveItem(System.Int32,System.Int32)">
            <summary>
            <para>Moves item from index <c>from_idx</c> to <c>to_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemCount">
            <summary>
            <para>Returns the number of items currently in the list.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.RemoveItem(System.Int32)">
            <summary>
            <para>Removes the item specified by <c>idx</c> index from the list.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.Clear">
            <summary>
            <para>Removes all items from the list.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.SortItemsByText">
            <summary>
            <para>Sorts items in the list by their text.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.IsAnythingSelected">
            <summary>
            <para>Returns <c>true</c> if one or more items are selected.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetItemAtPosition(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Returns the item index at the given <c>position</c>.</para>
            <para>When there is no item at that point, -1 will be returned if <c>exact</c> is <c>true</c>, and the closest item index will be returned otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.EnsureCurrentIsVisible">
            <summary>
            <para>Ensure current selection is visible, adjusting the scroll position as necessary.</para>
            </summary>
        </member>
        <member name="M:Godot.ItemList.GetVScroll">
            <summary>
            <para>Returns the vertical scrollbar.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.JNISingleton">
            <summary>
            <para>The JNISingleton is implemented only in the Android export. It's used to call methods and connect signals from an Android plugin written in Java or Kotlin. Methods and signals can be called and connected to the JNISingleton as if it is a Node. See <a href="https://en.wikipedia.org/wiki/Java_Native_Interface">Java Native Interface - Wikipedia</a> for more information.</para>
            </summary>
        </member>
        <member name="T:Godot.JSONParseResult">
            <summary>
            <para>Returned by <see cref="M:Godot.JSON.Parse(System.String)"/>, <see cref="T:Godot.JSONParseResult"/> contains the decoded JSON or error information if the JSON source wasn't successfully parsed. You can check if the JSON source was successfully parsed with <c>if json_result.error == OK</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.JSONParseResult.Error">
            <summary>
            <para>The error type if the JSON source was not successfully parsed. See the <see cref="T:Godot.Error"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.JSONParseResult.ErrorString">
            <summary>
            <para>The error message if the JSON source was not successfully parsed. See the <see cref="T:Godot.Error"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.JSONParseResult.ErrorLine">
            <summary>
            <para>The line number where the error occurred if the JSON source was not successfully parsed.</para>
            </summary>
        </member>
        <member name="P:Godot.JSONParseResult.Result">
            <summary>
            <para>A <c>Variant</c> containing the parsed JSON. Use <c>@GDScript.typeof</c> or the <c>is</c> keyword to check if it is what you expect. For example, if the JSON source starts with curly braces (<c>{}</c>), a <see cref="T:Godot.Collections.Dictionary"/> will be returned. If the JSON source starts with brackets (<c>[]</c>), an <see cref="T:Godot.Collections.Array"/> will be returned.</para>
            <para>Note: The JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to <see cref="T:System.Single"/> types.</para>
            <para>Note: JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:</para>
            <para><code>
            var p = JSON.parse('["hello", "world", "!"]')
            if typeof(p.result) == TYPE_ARRAY:
                print(p.result[0]) # Prints "hello"
            else:
                push_error("Unexpected results.")
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.JSONRPC">
            <summary>
            <para><a href="https://www.jsonrpc.org/">JSON-RPC</a> is a standard which wraps a method call in a <see cref="T:Godot.JSON"/> object. The object has a particular structure and identifies which method is called, the parameters to that function, and carries an ID to keep track of responses. This class implements that standard on top of <see cref="T:Godot.Collections.Dictionary"/>; you will have to convert between a <see cref="T:Godot.Collections.Dictionary"/> and <see cref="T:Godot.JSON"/> with other functions.</para>
            </summary>
        </member>
        <member name="F:Godot.JSONRPC.ErrorCode.MethodNotFound">
            <summary>
            <para>A method call was requested but no function of that name existed in the JSONRPC subclass.</para>
            </summary>
        </member>
        <member name="M:Godot.JSONRPC.ProcessAction(System.Object,System.Boolean)">
            <summary>
            <para>Given a Dictionary which takes the form of a JSON-RPC request: unpack the request and run it. Methods are resolved by looking at the field called "method" and looking for an equivalently named function in the JSONRPC object. If one is found that method is called.</para>
            <para>To add new supported methods extend the JSONRPC class and call <see cref="M:Godot.JSONRPC.ProcessAction(System.Object,System.Boolean)"/> on your subclass.</para>
            <para><c>action</c>: The action to be run, as a Dictionary in the form of a JSON-RPC request or notification.</para>
            </summary>
        </member>
        <member name="M:Godot.JSONRPC.MakeRequest(System.String,System.Object,System.Object)">
            <summary>
            <para>Returns a dictionary in the form of a JSON-RPC request. Requests are sent to a server with the expectation of a response. The ID field is used for the server to specify which exact request it is responding to.</para>
            <para>- <c>method</c>: Name of the method being called.</para>
            <para>- <c>params</c>: An array or dictionary of parameters being passed to the method.</para>
            <para>- <c>id</c>: Uniquely identifies this request. The server is expected to send a response with the same ID.</para>
            </summary>
        </member>
        <member name="M:Godot.JSONRPC.MakeResponse(System.Object,System.Object)">
            <summary>
            <para>When a server has received and processed a request, it is expected to send a response. If you did not want a response then you need to have sent a Notification instead.</para>
            <para>- <c>result</c>: The return value of the function which was called.</para>
            <para>- <c>id</c>: The ID of the request this response is targeted to.</para>
            </summary>
        </member>
        <member name="M:Godot.JSONRPC.MakeNotification(System.String,System.Object)">
            <summary>
            <para>Returns a dictionary in the form of a JSON-RPC notification. Notifications are one-shot messages which do not expect a response.</para>
            <para>- <c>method</c>: Name of the method being called.</para>
            <para>- <c>params</c>: An array or dictionary of parameters being passed to the method.</para>
            </summary>
        </member>
        <member name="M:Godot.JSONRPC.MakeResponseError(System.Int32,System.String,System.Object)">
            <summary>
            <para>Creates a response which indicates a previous reply has failed in some way.</para>
            <para>- <c>code</c>: The error code corresponding to what kind of error this is. See the <see cref="T:Godot.JSONRPC.ErrorCode"/> constants.</para>
            <para>- <c>message</c>: A custom message about this error.</para>
            <para>- <c>id</c>: The request this error is a response to.</para>
            </summary>
        </member>
        <member name="T:Godot.JavaScript">
            <summary>
            <para>The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.</para>
            <para>Note: This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See <a href="$DOCS_URL/development/compiling/compiling_for_web.html">Compiling for the Web</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScript.Eval(System.String,System.Boolean)">
            <summary>
            <para>Execute the string <c>code</c> as JavaScript code within the browser window. This is a call to the actual global JavaScript function <c>eval()</c>.</para>
            <para>If <c>use_global_execution_context</c> is <c>true</c>, the code will be evaluated in the global execution context. Otherwise, it is evaluated in the execution context of a function within the engine's runtime environment.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScript.GetInterface(System.String)">
            <summary>
            <para>Returns an interface to a JavaScript object that can be used by scripts. The <c>interface</c> must be a valid property of the JavaScript <c>window</c>. The callback must accept a single <see cref="T:Godot.Collections.Array"/> argument, which will contain the JavaScript <c>arguments</c>. See <see cref="T:Godot.JavaScriptObject"/> for usage.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScript.CreateCallback(Godot.Object,System.String)">
            <summary>
            <para>Creates a reference to a script function that can be used as a callback by JavaScript. The reference must be kept until the callback happens, or it won't be called at all. See <see cref="T:Godot.JavaScriptObject"/> for usage.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScript.CreateObject(System.String,System.Object[])">
            <summary>
            <para>Creates a new JavaScript object using the <c>new</c> constructor. The <c>object</c> must a valid property of the JavaScript <c>window</c>. See <see cref="T:Godot.JavaScriptObject"/> for usage.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScript.DownloadBuffer(System.Byte[],System.String,System.String)">
            <summary>
            <para>Prompts the user to download a file containing the specified <c>buffer</c>. The file will have the given <c>name</c> and <c>mime</c> type.</para>
            <para>Note: The browser may override the <a href="https://en.wikipedia.org/wiki/Media_type">MIME type</a> provided based on the file <c>name</c>'s extension.</para>
            <para>Note: Browsers might block the download if <see cref="M:Godot.JavaScript.DownloadBuffer(System.Byte[],System.String,System.String)"/> is not being called from a user interaction (e.g. button click).</para>
            <para>Note: Browsers might ask the user for permission or block the download if multiple download requests are made in a quick succession.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScript.PwaNeedsUpdate">
            <summary>
            <para>Returns <c>true</c> if a new version of the progressive web app is waiting to be activated.</para>
            <para>Note: Only relevant when exported as a Progressive Web App.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScript.PwaUpdate">
            <summary>
            <para>Performs the live update of the progressive web app. Forcing the new version to be installed and the page to be reloaded.</para>
            <para>Note: Your application will be reloaded in all browser tabs.</para>
            <para>Note: Only relevant when exported as a Progressive Web App and <see cref="M:Godot.JavaScript.PwaNeedsUpdate"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.JavaScript.ForceFsSync">
            <summary>
            <para>Force synchronization of the persistent file system (when enabled).</para>
            <para>Note: This is only useful for modules or extensions that can't use <see cref="T:Godot.File"/> to write files.</para>
            </summary>
        </member>
        <member name="T:Godot.JavaScriptObject">
            <summary>
            <para>JavaScriptObject is used to interact with JavaScript objects retrieved or created via <see cref="M:Godot.JavaScript.GetInterface(System.String)"/>, <see cref="M:Godot.JavaScript.CreateObject(System.String,System.Object[])"/>, or <see cref="M:Godot.JavaScript.CreateCallback(Godot.Object,System.String)"/>.</para>
            <para>Example:</para>
            <para><code>
            extends Node
            
            var _my_js_callback = JavaScript.create_callback(self, "myCallback") # This reference must be kept
            var console = JavaScript.get_interface("console")
            
            func _init():
                var buf = JavaScript.create_object("ArrayBuffer", 10) # new ArrayBuffer(10)
                print(buf) # prints [JavaScriptObject:OBJECT_ID]
                var uint8arr = JavaScript.create_object("Uint8Array", buf) # new Uint8Array(buf)
                uint8arr[1] = 255
                prints(uint8arr[1], uint8arr.byteLength) # prints 255 10
                console.log(uint8arr) # prints in browser console "Uint8Array(10) [ 0, 255, 0, 0, 0, 0, 0, 0, 0, 0 ]"
            
                # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)
                JavaScript.get_interface("Array").from(uint8arr).forEach(_my_js_callback)
            
            func myCallback(args):
                # Will be called with the parameters passed to the "forEach" callback
                # [0, 0, [JavaScriptObject:1173]]
                # [255, 1, [JavaScriptObject:1173]]
                # ...
                # [0, 9, [JavaScriptObject:1180]]
                print(args)
            </code></para>
            <para>Note: Only available in the HTML5 platform.</para>
            </summary>
        </member>
        <member name="T:Godot.Joint">
            <summary>
            <para>Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint.Nodes__nodeA">
            <summary>
            <para>The node attached to the first side (A) of the joint.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint.Nodes__nodeB">
            <summary>
            <para>The node attached to the second side (B) of the joint.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint.Solver__priority">
            <summary>
            <para>The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint.Collision__excludeNodes">
            <summary>
            <para>If <c>true</c>, the two bodies of the nodes are not able to collide with each other.</para>
            </summary>
        </member>
        <member name="T:Godot.Joint2D">
            <summary>
            <para>Base node for all joint constraints in 2D physics. Joints take 2 bodies and apply a custom constraint.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint2D.NodeA">
            <summary>
            <para>The first body attached to the joint. Must derive from <see cref="T:Godot.PhysicsBody2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint2D.NodeB">
            <summary>
            <para>The second body attached to the joint. Must derive from <see cref="T:Godot.PhysicsBody2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint2D.Bias">
            <summary>
            <para>When <see cref="P:Godot.Joint2D.NodeA"/> and <see cref="P:Godot.Joint2D.NodeB"/> move in different directions the <c>bias</c> controls how fast the joint pulls them back to their original position. The lower the <c>bias</c> the more the two bodies can pull on the joint.</para>
            </summary>
        </member>
        <member name="P:Godot.Joint2D.DisableCollision">
            <summary>
            <para>If <c>true</c>, <see cref="P:Godot.Joint2D.NodeA"/> and <see cref="P:Godot.Joint2D.NodeB"/> can not collide.</para>
            </summary>
        </member>
        <member name="T:Godot.KinematicBody">
            <summary>
            <para>Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses:</para>
            <para>Simulated motion: When these bodies are moved manually, either from code or from an <see cref="T:Godot.AnimationPlayer"/> (with <see cref="P:Godot.AnimationPlayer.PlaybackProcessMode"/> set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).</para>
            <para>Kinematic characters: KinematicBody also has an API for moving objects (the <see cref="M:Godot.KinematicBody.MoveAndCollide(Godot.Vector3,System.Boolean,System.Boolean,System.Boolean)"/> and <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.</para>
            </summary>
        </member>
        <member name="F:Godot.KinematicBody.MovingPlatformApplyVelocityOnLeaveEnum.Always">
            <summary>
            <para>Add the last platform velocity when you leave a moving platform.</para>
            </summary>
        </member>
        <member name="F:Godot.KinematicBody.MovingPlatformApplyVelocityOnLeaveEnum.UpwardOnly">
            <summary>
            <para>Add the last platform velocity when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.</para>
            </summary>
        </member>
        <member name="F:Godot.KinematicBody.MovingPlatformApplyVelocityOnLeaveEnum.Never">
            <summary>
            <para>Do nothing when leaving a platform.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.AxisLockMotionX">
            <summary>
            <para>Lock the body's X axis movement.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.AxisLockMotionY">
            <summary>
            <para>Lock the body's Y axis movement.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.AxisLockMotionZ">
            <summary>
            <para>Lock the body's Z axis movement.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.MoveLockX">
            <summary>
            <para>Lock the body's X axis movement. Deprecated alias for <see cref="P:Godot.KinematicBody.AxisLockMotionX"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.MoveLockY">
            <summary>
            <para>Lock the body's Y axis movement. Deprecated alias for <see cref="P:Godot.KinematicBody.AxisLockMotionY"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.MoveLockZ">
            <summary>
            <para>Lock the body's Z axis movement. Deprecated alias for <see cref="P:Godot.KinematicBody.AxisLockMotionZ"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.Collision__safeMargin">
            <summary>
            <para>Extra margin used for collision recovery in motion functions (see <see cref="M:Godot.KinematicBody.MoveAndCollide(Godot.Vector3,System.Boolean,System.Boolean,System.Boolean)"/>, <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>, <see cref="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>).</para>
            <para>If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.</para>
            <para>A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.</para>
            <para>A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.Motion__syncToPhysics">
            <summary>
            <para>If <c>true</c>, the body's movement will be synchronized to the physics frame. This is useful when animating movement via <see cref="T:Godot.AnimationPlayer"/>, for example on moving platforms. Do not use together with <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody.MoveAndCollide(Godot.Vector3,System.Boolean,System.Boolean,System.Boolean)"/> functions.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody.MovingPlatformApplyVelocityOnLeave">
            <summary>
            <para>Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See <see cref="T:Godot.KinematicBody.MovingPlatformApplyVelocityOnLeaveEnum"/> constants for available behavior.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.MoveAndCollide(Godot.Vector3,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>Moves the body along the vector <c>rel_vec</c>. The body will stop if it collides. Returns a <see cref="T:Godot.KinematicCollision"/>, which contains information about the collision when stopped, or when touching another body along the motion.</para>
            <para>If <c>test_only</c> is <c>true</c>, the body does not move but the would-be collision information is given.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)">
            <summary>
            <para>Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a <see cref="T:Godot.KinematicBody"/> or <see cref="T:Godot.RigidBody"/>, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.</para>
            <para>This method should be used in <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> (or in a method called by <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>), as it uses the physics step's <c>delta</c> value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.</para>
            <para><c>linear_velocity</c> is the velocity vector (typically meters per second). Unlike in <see cref="M:Godot.KinematicBody.MoveAndCollide(Godot.Vector3,System.Boolean,System.Boolean,System.Boolean)"/>, you should not multiply it by <c>delta</c> — the physics engine handles applying the velocity.</para>
            <para><c>up_direction</c> is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of <c>Vector3(0, 0, 0)</c>, everything is considered a wall.</para>
            <para>If <c>stop_on_slope</c> is <c>true</c>, body will not slide on slopes when you include gravity in <c>linear_velocity</c> and the body is standing still.</para>
            <para>If the body collides, it will change direction a maximum of <c>max_slides</c> times before it stops.</para>
            <para><c>floor_max_angle</c> is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.</para>
            <para>If <c>infinite_inertia</c> is <c>true</c>, body will be able to push <see cref="T:Godot.RigidBody"/> nodes, but it won't also detect any collisions with them. If <c>false</c>, it will interact with <see cref="T:Godot.RigidBody"/> nodes like with <see cref="T:Godot.StaticBody"/>.</para>
            <para>Returns the <c>linear_velocity</c> vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use <see cref="M:Godot.KinematicBody.GetSlideCollision(System.Int32)"/>.</para>
            <para>When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is new Vector3(0, 0, 0)</param>
        </member>
        <member name="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)">
            <summary>
            <para>Moves the body while keeping it attached to slopes. Similar to <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>.</para>
            <para>As long as the <c>snap</c> vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting <c>snap</c> to <c>(0, 0, 0)</c> or by using <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> instead.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is new Vector3(0, 0, 0)</param>
        </member>
        <member name="M:Godot.KinematicBody.TestMove(Godot.Transform,Godot.Vector3,System.Boolean)">
            <summary>
            <para>Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given <see cref="T:Godot.Transform"/>, then tries to move the body along the vector <c>rel_vec</c>. Returns <c>true</c> if a collision would stop the body from moving along the whole path.</para>
            <para>Use <see cref="M:Godot.KinematicBody.MoveAndCollide(Godot.Vector3,System.Boolean,System.Boolean,System.Boolean)"/> instead for detecting collision with touching bodies.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.IsOnFloor">
            <summary>
            <para>Returns <c>true</c> if the body collided with the floor on the last call of <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>. Otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.IsOnCeiling">
            <summary>
            <para>Returns <c>true</c> if the body collided with the ceiling on the last call of <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>. Otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.IsOnWall">
            <summary>
            <para>Returns <c>true</c> if the body collided with a wall on the last call of <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>. Otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.GetFloorNormal">
            <summary>
            <para>Returns the surface normal of the floor at the last collision point. Only valid after calling <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> and when <see cref="M:Godot.KinematicBody.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.GetFloorAngle(System.Nullable{Godot.Vector3})">
            <summary>
            <para>Returns the floor's collision angle at the last collision point according to <c>up_direction</c>, which is <c>Vector3.UP</c> by default. This value is always positive and only valid after calling <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> and when <see cref="M:Godot.KinematicBody.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is new Vector3(0, 1, 0)</param>
        </member>
        <member name="M:Godot.KinematicBody.GetFloorVelocity">
            <summary>
            <para>Returns the linear velocity of the floor at the last collision point. Only valid after calling <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> and when <see cref="M:Godot.KinematicBody.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.SetAxisLock(Godot.PhysicsServer.BodyAxis,System.Boolean)">
            <summary>
            <para>Locks or unlocks the specified <c>axis</c> depending on the value of <c>lock</c>. See also <see cref="P:Godot.KinematicBody.MoveLockX"/>, <see cref="P:Godot.KinematicBody.MoveLockY"/> and <see cref="P:Godot.KinematicBody.MoveLockZ"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.GetAxisLock(Godot.PhysicsServer.BodyAxis)">
            <summary>
            <para>Returns <c>true</c> if the specified <c>axis</c> is locked. See also <see cref="P:Godot.KinematicBody.MoveLockX"/>, <see cref="P:Godot.KinematicBody.MoveLockY"/> and <see cref="P:Godot.KinematicBody.MoveLockZ"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.GetSlideCount">
            <summary>
            <para>Returns the number of times the body collided and changed direction during the last call to <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.GetSlideCollision(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.KinematicCollision"/>, which contains information about a collision that occurred during the last call to <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody.MoveAndSlideWithSnap(Godot.Vector3,Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>. Since the body can collide several times in a single call to <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>, you must specify the index of the collision in the range 0 to (<see cref="M:Godot.KinematicBody.GetSlideCount"/> - 1).</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody.GetLastSlideCollision">
            <summary>
            <para>Returns a <see cref="T:Godot.KinematicCollision"/>, which contains information about the latest collision that occurred during the last call to <see cref="M:Godot.KinematicBody.MoveAndSlide(Godot.Vector3,System.Nullable{Godot.Vector3},System.Boolean,System.Int32,System.Single,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.KinematicBody2D">
            <summary>
            <para>Kinematic bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a character or a rigid body, these are the same as a static body. However, they have two main uses:</para>
            <para>Simulated motion: When these bodies are moved manually, either from code or from an <see cref="T:Godot.AnimationPlayer"/> (with <see cref="P:Godot.AnimationPlayer.PlaybackProcessMode"/> set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).</para>
            <para>Kinematic characters: KinematicBody2D also has an API for moving objects (the <see cref="M:Godot.KinematicBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Boolean,System.Boolean)"/> and <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.</para>
            </summary>
        </member>
        <member name="F:Godot.KinematicBody2D.MovingPlatformApplyVelocityOnLeaveEnum.Always">
            <summary>
            <para>Add the last platform velocity when you leave a moving platform.</para>
            </summary>
        </member>
        <member name="F:Godot.KinematicBody2D.MovingPlatformApplyVelocityOnLeaveEnum.UpwardOnly">
            <summary>
            <para>Add the last platform velocity when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.</para>
            </summary>
        </member>
        <member name="F:Godot.KinematicBody2D.MovingPlatformApplyVelocityOnLeaveEnum.Never">
            <summary>
            <para>Do nothing when leaving a platform.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody2D.Collision__safeMargin">
            <summary>
            <para>Extra margin used for collision recovery in motion functions (see <see cref="M:Godot.KinematicBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Boolean,System.Boolean)"/>, <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>, <see cref="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>).</para>
            <para>If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.</para>
            <para>A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.</para>
            <para>A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody2D.Motion__syncToPhysics">
            <summary>
            <para>If <c>true</c>, the body's movement will be synchronized to the physics frame. This is useful when animating movement via <see cref="T:Godot.AnimationPlayer"/>, for example on moving platforms. Do not use together with <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Boolean,System.Boolean)"/> functions.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicBody2D.MovingPlatformApplyVelocityOnLeave">
            <summary>
            <para>Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See <see cref="T:Godot.KinematicBody2D.MovingPlatformApplyVelocityOnLeaveEnum"/> constants for available behavior.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            <para>Moves the body along the vector <c>rel_vec</c>. The body will stop if it collides. Returns a <see cref="T:Godot.KinematicCollision2D"/>, which contains information about the collision when stopped, or when touching another body along the motion.</para>
            <para>If <c>test_only</c> is <c>true</c>, the body does not move but the would-be collision information is given.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)">
            <summary>
            <para>Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a <see cref="T:Godot.KinematicBody2D"/> or <see cref="T:Godot.RigidBody2D"/>, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.</para>
            <para>This method should be used in <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> (or in a method called by <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>), as it uses the physics step's <c>delta</c> value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.</para>
            <para><c>linear_velocity</c> is the velocity vector in pixels per second. Unlike in <see cref="M:Godot.KinematicBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Boolean,System.Boolean)"/>, you should not multiply it by <c>delta</c> — the physics engine handles applying the velocity.</para>
            <para><c>up_direction</c> is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of <c>Vector2(0, 0)</c>, everything is considered a wall. This is useful for topdown games.</para>
            <para>If <c>stop_on_slope</c> is <c>true</c>, body will not slide on slopes when you include gravity in <c>linear_velocity</c> and the body is standing still.</para>
            <para>If the body collides, it will change direction a maximum of <c>max_slides</c> times before it stops.</para>
            <para><c>floor_max_angle</c> is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.</para>
            <para>If <c>infinite_inertia</c> is <c>true</c>, body will be able to push <see cref="T:Godot.RigidBody2D"/> nodes, but it won't also detect any collisions with them. If <c>false</c>, it will interact with <see cref="T:Godot.RigidBody2D"/> nodes like with <see cref="T:Godot.StaticBody2D"/>.</para>
            <para>Returns the <c>linear_velocity</c> vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use <see cref="M:Godot.KinematicBody2D.GetSlideCollision(System.Int32)"/>.</para>
            <para>When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)">
            <summary>
            <para>Moves the body while keeping it attached to slopes. Similar to <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>.</para>
            <para>As long as the <c>snap</c> vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting <c>snap</c> to <c>(0, 0)</c> or by using <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> instead.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.KinematicBody2D.TestMove(Godot.Transform2D,Godot.Vector2,System.Boolean)">
            <summary>
            <para>Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given <see cref="T:Godot.Transform2D"/>, then tries to move the body along the vector <c>rel_vec</c>. Returns <c>true</c> if a collision would stop the body from moving along the whole path.</para>
            <para>Use <see cref="M:Godot.KinematicBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Boolean,System.Boolean)"/> instead for detecting collision with touching bodies.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.IsOnFloor">
            <summary>
            <para>Returns <c>true</c> if the body collided with the floor on the last call of <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>. Otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.IsOnCeiling">
            <summary>
            <para>Returns <c>true</c> if the body collided with the ceiling on the last call of <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>. Otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.IsOnWall">
            <summary>
            <para>Returns <c>true</c> if the body collided with a wall on the last call of <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>. Otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.GetFloorNormal">
            <summary>
            <para>Returns the surface normal of the floor at the last collision point. Only valid after calling <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> and when <see cref="M:Godot.KinematicBody2D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.GetFloorAngle(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Returns the floor's collision angle at the last collision point according to <c>up_direction</c>, which is <c>Vector2.UP</c> by default. This value is always positive and only valid after calling <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> and when <see cref="M:Godot.KinematicBody2D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is new Vector2(0, -1)</param>
        </member>
        <member name="M:Godot.KinematicBody2D.GetFloorVelocity">
            <summary>
            <para>Returns the linear velocity of the floor at the last collision point. Only valid after calling <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> and when <see cref="M:Godot.KinematicBody2D.IsOnFloor"/> returns <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.GetSlideCount">
            <summary>
            <para>Returns the number of times the body collided and changed direction during the last call to <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.GetSlideCollision(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.KinematicCollision2D"/>, which contains information about a collision that occurred during the last call to <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/> or <see cref="M:Godot.KinematicBody2D.MoveAndSlideWithSnap(Godot.Vector2,Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>. Since the body can collide several times in a single call to <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>, you must specify the index of the collision in the range 0 to (<see cref="M:Godot.KinematicBody2D.GetSlideCount"/> - 1).</para>
            <para>Example usage:</para>
            <para><code>
            for i in get_slide_count():
                var collision = get_slide_collision(i)
                print("Collided with: ", collision.collider.name)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.KinematicBody2D.GetLastSlideCollision">
            <summary>
            <para>Returns a <see cref="T:Godot.KinematicCollision2D"/>, which contains information about the latest collision that occurred during the last call to <see cref="M:Godot.KinematicBody2D.MoveAndSlide(Godot.Vector2,System.Nullable{Godot.Vector2},System.Boolean,System.Int32,System.Single,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.KinematicCollision">
            <summary>
            <para>Contains collision data for <see cref="T:Godot.KinematicBody"/> collisions. When a <see cref="T:Godot.KinematicBody"/> is moved using <see cref="M:Godot.KinematicBody.MoveAndCollide(Godot.Vector3,System.Boolean,System.Boolean,System.Boolean)"/>, it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision object is returned.</para>
            <para>This object contains information about the collision, including the colliding object, the remaining motion, and the collision position. This information can be used to calculate a collision response.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.Position">
            <summary>
            <para>The point of collision, in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.Normal">
            <summary>
            <para>The colliding body's shape's normal at the point of collision.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.Travel">
            <summary>
            <para>The distance the moving object traveled before collision.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.Remainder">
            <summary>
            <para>The moving object's remaining movement vector.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.LocalShape">
            <summary>
            <para>The moving object's colliding shape.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.Collider">
            <summary>
            <para>The colliding body.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.ColliderId">
            <summary>
            <para>The colliding body's unique instance ID. See <see cref="M:Godot.Object.GetInstanceId"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.ColliderRid">
            <summary>
            <para>The colliding body's <see cref="T:Godot.RID"/> used by the <see cref="T:Godot.PhysicsServer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.ColliderShape">
            <summary>
            <para>The colliding body's shape.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.ColliderShapeIndex">
            <summary>
            <para>The colliding shape's index. See <see cref="T:Godot.CollisionObject"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.ColliderVelocity">
            <summary>
            <para>The colliding object's velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision.ColliderMetadata">
            <summary>
            <para>The colliding body's metadata. See <see cref="T:Godot.Object"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision.GetAngle(System.Nullable{Godot.Vector3})">
            <summary>
            <para>The collision angle according to <c>up_direction</c>, which is <c>Vector3.UP</c> by default. This value is always positive.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is new Vector3(0, 1, 0)</param>
        </member>
        <member name="T:Godot.KinematicCollision2D">
            <summary>
            <para>Contains collision data for <see cref="T:Godot.KinematicBody2D"/> collisions. When a <see cref="T:Godot.KinematicBody2D"/> is moved using <see cref="M:Godot.KinematicBody2D.MoveAndCollide(Godot.Vector2,System.Boolean,System.Boolean,System.Boolean)"/>, it stops if it detects a collision with another body. If a collision is detected, a KinematicCollision2D object is returned.</para>
            <para>This object contains information about the collision, including the colliding object, the remaining motion, and the collision position. This information can be used to calculate a collision response.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.Position">
            <summary>
            <para>The point of collision, in global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.Normal">
            <summary>
            <para>The colliding body's shape's normal at the point of collision.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.Travel">
            <summary>
            <para>The distance the moving object traveled before collision.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.Remainder">
            <summary>
            <para>The moving object's remaining movement vector.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.LocalShape">
            <summary>
            <para>The moving object's colliding shape.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.Collider">
            <summary>
            <para>The colliding body.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.ColliderId">
            <summary>
            <para>The colliding body's unique instance ID. See <see cref="M:Godot.Object.GetInstanceId"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.ColliderRid">
            <summary>
            <para>The colliding body's <see cref="T:Godot.RID"/> used by the <see cref="T:Godot.Physics2DServer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.ColliderShape">
            <summary>
            <para>The colliding body's shape.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.ColliderShapeIndex">
            <summary>
            <para>The colliding shape's index. See <see cref="T:Godot.CollisionObject2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.ColliderVelocity">
            <summary>
            <para>The colliding object's velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.KinematicCollision2D.ColliderMetadata">
            <summary>
            <para>The colliding body's metadata. See <see cref="T:Godot.Object"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.KinematicCollision2D.GetAngle(System.Nullable{Godot.Vector2})">
            <summary>
            <para>The collision angle according to <c>up_direction</c>, which is <c>Vector2.UP</c> by default. This value is always positive.</para>
            </summary>
            <param name="upDirection">If the parameter is null, then the default value is new Vector2(0, -1)</param>
        </member>
        <member name="T:Godot.Label">
            <summary>
            <para>Label displays plain text on the screen. It gives you control over the horizontal and vertical alignment and can wrap the text inside the node's bounding rectangle. It doesn't support bold, italics, or other formatting. For that, use <see cref="T:Godot.RichTextLabel"/> instead.</para>
            <para>Note: Contrarily to most other <see cref="T:Godot.Control"/>s, Label's <see cref="P:Godot.Control.MouseFilter"/> defaults to <see cref="F:Godot.Control.MouseFilterEnum.Ignore"/> (i.e. it doesn't react to mouse input events). This implies that a label won't display any configured <see cref="P:Godot.Control.HintTooltip"/>, unless you change its mouse filter.</para>
            <para>Note: Unicode characters after <c>0xffff</c> (such as most emoji) are not supported on Windows. They will display as unknown characters instead. This will be resolved in Godot 4.0.</para>
            </summary>
        </member>
        <member name="F:Godot.Label.AlignEnum.Left">
            <summary>
            <para>Align rows to the left (default).</para>
            </summary>
        </member>
        <member name="F:Godot.Label.AlignEnum.Center">
            <summary>
            <para>Align rows centered.</para>
            </summary>
        </member>
        <member name="F:Godot.Label.AlignEnum.Right">
            <summary>
            <para>Align rows to the right.</para>
            </summary>
        </member>
        <member name="F:Godot.Label.AlignEnum.Fill">
            <summary>
            <para>Expand row whitespaces to fit the width.</para>
            </summary>
        </member>
        <member name="F:Godot.Label.VAlign.Top">
            <summary>
            <para>Align the whole text to the top.</para>
            </summary>
        </member>
        <member name="F:Godot.Label.VAlign.Center">
            <summary>
            <para>Align the whole text to the center.</para>
            </summary>
        </member>
        <member name="F:Godot.Label.VAlign.Bottom">
            <summary>
            <para>Align the whole text to the bottom.</para>
            </summary>
        </member>
        <member name="F:Godot.Label.VAlign.Fill">
            <summary>
            <para>Align the whole text by spreading the rows.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.Text">
            <summary>
            <para>The text to display on screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.Align">
            <summary>
            <para>Controls the text's horizontal align. Supports left, center, right, and fill, or justify. Set it to one of the <see cref="T:Godot.Label.AlignEnum"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.Valign">
            <summary>
            <para>Controls the text's vertical align. Supports top, center, bottom, and fill. Set it to one of the <see cref="T:Godot.Label.VAlign"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.Autowrap">
            <summary>
            <para>If <c>true</c>, wraps the text inside the node's bounding rectangle. If you resize the node, it will change its height automatically to show all the text.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.ClipText">
            <summary>
            <para>If <c>true</c>, the Label only shows the text that fits inside its bounding rectangle and will clip text horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.Uppercase">
            <summary>
            <para>If <c>true</c>, all the text displays as UPPERCASE.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.VisibleCharacters">
            <summary>
            <para>Restricts the number of characters to display. Set to -1 to disable.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.PercentVisible">
            <summary>
            <para>Limits the amount of visible characters. If you set <c>percent_visible</c> to 0.5, only up to half of the text's characters will display on screen. Useful to animate the text in a dialog box.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.LinesSkipped">
            <summary>
            <para>The node ignores the first <c>lines_skipped</c> lines before it starts to display text.</para>
            </summary>
        </member>
        <member name="P:Godot.Label.MaxLinesVisible">
            <summary>
            <para>Limits the lines of text the node shows on screen.</para>
            </summary>
        </member>
        <member name="M:Godot.Label.GetLineHeight">
            <summary>
            <para>Returns the font size in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Label.GetLineCount">
            <summary>
            <para>Returns the amount of lines of text the Label has.</para>
            </summary>
        </member>
        <member name="M:Godot.Label.GetVisibleLineCount">
            <summary>
            <para>Returns the number of lines shown. Useful if the <see cref="T:Godot.Label"/>'s height cannot currently display all lines.</para>
            </summary>
        </member>
        <member name="M:Godot.Label.GetTotalCharacterCount">
            <summary>
            <para>Returns the total number of printable characters in the text (excluding spaces and newlines).</para>
            </summary>
        </member>
        <member name="T:Godot.Label3D">
            <summary>
            <para>Label3D displays plain text in a 3D world. It gives you control over the horizontal and vertical alignment.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.Align.Left">
            <summary>
            <para>Align rows to the left (default).</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.Align.Center">
            <summary>
            <para>Align rows centered.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.Align.Right">
            <summary>
            <para>Align rows to the right.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.Align.Fill">
            <summary>
            <para>Expand row whitespaces to fit the width.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.DrawFlags.Shaded">
            <summary>
            <para>If set, lights in the environment affect the label.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.DrawFlags.DoubleSided">
            <summary>
            <para>If set, text can be seen from the back as well. If not, the text is invisible when looking at it from behind.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.DrawFlags.DisableDepthTest">
            <summary>
            <para>Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.DrawFlags.FixedSize">
            <summary>
            <para>Label is scaled by depth so that it always appears the same size on screen.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.DrawFlags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Label3D.DrawFlags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.AlphaCutMode.Disabled">
            <summary>
            <para>This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.AlphaCutMode.Discard">
            <summary>
            <para>This mode only allows fully transparent or fully opaque pixels. This mode is also known as alpha testing or 1-bit transparency.</para>
            <para>Note: This mode might have issues with anti-aliased fonts and outlines, try adjusting <see cref="P:Godot.Label3D.AlphaScissorThreshold"/> or using SDF font.</para>
            <para>Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.AlphaCutMode.OpaquePrepass">
            <summary>
            <para>This mode draws fully opaque pixels in the depth prepass. This is slower than <see cref="F:Godot.Label3D.AlphaCutMode.Disabled"/> or <see cref="F:Godot.Label3D.AlphaCutMode.Discard"/>, but it allows displaying translucent areas and smooth edges while using proper sorting.</para>
            <para>Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.VAlign.Top">
            <summary>
            <para>Align the whole text to the top.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.VAlign.Center">
            <summary>
            <para>Align the whole text to the center.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.VAlign.Bottom">
            <summary>
            <para>Align the whole text to the bottom.</para>
            </summary>
        </member>
        <member name="F:Godot.Label3D.VAlign.Fill">
            <summary>
            <para>Align the whole text by spreading the rows.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.PixelSize">
            <summary>
            <para>The size of one pixel's width on the label to scale it in 3D.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Offset">
            <summary>
            <para>The text drawing offset (in pixels).</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Billboard">
            <summary>
            <para>The billboard mode to use for the label. See <see cref="T:Godot.SpatialMaterial.BillboardMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Shaded">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Light"/> in the <see cref="T:Godot.Environment"/> has effects on the label.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.DoubleSided">
            <summary>
            <para>If <c>true</c>, text can be seen from the back as well, if <c>false</c>, it is invisible when looking at it from behind.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.NoDepthTest">
            <summary>
            <para>If <c>true</c>, depth testing is disabled and the object will be drawn in render order.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.FixedSize">
            <summary>
            <para>If <c>true</c>, the label is rendered at the same size regardless of distance.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.AlphaCut">
            <summary>
            <para>The alpha cutting mode to use for the sprite. See <see cref="T:Godot.Label3D.AlphaCutMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.AlphaScissorThreshold">
            <summary>
            <para>Threshold at which the alpha scissor will discard values.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.RenderPriority">
            <summary>
            <para>Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.</para>
            <para>Note: This only applies if <see cref="P:Godot.Label3D.AlphaCut"/> is set to <see cref="F:Godot.Label3D.AlphaCutMode.Disabled"/> (default value).</para>
            <para>Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.OutlineRenderPriority">
            <summary>
            <para>Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects.</para>
            <para>Note: This only applies if <see cref="P:Godot.Label3D.AlphaCut"/> is set to <see cref="F:Godot.Label3D.AlphaCutMode.Disabled"/> (default value).</para>
            <para>Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Modulate">
            <summary>
            <para>Text <see cref="T:Godot.Color"/> of the <see cref="T:Godot.Label3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.OutlineModulate">
            <summary>
            <para>The tint of <see cref="T:Godot.Font"/>'s outline.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Text">
            <summary>
            <para>The text to display on screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Font">
            <summary>
            <para><see cref="T:Godot.Font"/> used for the <see cref="T:Godot.Label3D"/>'s text.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.HorizontalAlignment">
            <summary>
            <para>Controls the text's horizontal alignment. Supports left, center, right. Set it to one of the <see cref="T:Godot.Label3D.Align"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.VerticalAlignment">
            <summary>
            <para>Controls the text's vertical alignment. Supports top, center, bottom. Set it to one of the <see cref="T:Godot.Label3D.VAlign"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Uppercase">
            <summary>
            <para>If <c>true</c>, all the text displays as UPPERCASE.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.LineSpacing">
            <summary>
            <para>Vertical space between lines in multiline <see cref="T:Godot.Label3D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Autowrap">
            <summary>
            <para>If <c>true</c>, wraps the text to the <see cref="P:Godot.Label3D.Width"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Label3D.Width">
            <summary>
            <para>Text width (in pixels), used for autowrap and fill alignment.</para>
            </summary>
        </member>
        <member name="M:Godot.Label3D.SetDrawFlag(Godot.Label3D.DrawFlags,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the specified flag will be enabled. See <see cref="T:Godot.Label3D.DrawFlags"/> for a list of flags.</para>
            </summary>
        </member>
        <member name="M:Godot.Label3D.GetDrawFlag(Godot.Label3D.DrawFlags)">
            <summary>
            <para>Returns the value of the specified flag.</para>
            </summary>
        </member>
        <member name="M:Godot.Label3D.GenerateTriangleMesh">
            <summary>
            <para>Returns a <see cref="T:Godot.TriangleMesh"/> with the label's vertices following its current configuration (such as its <see cref="P:Godot.Label3D.PixelSize"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.LargeTexture">
            <summary>
            <para>Deprecated (will be removed in Godot 4.0). A <see cref="T:Godot.Texture"/> capable of storing many smaller textures with offsets.</para>
            <para>You can dynamically add pieces (<see cref="T:Godot.Texture"/>s) to this <see cref="T:Godot.LargeTexture"/> using different offsets.</para>
            </summary>
        </member>
        <member name="M:Godot.LargeTexture.AddPiece(Godot.Vector2,Godot.Texture)">
            <summary>
            <para>Adds <c>texture</c> to this <see cref="T:Godot.LargeTexture"/>, starting on offset <c>ofs</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.LargeTexture.SetPieceOffset(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the offset of the piece with the index <c>idx</c> to <c>ofs</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.LargeTexture.SetPieceTexture(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets the <see cref="T:Godot.Texture"/> of the piece with index <c>idx</c> to <c>texture</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.LargeTexture.SetSize(Godot.Vector2)">
            <summary>
            <para>Sets the size of this <see cref="T:Godot.LargeTexture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.LargeTexture.Clear">
            <summary>
            <para>Clears the <see cref="T:Godot.LargeTexture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.LargeTexture.GetPieceCount">
            <summary>
            <para>Returns the number of pieces currently in this <see cref="T:Godot.LargeTexture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.LargeTexture.GetPieceOffset(System.Int32)">
            <summary>
            <para>Returns the offset of the piece with the index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.LargeTexture.GetPieceTexture(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture"/> of the piece with the index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Light">
            <summary>
            <para>Light is the abstract base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light contains the common variables and parameters used for lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.BakeMode.Disabled">
            <summary>
            <para>Light is ignored when baking.</para>
            <para>Note: Hiding a light does not affect baking.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.BakeMode.Indirect">
            <summary>
            <para>Only indirect lighting will be baked (default).</para>
            </summary>
        </member>
        <member name="F:Godot.Light.BakeMode.All">
            <summary>
            <para>Both direct and indirect light will be baked.</para>
            <para>Note: You should hide the light if you don't want it to appear twice (dynamic and baked).</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.Energy">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light.LightEnergy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.IndirectEnergy">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light.LightIndirectEnergy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.Size">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light.LightSize"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.Specular">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light.LightSpecular"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.Range">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.OmniLight.OmniRange"/> or <see cref="P:Godot.SpotLight.SpotRange"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.Attenuation">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.OmniLight.OmniAttenuation"/> or <see cref="P:Godot.SpotLight.SpotAttenuation"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.SpotAngle">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.SpotLight.SpotAngle"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.SpotAttenuation">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.SpotLight.SpotAngleAttenuation"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.ContactShadowSize">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light.ShadowContact"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.ShadowMaxDistance">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight.DirectionalShadowMaxDistance"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.ShadowSplit1Offset">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight.DirectionalShadowSplit1"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.ShadowSplit2Offset">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight.DirectionalShadowSplit2"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.ShadowSplit3Offset">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight.DirectionalShadowSplit3"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.ShadowNormalBias">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight.DirectionalShadowNormalBias"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.ShadowBias">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.Light.ShadowBias"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.ShadowBiasSplitScale">
            <summary>
            <para>Constant for accessing <see cref="P:Godot.DirectionalLight.DirectionalShadowBiasSplitScale"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Light.Param"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.LightColor">
            <summary>
            <para>The light's color. An overbright color can be used to achieve a result equivalent to increasing the light's <see cref="P:Godot.Light.LightEnergy"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.LightEnergy">
            <summary>
            <para>The light's strength multiplier (this is not a physical unit). For <see cref="T:Godot.OmniLight"/> and <see cref="T:Godot.SpotLight"/>, changing this value will only change the light color's intensity, not the light's radius.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.LightIndirectEnergy">
            <summary>
            <para>Secondary multiplier used with indirect light (light bounces). This works on both <see cref="T:Godot.BakedLightmap"/> and <see cref="T:Godot.GIProbe"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.LightSize">
            <summary>
            <para>The size of the light in Godot units. Only considered in baked lightmaps and only if <see cref="P:Godot.Light.LightBakeMode"/> is set to <see cref="F:Godot.Light.BakeMode.All"/>. Increasing this value will make the shadows appear blurrier. This can be used to simulate area lights to an extent.</para>
            <para>Note: <see cref="P:Godot.Light.LightSize"/> is not affected by <see cref="P:Godot.Spatial.Scale"/> (the light's scale or its parent's scale).</para>
            </summary>
        </member>
        <member name="P:Godot.Light.LightNegative">
            <summary>
            <para>If <c>true</c>, the light's effect is reversed, darkening areas and casting bright shadows.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.LightSpecular">
            <summary>
            <para>The intensity of the specular blob in objects affected by the light. At <c>0</c>, the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.LightBakeMode">
            <summary>
            <para>The light's bake mode. See <see cref="T:Godot.Light.BakeMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.LightCullMask">
            <summary>
            <para>The light will affect objects in the selected layers.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.ShadowEnabled">
            <summary>
            <para>If <c>true</c>, the light will cast shadows.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.ShadowColor">
            <summary>
            <para>The color of shadows cast by this light.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.ShadowBias">
            <summary>
            <para>Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.ShadowContact">
            <summary>
            <para>Attempts to reduce <see cref="P:Godot.Light.ShadowBias"/> gap by rendering screen-space contact shadows. This has a performance impact, especially at higher values.</para>
            <para>Note: Contact shadows can look broken, so leaving this property to <c>0.0</c> is recommended.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.ShadowReverseCullFace">
            <summary>
            <para>If <c>true</c>, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with <see cref="F:Godot.GeometryInstance.ShadowCastingSetting.DoubleSided"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light.EditorOnly">
            <summary>
            <para>If <c>true</c>, the light only appears in the editor and will not be visible at runtime.</para>
            </summary>
        </member>
        <member name="M:Godot.Light.SetParam(Godot.Light.Param,System.Single)">
            <summary>
            <para>Sets the value of the specified <see cref="T:Godot.Light.Param"/> parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.Light.GetParam(Godot.Light.Param)">
            <summary>
            <para>Returns the value of the specified <see cref="T:Godot.Light.Param"/> parameter.</para>
            </summary>
        </member>
        <member name="T:Godot.Light2D">
            <summary>
            <para>Casts light in a 2D environment. Light is defined by a (usually grayscale) texture, a color, an energy value, a mode (see constants), and various other parameters (range and shadows-related).</para>
            <para>Note: Light2D can also be used as a mask.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ShadowFilterEnum.None">
            <summary>
            <para>No filter applies to the shadow map. See <see cref="P:Godot.Light2D.ShadowFilter"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ShadowFilterEnum.Pcf3">
            <summary>
            <para>Percentage closer filtering (3 samples) applies to the shadow map. See <see cref="P:Godot.Light2D.ShadowFilter"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ShadowFilterEnum.Pcf5">
            <summary>
            <para>Percentage closer filtering (5 samples) applies to the shadow map. See <see cref="P:Godot.Light2D.ShadowFilter"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ShadowFilterEnum.Pcf7">
            <summary>
            <para>Percentage closer filtering (7 samples) applies to the shadow map. See <see cref="P:Godot.Light2D.ShadowFilter"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ShadowFilterEnum.Pcf9">
            <summary>
            <para>Percentage closer filtering (9 samples) applies to the shadow map. See <see cref="P:Godot.Light2D.ShadowFilter"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ShadowFilterEnum.Pcf13">
            <summary>
            <para>Percentage closer filtering (13 samples) applies to the shadow map. See <see cref="P:Godot.Light2D.ShadowFilter"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ModeEnum.Add">
            <summary>
            <para>Adds the value of pixels corresponding to the Light2D to the values of pixels under it. This is the common behavior of a light.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ModeEnum.Sub">
            <summary>
            <para>Subtracts the value of pixels corresponding to the Light2D to the values of pixels under it, resulting in inversed light effect.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ModeEnum.Mix">
            <summary>
            <para>Mix the value of pixels corresponding to the Light2D to the values of pixels under it by linear interpolation.</para>
            </summary>
        </member>
        <member name="F:Godot.Light2D.ModeEnum.Mask">
            <summary>
            <para>The light texture of the Light2D is used as a mask, hiding or revealing parts of the screen underneath depending on the value of each pixel of the light (mask) texture.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.Enabled">
            <summary>
            <para>If <c>true</c>, Light2D will emit light.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.EditorOnly">
            <summary>
            <para>If <c>true</c>, Light2D will only appear when editing the scene.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.Texture">
            <summary>
            <para><see cref="T:Godot.Texture"/> used for the Light2D's appearance.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.Offset">
            <summary>
            <para>The offset of the Light2D's <c>texture</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.TextureScale">
            <summary>
            <para>The <c>texture</c>'s scale factor.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.Color">
            <summary>
            <para>The Light2D's <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.Energy">
            <summary>
            <para>The Light2D's energy value. The larger the value, the stronger the light.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.Mode">
            <summary>
            <para>The Light2D's mode. See <see cref="T:Godot.Light2D.ModeEnum"/> constants for values.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.RangeHeight">
            <summary>
            <para>The height of the Light2D. Used with 2D normal mapping.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.RangeZMin">
            <summary>
            <para>Minimum <c>z</c> value of objects that are affected by the Light2D.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.RangeZMax">
            <summary>
            <para>Maximum <c>z</c> value of objects that are affected by the Light2D.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.RangeLayerMin">
            <summary>
            <para>Minimum layer value of objects that are affected by the Light2D.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.RangeLayerMax">
            <summary>
            <para>Maximum layer value of objects that are affected by the Light2D.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.RangeItemCullMask">
            <summary>
            <para>The layer mask. Only objects with a matching mask will be affected by the Light2D.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.ShadowEnabled">
            <summary>
            <para>If <c>true</c>, the Light2D will cast shadows.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.ShadowColor">
            <summary>
            <para><see cref="T:Godot.Color"/> of shadows cast by the Light2D.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.ShadowBufferSize">
            <summary>
            <para>Shadow buffer size.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.ShadowGradientLength">
            <summary>
            <para>Smooth shadow gradient length.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.ShadowFilter">
            <summary>
            <para>Shadow filter type. See <see cref="T:Godot.Light2D.ShadowFilterEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.ShadowFilterSmooth">
            <summary>
            <para>Smoothing value for shadows.</para>
            </summary>
        </member>
        <member name="P:Godot.Light2D.ShadowItemCullMask">
            <summary>
            <para>The shadow mask. Used with <see cref="T:Godot.LightOccluder2D"/> to cast shadows. Only occluders with a matching light mask will cast shadows.</para>
            </summary>
        </member>
        <member name="T:Godot.LightOccluder2D">
            <summary>
            <para>Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an <see cref="T:Godot.OccluderPolygon2D"/> in order for the shadow to be computed.</para>
            </summary>
        </member>
        <member name="P:Godot.LightOccluder2D.Occluder">
            <summary>
            <para>The <see cref="T:Godot.OccluderPolygon2D"/> used to compute the shadow.</para>
            </summary>
        </member>
        <member name="P:Godot.LightOccluder2D.LightMask">
            <summary>
            <para>The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).</para>
            </summary>
        </member>
        <member name="T:Godot.Line2D">
            <summary>
            <para>A line through several points in 2D space. Supports varying width and color over the line's length, texturing, and several cap/joint types.</para>
            <para>Note: By default, Godot can only draw up to 4,096 polygon points at a time. To increase this limit, open the Project Settings and increase <c>ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb</c> and <c>ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineTextureMode.None">
            <summary>
            <para>Takes the left pixels of the texture and renders it over the whole line.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineTextureMode.Tile">
            <summary>
            <para>Tiles the texture over the line. The texture must be imported with Repeat enabled for it to work properly.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineTextureMode.Stretch">
            <summary>
            <para>Stretches the texture across the line. Import the texture with Repeat disabled for best results.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineCapMode.None">
            <summary>
            <para>Don't draw a line cap.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineCapMode.Box">
            <summary>
            <para>Draws the line cap as a box.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineCapMode.Round">
            <summary>
            <para>Draws the line cap as a circle.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineJointMode.Sharp">
            <summary>
            <para>The line's joints will be pointy. If <c>sharp_limit</c> is greater than the rotation of a joint, it becomes a bevel joint instead.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineJointMode.Bevel">
            <summary>
            <para>The line's joints will be bevelled/chamfered.</para>
            </summary>
        </member>
        <member name="F:Godot.Line2D.LineJointMode.Round">
            <summary>
            <para>The line's joints will be rounded.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.Points">
            <summary>
            <para>The points that form the lines. The line is drawn between every point set in this array. Points are interpreted as local vectors.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.Width">
            <summary>
            <para>The line's width.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.WidthCurve">
            <summary>
            <para>The line's width varies with the curve. The original width is simply multiply by the value of the Curve.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.DefaultColor">
            <summary>
            <para>The line's color. Will not be used if a gradient is set.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.Gradient">
            <summary>
            <para>The gradient is drawn through the whole line from start to finish. The default color will not be used if a gradient is set.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.Texture">
            <summary>
            <para>The texture used for the line's texture. Uses <c>texture_mode</c> for drawing style.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.TextureMode">
            <summary>
            <para>The style to render the <c>texture</c> on the line. Use <see cref="T:Godot.Line2D.LineTextureMode"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.JointMode">
            <summary>
            <para>The style for the points between the start and the end.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.BeginCapMode">
            <summary>
            <para>Controls the style of the line's first point. Use <see cref="T:Godot.Line2D.LineCapMode"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.EndCapMode">
            <summary>
            <para>Controls the style of the line's last point. Use <see cref="T:Godot.Line2D.LineCapMode"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.SharpLimit">
            <summary>
            <para>The direction difference in radians between vector points. This value is only used if <see cref="P:Godot.Line2D.JointMode"/> is set to <see cref="F:Godot.Line2D.LineJointMode.Sharp"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.RoundPrecision">
            <summary>
            <para>The smoothness of the rounded joints and caps. Higher values result in smoother corners, but are more demanding to render and update. This is only used if a cap or joint is set as round.</para>
            <para>Note: The default value is tuned for lines with the default <see cref="P:Godot.Line2D.Width"/>. For thin lines, this value should be reduced to a number between <c>2</c> and <c>4</c> to improve performance.</para>
            </summary>
        </member>
        <member name="P:Godot.Line2D.Antialiased">
            <summary>
            <para>If <c>true</c>, the line's border will attempt to perform antialiasing by drawing thin OpenGL smooth lines on the line's edges.</para>
            <para>Note: Line2D is not accelerated by batching if <see cref="P:Godot.Line2D.Antialiased"/> is <c>true</c>.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.</para>
            </summary>
        </member>
        <member name="M:Godot.Line2D.SetPointPosition(System.Int32,Godot.Vector2)">
            <summary>
            <para>Overwrites the position of the point at index <c>index</c> with the supplied <c>position</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Line2D.GetPointPosition(System.Int32)">
            <summary>
            <para>Returns the position of the point at index <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Line2D.GetPointCount">
            <summary>
            <para>Returns the amount of points in the line.</para>
            </summary>
        </member>
        <member name="M:Godot.Line2D.AddPoint(Godot.Vector2,System.Int32)">
            <summary>
            <para>Adds a point with the specified <c>position</c> relative to the line's own position. Appends the new point at the end of the point list.</para>
            <para>If <c>index</c> is given, the new point is inserted before the existing point identified by index <c>index</c>. Every existing point starting from <c>index</c> is shifted further down the list of points. The index must be greater than or equal to <c>0</c> and must not exceed the number of existing points in the line. See <see cref="M:Godot.Line2D.GetPointCount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Line2D.RemovePoint(System.Int32)">
            <summary>
            <para>Removes the point at index <c>index</c> from the line.</para>
            </summary>
        </member>
        <member name="M:Godot.Line2D.ClearPoints">
            <summary>
            <para>Removes all points from the line.</para>
            </summary>
        </member>
        <member name="T:Godot.LineEdit">
            <summary>
            <para>LineEdit provides a single-line string editor, used for text fields.</para>
            <para>It features many built-in shortcuts which will always be available (<c>Ctrl</c> here maps to <c>Command</c> on macOS):</para>
            <para>- Ctrl + C: Copy</para>
            <para>- Ctrl + X: Cut</para>
            <para>- Ctrl + V or Ctrl + Y: Paste/"yank"</para>
            <para>- Ctrl + Z: Undo</para>
            <para>- Ctrl + Shift + Z: Redo</para>
            <para>- Ctrl + U: Delete text from the cursor position to the beginning of the line</para>
            <para>- Ctrl + K: Delete text from the cursor position to the end of the line</para>
            <para>- Ctrl + A: Select all text</para>
            <para>- Up Arrow/Down arrow: Move the cursor to the beginning/end of the line</para>
            <para>On macOS, some extra keyboard shortcuts are available:</para>
            <para>- Ctrl + F: Same as Right Arrow, move the cursor one character right</para>
            <para>- Ctrl + B: Same as Left Arrow, move the cursor one character left</para>
            <para>- Ctrl + P: Same as Up Arrow, move the cursor to the previous line</para>
            <para>- Ctrl + N: Same as Down Arrow, move the cursor to the next line</para>
            <para>- Ctrl + D: Same as Delete, delete the character on the right side of cursor</para>
            <para>- Ctrl + H: Same as Backspace, delete the character on the left side of the cursor</para>
            <para>- Cmd + Left arrow: Same as Home, move the cursor to the beginning of the line</para>
            <para>- Cmd + Right arrow: Same as End, move the cursor to the end of the line</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.AlignEnum.Left">
            <summary>
            <para>Aligns the text on the left-hand side of the <see cref="T:Godot.LineEdit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.AlignEnum.Center">
            <summary>
            <para>Centers the text in the middle of the <see cref="T:Godot.LineEdit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.AlignEnum.Right">
            <summary>
            <para>Aligns the text on the right-hand side of the <see cref="T:Godot.LineEdit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.AlignEnum.Fill">
            <summary>
            <para>Stretches whitespaces to fit the <see cref="T:Godot.LineEdit"/>'s width.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.Cut">
            <summary>
            <para>Cuts (copies and clears) the selected text.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.Copy">
            <summary>
            <para>Copies the selected text.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.Paste">
            <summary>
            <para>Pastes the clipboard text over the selected text (or at the cursor's position).</para>
            <para>Non-printable escape characters are automatically stripped from the OS clipboard via <c>String.strip_escapes</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.Clear">
            <summary>
            <para>Erases the whole <see cref="T:Godot.LineEdit"/> text.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.SelectAll">
            <summary>
            <para>Selects the whole <see cref="T:Godot.LineEdit"/> text.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.Undo">
            <summary>
            <para>Undoes the previous action.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.Redo">
            <summary>
            <para>Reverse the last undo action.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.MenuItems.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.LineEdit.MenuItems"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.VirtualKeyboardTypeEnum.Default">
            <summary>
            <para>Default text virtual keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.VirtualKeyboardTypeEnum.Multiline">
            <summary>
            <para>Multiline virtual keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.VirtualKeyboardTypeEnum.Number">
            <summary>
            <para>Virtual number keypad, useful for PIN entry.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.VirtualKeyboardTypeEnum.NumberDecimal">
            <summary>
            <para>Virtual number keypad, useful for entering fractional numbers.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.VirtualKeyboardTypeEnum.Phone">
            <summary>
            <para>Virtual phone number keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.VirtualKeyboardTypeEnum.EmailAddress">
            <summary>
            <para>Virtual keyboard with additional keys to assist with typing email addresses.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.VirtualKeyboardTypeEnum.Password">
            <summary>
            <para>Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization.</para>
            <para>Note: This is not supported on HTML5 or below iOS version 11.0. Instead, this will behave identically to <see cref="F:Godot.LineEdit.VirtualKeyboardTypeEnum.Default"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.LineEdit.VirtualKeyboardTypeEnum.Url">
            <summary>
            <para>Virtual keyboard with additional keys to assist with typing URLs.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.Text">
            <summary>
            <para>String value of the <see cref="T:Godot.LineEdit"/>.</para>
            <para>Note: Changing text using this property won't emit the <c>text_changed</c> signal.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.Align">
            <summary>
            <para>Text alignment as defined in the <see cref="T:Godot.LineEdit.AlignEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.MaxLength">
            <summary>
            <para>Maximum amount of characters that can be entered inside the <see cref="T:Godot.LineEdit"/>. If <c>0</c>, there is no limit.</para>
            <para>When a limit is defined, characters that would exceed <see cref="P:Godot.LineEdit.MaxLength"/> are truncated. This happens both for existing <see cref="P:Godot.LineEdit.Text"/> contents when setting the max length, or for new text inserted in the <see cref="T:Godot.LineEdit"/>, including pasting. If any input text is truncated, the <c>text_change_rejected</c> signal is emitted with the truncated substring as parameter.</para>
            <para>Example:</para>
            <para><code>
            text = "Hello world"
            max_length = 5
            # `text` becomes "Hello".
            max_length = 10
            text += " goodbye"
            # `text` becomes "Hello good".
            # `text_change_rejected` is emitted with "bye" as parameter.
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.Editable">
            <summary>
            <para>If <c>false</c>, existing text cannot be modified and new text cannot be added.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.Secret">
            <summary>
            <para>If <c>true</c>, every character is replaced with the secret character (see <see cref="P:Godot.LineEdit.SecretCharacter"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.SecretCharacter">
            <summary>
            <para>The character to use to mask secret input (defaults to "*"). Only a single character can be used as the secret character.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.ExpandToTextLength">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.LineEdit"/> width will increase to stay longer than the <see cref="P:Godot.LineEdit.Text"/>. It will not compress if the <see cref="P:Godot.LineEdit.Text"/> is shortened.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.ContextMenuEnabled">
            <summary>
            <para>If <c>true</c>, the context menu will appear when right-clicked.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.VirtualKeyboardEnabled">
            <summary>
            <para>If <c>true</c>, the native virtual keyboard is shown when focused on platforms that support it.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.VirtualKeyboardType">
            <summary>
            <para>Specifies the type of virtual keyboard to show.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.ClearButtonEnabled">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.LineEdit"/> will show a clear button if <c>text</c> is not empty, which can be used to clear the text quickly.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.ShortcutKeysEnabled">
            <summary>
            <para>If <c>false</c>, using shortcuts will be disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.MiddleMousePasteEnabled">
            <summary>
            <para>If <c>false</c>, using middle mouse button to paste clipboard will be disabled.</para>
            <para>Note: This method is only implemented on Linux.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.SelectingEnabled">
            <summary>
            <para>If <c>false</c>, it's impossible to select the text using mouse nor keyboard.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.DeselectOnFocusLossEnabled">
            <summary>
            <para>If <c>true</c>, the selected text will be deselected when focus is lost.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.RightIcon">
            <summary>
            <para>Sets the icon that will appear in the right end of the <see cref="T:Godot.LineEdit"/> if there's no <see cref="P:Godot.LineEdit.Text"/>, or always, if <see cref="P:Godot.LineEdit.ClearButtonEnabled"/> is set to <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.PlaceholderText">
            <summary>
            <para>Text shown when the <see cref="T:Godot.LineEdit"/> is empty. It is not the <see cref="T:Godot.LineEdit"/>'s default value (see <see cref="P:Godot.LineEdit.Text"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.PlaceholderAlpha">
            <summary>
            <para>Opacity of the <see cref="P:Godot.LineEdit.PlaceholderText"/>. From <c>0</c> to <c>1</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.CaretBlink">
            <summary>
            <para>If <c>true</c>, the caret (visual cursor) blinks.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.CaretBlinkSpeed">
            <summary>
            <para>Duration (in seconds) of a caret's blinking cycle.</para>
            </summary>
        </member>
        <member name="P:Godot.LineEdit.CaretPosition">
            <summary>
            <para>The cursor's position inside the <see cref="T:Godot.LineEdit"/>. When set, the text may scroll to accommodate it.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.Clear">
            <summary>
            <para>Erases the <see cref="T:Godot.LineEdit"/>'s <see cref="P:Godot.LineEdit.Text"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.Select(System.Int32,System.Int32)">
            <summary>
            <para>Selects characters inside <see cref="T:Godot.LineEdit"/> between <c>from</c> and <c>to</c>. By default, <c>from</c> is at the beginning and <c>to</c> at the end.</para>
            <para><code>
            text = "Welcome"
            select() # Will select "Welcome".
            select(4) # Will select "ome".
            select(2, 5) # Will select "lco".
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.SelectAll">
            <summary>
            <para>Selects the whole <see cref="T:System.String"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.Deselect">
            <summary>
            <para>Clears the current selection.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.HasSelection">
            <summary>
            <para>Returns <c>true</c> if the user has selected text.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.GetSelectionFromColumn">
            <summary>
            <para>Returns the selection begin column.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.GetSelectionToColumn">
            <summary>
            <para>Returns the selection end column.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.GetScrollOffset">
            <summary>
            <para>Returns the scroll offset due to <see cref="P:Godot.LineEdit.CaretPosition"/>, as a number of characters.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.AppendAtCursor(System.String)">
            <summary>
            <para>Adds <c>text</c> after the cursor. If the resulting value is longer than <see cref="P:Godot.LineEdit.MaxLength"/>, nothing happens.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.DeleteCharAtCursor">
            <summary>
            <para>Deletes one character at the cursor's current position (equivalent to pressing the <c>Delete</c> key).</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.DeleteText(System.Int32,System.Int32)">
            <summary>
            <para>Deletes a section of the <see cref="P:Godot.LineEdit.Text"/> going from position <c>from_column</c> to <c>to_column</c>. Both parameters should be within the text's length.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.MenuOption(System.Int32)">
            <summary>
            <para>Executes a given action as defined in the <see cref="T:Godot.LineEdit.MenuItems"/> enum.</para>
            </summary>
        </member>
        <member name="M:Godot.LineEdit.GetMenu">
            <summary>
            <para>Returns the <see cref="T:Godot.PopupMenu"/> of this <see cref="T:Godot.LineEdit"/>. By default, this menu is displayed when right-clicking on the <see cref="T:Godot.LineEdit"/>.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.LineShape2D">
            <summary>
            <para>Line shape for 2D collisions. It works like a 2D plane and will not allow any physics body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame.</para>
            </summary>
        </member>
        <member name="P:Godot.LineShape2D.Normal">
            <summary>
            <para>The line's normal.</para>
            </summary>
        </member>
        <member name="P:Godot.LineShape2D.D">
            <summary>
            <para>The line's distance from the origin.</para>
            </summary>
        </member>
        <member name="T:Godot.LinkButton">
            <summary>
            <para>This kind of button is primarily used when the interaction with the button causes a context change (like linking to a web page).</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            </summary>
        </member>
        <member name="F:Godot.LinkButton.UnderlineMode.Always">
            <summary>
            <para>The LinkButton will always show an underline at the bottom of its text.</para>
            </summary>
        </member>
        <member name="F:Godot.LinkButton.UnderlineMode.OnHover">
            <summary>
            <para>The LinkButton will show an underline at the bottom of its text when the mouse cursor is over it.</para>
            </summary>
        </member>
        <member name="F:Godot.LinkButton.UnderlineMode.Never">
            <summary>
            <para>The LinkButton will never show an underline at the bottom of its text.</para>
            </summary>
        </member>
        <member name="P:Godot.LinkButton.Text">
            <summary>
            <para>The button's text that will be displayed inside the button's area.</para>
            </summary>
        </member>
        <member name="P:Godot.LinkButton.Underline">
            <summary>
            <para>The underline mode to use for the text. See <see cref="T:Godot.LinkButton.UnderlineMode"/> for the available modes.</para>
            </summary>
        </member>
        <member name="P:Godot.LinkButton.Uri">
            <summary>
            <para>The <a href="https://en.wikipedia.org/wiki/Uniform_Resource_Identifier">URI</a> for this <see cref="T:Godot.LinkButton"/>. If set to a valid URI, pressing the button opens the URI using the operating system's default program for the protocol (via <see cref="M:Godot.OS.ShellOpen(System.String)"/>). HTTP and HTTPS URLs open the default web browser.</para>
            <para>Examples:</para>
            <para><code>
            uri = "https://godotengine.org"  # Opens the URL in the default web browser.
            uri = "C:\SomeFolder"  # Opens the file explorer at the given path.
            uri = "C:\SomeImage.png"  # Opens the given image in the default viewing app.
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.Listener">
            <summary>
            <para>Once added to the scene tree and enabled using <see cref="M:Godot.Listener.MakeCurrent"/>, this node will override the location sounds are heard from. This can be used to listen from a location different from the <see cref="T:Godot.Camera"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Listener.MakeCurrent">
            <summary>
            <para>Enables the listener. This will override the current camera's listener.</para>
            </summary>
        </member>
        <member name="M:Godot.Listener.ClearCurrent">
            <summary>
            <para>Disables the listener to use the current camera's listener instead.</para>
            </summary>
        </member>
        <member name="M:Godot.Listener.IsCurrent">
            <summary>
            <para>Returns <c>true</c> if the listener was made current using <see cref="M:Godot.Listener.MakeCurrent"/>, <c>false</c> otherwise.</para>
            <para>Note: There may be more than one Listener marked as "current" in the scene tree, but only the one that was made current last will be used.</para>
            </summary>
        </member>
        <member name="M:Godot.Listener.GetListenerTransform">
            <summary>
            <para>Returns the listener's global orthonormalized <see cref="T:Godot.Transform"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Listener2D">
            <summary>
            <para>Once added to the scene tree and enabled using <see cref="M:Godot.Listener2D.MakeCurrent"/>, this node will override the location sounds are heard from. Only one <see cref="T:Godot.Listener2D"/> can be current. Using <see cref="M:Godot.Listener2D.MakeCurrent"/> will disable the previous <see cref="T:Godot.Listener2D"/>.</para>
            <para>If there is no active <see cref="T:Godot.Listener2D"/> in the current <see cref="T:Godot.Viewport"/>, center of the screen will be used as a hearing point for the audio. <see cref="T:Godot.Listener2D"/> needs to be inside <see cref="T:Godot.SceneTree"/> to function.</para>
            </summary>
        </member>
        <member name="M:Godot.Listener2D.MakeCurrent">
            <summary>
            <para>Makes the <see cref="T:Godot.Listener2D"/> active, setting it as the hearing point for the sounds. If there is already another active <see cref="T:Godot.Listener2D"/>, it will be disabled.</para>
            <para>This method will have no effect if the <see cref="T:Godot.Listener2D"/> is not added to <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Listener2D.ClearCurrent">
            <summary>
            <para>Disables the <see cref="T:Godot.Listener2D"/>. If it's not set as current, this method will have no effect.</para>
            </summary>
        </member>
        <member name="M:Godot.Listener2D.IsCurrent">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.Listener2D"/> is currently active.</para>
            </summary>
        </member>
        <member name="T:Godot.MainLoop">
            <summary>
            <para><see cref="T:Godot.MainLoop"/> is the abstract base class for a Godot project's game loop. It is inherited by <see cref="T:Godot.SceneTree"/>, which is the default game loop implementation used in Godot projects, though it is also possible to write and use one's own <see cref="T:Godot.MainLoop"/> subclass instead of the scene tree.</para>
            <para>Upon the application start, a <see cref="T:Godot.MainLoop"/> implementation must be provided to the OS; otherwise, the application will exit. This happens automatically (and a <see cref="T:Godot.SceneTree"/> is created) unless a main <see cref="T:Godot.Script"/> is provided from the command line (with e.g. <c>godot -s my_loop.gd</c>, which should then be a <see cref="T:Godot.MainLoop"/> implementation.</para>
            <para>Here is an example script implementing a simple <see cref="T:Godot.MainLoop"/>:</para>
            <para><code>
            extends MainLoop
            
            var time_elapsed = 0
            var keys_typed = []
            var quit = false
            
            func _initialize():
                print("Initialized:")
                print("  Starting time: %s" % str(time_elapsed))
            
            func _idle(delta):
                time_elapsed += delta
                # Return true to end the main loop.
                return quit
            
            func _input_event(event):
                # Record keys.
                if event is InputEventKey and event.pressed and !event.echo:
                    keys_typed.append(OS.get_scancode_string(event.scancode))
                    # Quit on Escape press.
                    if event.scancode == KEY_ESCAPE:
                        quit = true
                # Quit on any mouse click.
                if event is InputEventMouseButton:
                    quit = true
            
            func _finalize():
                print("Finalized:")
                print("  End time: %s" % str(time_elapsed))
                print("  Keys typed: %s" % var2str(keys_typed))
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationWmMouseEnter">
            <summary>
            <para>Notification received from the OS when the mouse enters the game window.</para>
            <para>Implemented on desktop and web platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationWmMouseExit">
            <summary>
            <para>Notification received from the OS when the mouse leaves the game window.</para>
            <para>Implemented on desktop and web platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationWmFocusIn">
            <summary>
            <para>Notification received from the OS when the game window is focused.</para>
            <para>Implemented on all platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationWmFocusOut">
            <summary>
            <para>Notification received from the OS when the game window is unfocused.</para>
            <para>Implemented on all platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationWmQuitRequest">
            <summary>
            <para>Notification received from the OS when a quit request is sent (e.g. closing the window with a "Close" button or Alt+F4).</para>
            <para>Implemented on desktop platforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationWmGoBackRequest">
            <summary>
            <para>Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android).</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationWmUnfocusRequest">
            <summary>
            <para>Notification received from the OS when an unfocus request is sent (e.g. another OS window wants to take the focus).</para>
            <para>No supported platforms currently send this notification.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationOsMemoryWarning">
            <summary>
            <para>Notification received from the OS when the application is exceeding its allocated memory.</para>
            <para>Specific to the iOS platform.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationTranslationChanged">
            <summary>
            <para>Notification received when translations may have changed. Can be triggered by the user changing the locale. Can be used to respond to language changes, for example to change the UI strings on the fly. Useful when working with the built-in translation support, like <see cref="M:Godot.Object.Tr(System.String)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationWmAbout">
            <summary>
            <para>Notification received from the OS when a request for "About" information is sent.</para>
            <para>Specific to the macOS platform.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationCrash">
            <summary>
            <para>Notification received from Godot's crash handler when the engine is about to crash.</para>
            <para>Implemented on desktop platforms if the crash handler is enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationOsImeUpdate">
            <summary>
            <para>Notification received from the OS when an update of the Input Method Engine occurs (e.g. change of IME cursor position or composition string).</para>
            <para>Specific to the macOS platform.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationAppResumed">
            <summary>
            <para>Notification received from the OS when the app is resumed.</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="F:Godot.MainLoop.NotificationAppPaused">
            <summary>
            <para>Notification received from the OS when the app is paused.</para>
            <para>Specific to the Android platform.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._DropFiles(System.String[],System.Int32)">
            <summary>
            <para>Called when files are dragged from the OS file manager and dropped in the game window. The arguments are a list of file paths and the identifier of the screen where the drag originated.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._Finalize">
            <summary>
            <para>Called before the program exits.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._GlobalMenuAction(System.Object,System.Object)">
            <summary>
            <para>Called when the user performs an action in the system global menu (e.g. the Mac OS menu bar).</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._Idle(System.Single)">
            <summary>
            <para>Called each idle frame with the time since the last idle frame as argument (in seconds). Equivalent to <see cref="M:Godot.Node._Process(System.Single)"/>.</para>
            <para>If implemented, the method must return a boolean value. <c>true</c> ends the main loop, while <c>false</c> lets it proceed to the next frame.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._Initialize">
            <summary>
            <para>Called once during initialization.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._InputEvent(Godot.InputEvent)">
            <summary>
            <para>Called whenever an <see cref="T:Godot.InputEvent"/> is received by the main loop.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._InputText(System.String)">
            <summary>
            <para>Deprecated callback, does not do anything. Use <see cref="M:Godot.MainLoop._InputEvent(Godot.InputEvent)"/> to parse text input. Will be removed in Godot 4.0.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop._Iteration(System.Single)">
            <summary>
            <para>Called each physics frame with the time since the last physics frame as argument (<c>delta</c>, in seconds). Equivalent to <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>.</para>
            <para>If implemented, the method must return a boolean value. <c>true</c> ends the main loop, while <c>false</c> lets it proceed to the next frame.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop.InputEvent(Godot.InputEvent)">
            <summary>
            <para>Should not be called manually, override <see cref="M:Godot.MainLoop._InputEvent(Godot.InputEvent)"/> instead. Will be removed in Godot 4.0.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop.InputText(System.String)">
            <summary>
            <para>Should not be called manually, override <see cref="M:Godot.MainLoop._InputText(System.String)"/> instead. Will be removed in Godot 4.0.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop.Init">
            <summary>
            <para>Should not be called manually, override <see cref="M:Godot.MainLoop._Initialize"/> instead. Will be removed in Godot 4.0.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop.Iteration(System.Single)">
            <summary>
            <para>Should not be called manually, override <see cref="M:Godot.MainLoop._Iteration(System.Single)"/> instead. Will be removed in Godot 4.0.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop.Idle(System.Single)">
            <summary>
            <para>Should not be called manually, override <see cref="M:Godot.MainLoop._Idle(System.Single)"/> instead. Will be removed in Godot 4.0.</para>
            </summary>
        </member>
        <member name="M:Godot.MainLoop.Finish">
            <summary>
            <para>Should not be called manually, override <see cref="M:Godot.MainLoop._Finalize"/> instead. Will be removed in Godot 4.0.</para>
            </summary>
        </member>
        <member name="T:Godot.MarginContainer">
            <summary>
            <para>Adds a top, left, bottom, and right margin to all <see cref="T:Godot.Control"/> nodes that are direct children of the container. To control the <see cref="T:Godot.MarginContainer"/>'s margin, use the <c>margin_*</c> theme properties listed below.</para>
            <para>Note: Be careful, <see cref="T:Godot.Control"/> margin values are different than the constant margin values. If you want to change the custom margin values of the <see cref="T:Godot.MarginContainer"/> by code, you should use the following examples:</para>
            <para><code>
            # This code sample assumes the current script is extending MarginContainer.
            var margin_value = 100
            add_constant_override("margin_top", margin_value)
            add_constant_override("margin_left", margin_value)
            add_constant_override("margin_bottom", margin_value)
            add_constant_override("margin_right", margin_value)
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.Material">
            <summary>
            <para>Material is a base <see cref="T:Godot.Resource"/> used for coloring and shading geometry. All materials inherit from it and almost all <see cref="T:Godot.VisualInstance"/> derived nodes carry a Material. A few flags and parameters are shared between all material types and are configured here.</para>
            </summary>
        </member>
        <member name="F:Godot.Material.RenderPriorityMax">
            <summary>
            <para>Maximum value for the <see cref="P:Godot.Material.RenderPriority"/> parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.Material.RenderPriorityMin">
            <summary>
            <para>Minimum value for the <see cref="P:Godot.Material.RenderPriority"/> parameter.</para>
            </summary>
        </member>
        <member name="P:Godot.Material.RenderPriority">
            <summary>
            <para>Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects.</para>
            <para>Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).</para>
            </summary>
        </member>
        <member name="P:Godot.Material.NextPass">
            <summary>
            <para>Sets the <see cref="T:Godot.Material"/> to be used for the next pass. This renders the object again using a different material.</para>
            <para>Note: This only applies to <see cref="T:Godot.SpatialMaterial"/>s and <see cref="T:Godot.ShaderMaterial"/>s with type "Spatial".</para>
            </summary>
        </member>
        <member name="T:Godot.MenuButton">
            <summary>
            <para>Special button that brings up a <see cref="T:Godot.PopupMenu"/> when clicked.</para>
            <para>New items can be created inside this <see cref="T:Godot.PopupMenu"/> using <c>get_popup().add_item("My Item Name")</c>. You can also create them directly from the editor. To do so, select the <see cref="T:Godot.MenuButton"/> node, then in the toolbar at the top of the 2D editor, click Items then click Add in the popup. You will be able to give each item new properties.</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            </summary>
        </member>
        <member name="P:Godot.MenuButton.SwitchOnHover">
            <summary>
            <para>If <c>true</c>, when the cursor hovers above another <see cref="T:Godot.MenuButton"/> within the same parent which also has <c>switch_on_hover</c> enabled, it will close the current <see cref="T:Godot.MenuButton"/> and open the other one.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuButton.GetPopup">
            <summary>
            <para>Returns the <see cref="T:Godot.PopupMenu"/> contained in this button.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.MenuButton.SetDisableShortcuts(System.Boolean)">
            <summary>
            <para>If <c>true</c>, shortcuts are disabled and cannot be used to trigger the button.</para>
            </summary>
        </member>
        <member name="T:Godot.Mesh">
            <summary>
            <para>Mesh is a type of <see cref="T:Godot.Resource"/> that contains vertex array-based geometry, divided in surfaces. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.BlendShapeMode.Normalized">
            <summary>
            <para>Blend shapes are normalized.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.BlendShapeMode.Relative">
            <summary>
            <para>Blend shapes are relative to base weight.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.PrimitiveType.Points">
            <summary>
            <para>Render array as points (one vertex equals one point).</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.PrimitiveType.Lines">
            <summary>
            <para>Render array as lines (every two vertices a line is created).</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.PrimitiveType.LineStrip">
            <summary>
            <para>Render array as line strip.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.PrimitiveType.LineLoop">
            <summary>
            <para>Render array as line loop (like line strip, but closed).</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.PrimitiveType.Triangles">
            <summary>
            <para>Render array as triangles (every three vertices a triangle is created).</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.PrimitiveType.TriangleStrip">
            <summary>
            <para>Render array as triangle strips.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.PrimitiveType.TriangleFan">
            <summary>
            <para>Render array as triangle fans.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatVertex">
            <summary>
            <para>Mesh array contains vertices. All meshes require a vertex array so this should always be present.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatNormal">
            <summary>
            <para>Mesh array contains normals.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatTangent">
            <summary>
            <para>Mesh array contains tangents.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatColor">
            <summary>
            <para>Mesh array contains colors.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatTexUv">
            <summary>
            <para>Mesh array contains UVs.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatTexUv2">
            <summary>
            <para>Mesh array contains second UV.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatBones">
            <summary>
            <para>Mesh array contains bones.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatWeights">
            <summary>
            <para>Mesh array contains bone weights.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FormatIndex">
            <summary>
            <para>Mesh array uses indices.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressBase">
            <summary>
            <para>Used internally to calculate other <c>ARRAY_COMPRESS_*</c> enum values. Do not use.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressVertex">
            <summary>
            <para>Flag used to mark a compressed (half float) vertex array.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressNormal">
            <summary>
            <para>Flag used to mark a compressed (half float) normal array.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressTangent">
            <summary>
            <para>Flag used to mark a compressed (half float) tangent array.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressColor">
            <summary>
            <para>Flag used to mark a compressed (half float) color array.</para>
            <para>Note: If this flag is enabled, vertex colors will be stored as 8-bit unsigned integers. This will clamp overbright colors to <c>Color(1, 1, 1, 1)</c> and reduce colors' precision.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressTexUv">
            <summary>
            <para>Flag used to mark a compressed (half float) UV coordinates array.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressTexUv2">
            <summary>
            <para>Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressBones">
            <summary>
            <para>Flag used to mark a compressed bone array.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressWeights">
            <summary>
            <para>Flag used to mark a compressed (half float) weight array.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressIndex">
            <summary>
            <para>Flag used to mark a compressed index array.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FlagUse2dVertices">
            <summary>
            <para>Flag used to mark that the array contains 2D vertices.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FlagUse16BitBones">
            <summary>
            <para>Flag used to mark that the array uses 16-bit bones instead of 8-bit.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.FlagUseOctahedralCompression">
            <summary>
            <para>Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayFormat.CompressDefault">
            <summary>
            <para>Used to set flags <see cref="F:Godot.Mesh.ArrayFormat.CompressVertex"/>, <see cref="F:Godot.Mesh.ArrayFormat.CompressNormal"/>, <see cref="F:Godot.Mesh.ArrayFormat.CompressTangent"/>, <see cref="F:Godot.Mesh.ArrayFormat.CompressColor"/>, <see cref="F:Godot.Mesh.ArrayFormat.CompressTexUv"/>, <see cref="F:Godot.Mesh.ArrayFormat.CompressTexUv2"/>, <see cref="F:Godot.Mesh.ArrayFormat.CompressWeights"/>, and <see cref="F:Godot.Mesh.ArrayFormat.FlagUseOctahedralCompression"/> quickly.</para>
            <para>Note: Since this flag enables <see cref="F:Godot.Mesh.ArrayFormat.CompressColor"/>, vertex colors will be stored as 8-bit unsigned integers. This will clamp overbright colors to <c>Color(1, 1, 1, 1)</c> and reduce colors' precision.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Vertex">
            <summary>
            <para>Array of vertices.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Normal">
            <summary>
            <para>Array of normals.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Tangent">
            <summary>
            <para>Array of tangents as an array of floats, 4 floats per tangent.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Color">
            <summary>
            <para>Array of colors.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.TexUv">
            <summary>
            <para>Array of UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.TexUv2">
            <summary>
            <para>Array of second set of UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Bones">
            <summary>
            <para>Array of bone data.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Weights">
            <summary>
            <para>Array of weights.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Index">
            <summary>
            <para>Array of indices.</para>
            </summary>
        </member>
        <member name="F:Godot.Mesh.ArrayType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Mesh.ArrayType"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Mesh.LightmapSizeHint">
            <summary>
            <para>Sets a hint to be used for lightmap resolution in <see cref="T:Godot.BakedLightmap"/>. Overrides <see cref="P:Godot.BakedLightmap.DefaultTexelsPerUnit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.GetAabb">
            <summary>
            <para>Returns the smallest <see cref="T:Godot.AABB"/> enclosing this mesh in local space. Not affected by <c>custom_aabb</c>. See also <see cref="M:Godot.VisualInstance.GetTransformedAabb"/>.</para>
            <para>Note: This is only implemented for <see cref="T:Godot.ArrayMesh"/> and <see cref="T:Godot.PrimitiveMesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.GetSurfaceCount">
            <summary>
            <para>Returns the amount of surfaces that the <see cref="T:Godot.Mesh"/> holds.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.SurfaceGetArrays(System.Int32)">
            <summary>
            <para>Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.SurfaceGetBlendShapeArrays(System.Int32)">
            <summary>
            <para>Returns the blend shape arrays for the requested surface.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.SurfaceSetMaterial(System.Int32,Godot.Material)">
            <summary>
            <para>Sets a <see cref="T:Godot.Material"/> for a given surface. Surface will be rendered using this material.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.SurfaceGetMaterial(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.Material"/> in a given surface. Surface is rendered using this material.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.CreateTrimeshShape">
            <summary>
            <para>Calculate a <see cref="T:Godot.ConcavePolygonShape"/> from the mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.CreateConvexShape(System.Boolean,System.Boolean)">
            <summary>
            <para>Calculate a <see cref="T:Godot.ConvexPolygonShape"/> from the mesh.</para>
            <para>If <c>clean</c> is <c>true</c> (default), duplicate and interior vertices are removed automatically. You can set it to <c>false</c> to make the process faster if not needed.</para>
            <para>If <c>simplify</c> is <c>true</c>, the geometry can be further simplified to reduce the amount of vertices. Disabled by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.CreateOutline(System.Single)">
            <summary>
            <para>Calculate an outline mesh at a defined offset (margin) from the original mesh.</para>
            <para>Note: This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.GetFaces">
            <summary>
            <para>Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.</para>
            </summary>
        </member>
        <member name="M:Godot.Mesh.GenerateTriangleMesh">
            <summary>
            <para>Generate a <see cref="T:Godot.TriangleMesh"/> from the mesh. Considers only surfaces using one of these primitive types: <see cref="F:Godot.Mesh.PrimitiveType.Triangles"/>, <see cref="F:Godot.Mesh.PrimitiveType.TriangleStrip"/>, or <see cref="F:Godot.Mesh.PrimitiveType.TriangleFan"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.MeshDataTool">
            <summary>
            <para>MeshDataTool provides access to individual vertices in a <see cref="T:Godot.Mesh"/>. It allows users to read and edit vertex data of meshes. It also creates an array of faces and edges.</para>
            <para>To use MeshDataTool, load a mesh with <see cref="M:Godot.MeshDataTool.CreateFromSurface(Godot.ArrayMesh,System.Int32)"/>. When you are finished editing the data commit the data to a mesh with <see cref="M:Godot.MeshDataTool.CommitToSurface(Godot.ArrayMesh)"/>.</para>
            <para>Below is an example of how MeshDataTool may be used.</para>
            <para><code>
            var mesh = ArrayMesh.new()
            mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new().get_mesh_arrays())
            var mdt = MeshDataTool.new()
            mdt.create_from_surface(mesh, 0)
            for i in range(mdt.get_vertex_count()):
                var vertex = mdt.get_vertex(i)
                # In this example we extend the mesh by one unit, which results in separated faces as it is flat shaded.
                vertex += mdt.get_vertex_normal(i)
                # Save your change.
                mdt.set_vertex(i, vertex)
            mesh.surface_remove(0)
            mdt.commit_to_surface(mesh)
            var mi = MeshInstance.new()
            mi.mesh = mesh
            add_child(mi)
            </code></para>
            <para>See also <see cref="T:Godot.ArrayMesh"/>, <see cref="T:Godot.ImmediateGeometry"/> and <see cref="T:Godot.SurfaceTool"/> for procedural geometry generation.</para>
            <para>Note: Godot uses clockwise <a href="https://learnopengl.com/Advanced-OpenGL/Face-culling">winding order</a> for front faces of triangle primitive modes.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.Clear">
            <summary>
            <para>Clears all data currently in MeshDataTool.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.CreateFromSurface(Godot.ArrayMesh,System.Int32)">
            <summary>
            <para>Uses specified surface of given <see cref="T:Godot.Mesh"/> to populate data for MeshDataTool.</para>
            <para>Requires <see cref="T:Godot.Mesh"/> with primitive type <see cref="F:Godot.Mesh.PrimitiveType.Triangles"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.CommitToSurface(Godot.ArrayMesh)">
            <summary>
            <para>Adds a new surface to specified <see cref="T:Godot.Mesh"/> with edited data.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetFormat">
            <summary>
            <para>Returns the <see cref="T:Godot.Mesh"/>'s format. Format is an integer made up of <see cref="T:Godot.Mesh"/> format flags combined together. For example, a mesh containing both vertices and normals would return a format of <c>3</c> because <see cref="F:Godot.ArrayMesh.ArrayFormat.Vertex"/> is <c>1</c> and <see cref="F:Godot.ArrayMesh.ArrayFormat.Normal"/> is <c>2</c>.</para>
            <para>See <see cref="T:Godot.ArrayMesh.ArrayFormat"/> for a list of format flags.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexCount">
            <summary>
            <para>Returns the total number of vertices in <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetEdgeCount">
            <summary>
            <para>Returns the number of edges in this <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetFaceCount">
            <summary>
            <para>Returns the number of faces in this <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertex(System.Int32,Godot.Vector3)">
            <summary>
            <para>Sets the position of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertex(System.Int32)">
            <summary>
            <para>Returns the vertex at given index.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertexNormal(System.Int32,Godot.Vector3)">
            <summary>
            <para>Sets the normal of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexNormal(System.Int32)">
            <summary>
            <para>Returns the normal of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertexTangent(System.Int32,Godot.Plane)">
            <summary>
            <para>Sets the tangent of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexTangent(System.Int32)">
            <summary>
            <para>Returns the tangent of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertexUv(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the UV of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexUv(System.Int32)">
            <summary>
            <para>Returns the UV of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertexUv2(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the UV2 of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexUv2(System.Int32)">
            <summary>
            <para>Returns the UV2 of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertexColor(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the color of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexColor(System.Int32)">
            <summary>
            <para>Returns the color of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertexBones(System.Int32,System.Int32[])">
            <summary>
            <para>Sets the bones of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexBones(System.Int32)">
            <summary>
            <para>Returns the bones of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertexWeights(System.Int32,System.Single[])">
            <summary>
            <para>Sets the bone weights of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexWeights(System.Int32)">
            <summary>
            <para>Returns bone weights of the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetVertexMeta(System.Int32,System.Object)">
            <summary>
            <para>Sets the metadata associated with the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexMeta(System.Int32)">
            <summary>
            <para>Returns the metadata associated with the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexEdges(System.Int32)">
            <summary>
            <para>Returns an array of edges that share the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetVertexFaces(System.Int32)">
            <summary>
            <para>Returns an array of faces that share the given vertex.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetEdgeVertex(System.Int32,System.Int32)">
            <summary>
            <para>Returns index of specified vertex connected to given edge.</para>
            <para>Vertex argument can only be 0 or 1 because edges are comprised of two vertices.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetEdgeFaces(System.Int32)">
            <summary>
            <para>Returns array of faces that touch given edge.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetEdgeMeta(System.Int32,System.Object)">
            <summary>
            <para>Sets the metadata of the given edge.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetEdgeMeta(System.Int32)">
            <summary>
            <para>Returns meta information assigned to given edge.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetFaceVertex(System.Int32,System.Int32)">
            <summary>
            <para>Returns the specified vertex of the given face.</para>
            <para>Vertex argument must be either 0, 1, or 2 because faces contain three vertices.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetFaceEdge(System.Int32,System.Int32)">
            <summary>
            <para>Returns specified edge associated with given face.</para>
            <para>Edge argument must be either 0, 1, or 2 because a face only has three edges.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetFaceMeta(System.Int32,System.Object)">
            <summary>
            <para>Sets the metadata of the given face.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetFaceMeta(System.Int32)">
            <summary>
            <para>Returns the metadata associated with the given face.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetFaceNormal(System.Int32)">
            <summary>
            <para>Calculates and returns the face normal of the given face.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.SetMaterial(Godot.Material)">
            <summary>
            <para>Sets the material to be used by newly-constructed <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshDataTool.GetMaterial">
            <summary>
            <para>Returns the material assigned to the <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.MeshInstance">
            <summary>
            <para>MeshInstance is a node that takes a <see cref="T:Godot.Mesh"/> resource and adds it to the current scenario by creating an instance of it. This is the class most often used to get 3D geometry rendered and can be used to instance a single <see cref="T:Godot.Mesh"/> in many places. This allows reusing geometry, which can save on resources. When a <see cref="T:Godot.Mesh"/> has to be instanced more than thousands of times at close proximity, consider using a <see cref="T:Godot.MultiMesh"/> in a <see cref="T:Godot.MultiMeshInstance"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance.Mesh">
            <summary>
            <para>The <see cref="T:Godot.Mesh"/> resource for the instance.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance.Skin">
            <summary>
            <para>Sets the skin to be used by this instance.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance.Skeleton">
            <summary>
            <para><see cref="T:Godot.NodePath"/> to the <see cref="T:Godot.Skeleton"/> associated with the instance.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance.SoftwareSkinningTransformNormals">
            <summary>
            <para>If <c>true</c>, normals are transformed when software skinning is used. Set to <c>false</c> when normals are not needed for better performance.</para>
            <para>See <c>ProjectSettings.rendering/quality/skinning/software_skinning_fallback</c> for details about how software skinning is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.GetSurfaceMaterialCount">
            <summary>
            <para>Returns the number of surface override materials.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.SetSurfaceMaterial(System.Int32,Godot.Material)">
            <summary>
            <para>Sets the override <see cref="T:Godot.Material"/> for the specified surface of the <see cref="T:Godot.Mesh"/> resource. This material is associated with this <see cref="T:Godot.MeshInstance"/> rather than with the <see cref="T:Godot.Mesh"/> resource.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.GetSurfaceMaterial(System.Int32)">
            <summary>
            <para>Returns the override <see cref="T:Godot.Material"/> for a surface of the <see cref="T:Godot.Mesh"/> resource.</para>
            <para>Note: This function only returns override materials associated with this <see cref="T:Godot.MeshInstance"/>. Consider using <see cref="M:Godot.MeshInstance.GetActiveMaterial(System.Int32)"/> or <see cref="M:Godot.Mesh.SurfaceGetMaterial(System.Int32)"/> to get materials associated with the <see cref="T:Godot.Mesh"/> resource.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.GetActiveMaterial(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Material"/> that will be used by the <see cref="T:Godot.Mesh"/> when drawing. This can return the <see cref="P:Godot.GeometryInstance.MaterialOverride"/>, the surface override <see cref="T:Godot.Material"/> defined in this <see cref="T:Godot.MeshInstance"/>, or the surface <see cref="T:Godot.Material"/> defined in the <see cref="T:Godot.Mesh"/>. For example, if <see cref="P:Godot.GeometryInstance.MaterialOverride"/> is used, all surfaces will return the override material.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.CreateTrimeshCollision">
            <summary>
            <para>This helper creates a <see cref="T:Godot.StaticBody"/> child node with a <see cref="T:Godot.ConcavePolygonShape"/> collision shape calculated from the mesh geometry. It's mainly used for testing.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.CreateMultipleConvexCollisions">
            <summary>
            <para>This helper creates a <see cref="T:Godot.StaticBody"/> child node with multiple <see cref="T:Godot.ConvexPolygonShape"/> collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.CreateConvexCollision(System.Boolean,System.Boolean)">
            <summary>
            <para>This helper creates a <see cref="T:Godot.StaticBody"/> child node with a <see cref="T:Godot.ConvexPolygonShape"/> collision shape calculated from the mesh geometry. It's mainly used for testing.</para>
            <para>If <c>clean</c> is <c>true</c> (default), duplicate and interior vertices are removed automatically. You can set it to <c>false</c> to make the process faster if not needed.</para>
            <para>If <c>simplify</c> is <c>true</c>, the geometry can be further simplified to reduce the amount of vertices. Disabled by default.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.CreateDebugTangents">
            <summary>
            <para>This helper creates a <see cref="T:Godot.MeshInstance"/> child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.IsMergeableWith(Godot.Node)">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.MeshInstance"/> can be merged with the specified <c>other_mesh_instance</c>, using the <see cref="M:Godot.MeshInstance.MergeMeshes(Godot.Collections.Array,System.Boolean,System.Boolean)"/> function.</para>
            <para>In order to be mergeable, properties of the <see cref="T:Godot.MeshInstance"/> must match, and each surface must match, in terms of material, attributes and vertex format.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshInstance.MergeMeshes(Godot.Collections.Array,System.Boolean,System.Boolean)">
            <summary>
            <para>This function can merge together the data from several source <see cref="T:Godot.MeshInstance"/>s into a single destination <see cref="T:Godot.MeshInstance"/> (the MeshInstance the function is called from). This is primarily useful for improving performance by reducing the number of drawcalls and <see cref="T:Godot.Node"/>s.</para>
            <para>Merging should only be attempted for simple meshes that do not contain animation.</para>
            <para>The final vertices can either be returned in global space, or in local space relative to the destination <see cref="T:Godot.MeshInstance"/> global transform (the destination Node must be inside the <see cref="T:Godot.SceneTree"/> for local space to work).</para>
            <para>The function will make a final check for compatibility between the <see cref="T:Godot.MeshInstance"/>s by default, this should always be used unless you have previously checked for compatibility using <see cref="M:Godot.MeshInstance.IsMergeableWith(Godot.Node)"/>. If the compatibility check is omitted and the meshes are merged, you may see rendering errors.</para>
            <para>Note: The requirements for similarity between meshes are quite stringent. They can be checked using the <see cref="M:Godot.MeshInstance.IsMergeableWith(Godot.Node)"/> function prior to calling <see cref="M:Godot.MeshInstance.MergeMeshes(Godot.Collections.Array,System.Boolean,System.Boolean)"/>.</para>
            <para>Also note that any initial data in the destination <see cref="T:Godot.MeshInstance"/> data will be discarded.</para>
            </summary>
            <param name="meshInstances">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="T:Godot.MeshInstance2D">
            <summary>
            <para>Node used for displaying a <see cref="T:Godot.Mesh"/> in 2D. A <see cref="T:Godot.MeshInstance2D"/> can be automatically created from an existing <see cref="T:Godot.Sprite"/> via a tool in the editor toolbar. Select the <see cref="T:Godot.Sprite"/> node, then choose Sprite &gt; Convert to MeshInstance2D at the top of the 2D editor viewport.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance2D.Mesh">
            <summary>
            <para>The <see cref="T:Godot.Mesh"/> that will be drawn by the <see cref="T:Godot.MeshInstance2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance2D.Texture">
            <summary>
            <para>The <see cref="T:Godot.Texture"/> that will be used if using the default <see cref="T:Godot.CanvasItemMaterial"/>. Can be accessed as <c>TEXTURE</c> in CanvasItem shader.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshInstance2D.NormalMap">
            <summary>
            <para>The normal map that will be used if using the default <see cref="T:Godot.CanvasItemMaterial"/>.</para>
            <para>Note: Godot expects the normal map to use X+, Y+, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="T:Godot.MeshLibrary">
            <summary>
            <para>A library of meshes. Contains a list of <see cref="T:Godot.Mesh"/> resources, each with a name and ID. Each item can also include collision and navigation shapes. This resource is used in <see cref="T:Godot.GridMap"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.CreateItem(System.Int32)">
            <summary>
            <para>Creates a new item in the library with the given ID.</para>
            <para>You can get an unused ID from <see cref="M:Godot.MeshLibrary.GetLastUnusedItemId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemName(System.Int32,System.String)">
            <summary>
            <para>Sets the item's name.</para>
            <para>This name is shown in the editor. It can also be used to look up the item later using <see cref="M:Godot.MeshLibrary.FindItemByName(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemMesh(System.Int32,Godot.Mesh)">
            <summary>
            <para>Sets the item's mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemMeshTransform(System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the transform to apply to the item's mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemNavmesh(System.Int32,Godot.NavigationMesh)">
            <summary>
            <para>Sets the item's navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemNavmeshTransform(System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the transform to apply to the item's navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemShapes(System.Int32,Godot.Collections.Array)">
            <summary>
            <para>Sets an item's collision shapes.</para>
            <para>The array should consist of <see cref="T:Godot.Shape"/> objects, each followed by a <see cref="T:Godot.Transform"/> that will be applied to it. For shapes that should not have a transform, use <c>Transform.IDENTITY</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.SetItemPreview(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets a texture to use as the item's preview icon in the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemName(System.Int32)">
            <summary>
            <para>Returns the item's name.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemMesh(System.Int32)">
            <summary>
            <para>Returns the item's mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemMeshTransform(System.Int32)">
            <summary>
            <para>Returns the transform applied to the item's mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemNavmesh(System.Int32)">
            <summary>
            <para>Returns the item's navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemNavmeshTransform(System.Int32)">
            <summary>
            <para>Returns the transform applied to the item's navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemShapes(System.Int32)">
            <summary>
            <para>Returns an item's collision shapes.</para>
            <para>The array consists of each <see cref="T:Godot.Shape"/> followed by its <see cref="T:Godot.Transform"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemPreview(System.Int32)">
            <summary>
            <para>When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using <see cref="M:Godot.MeshLibrary.SetItemPreview(System.Int32,Godot.Texture)"/>. Returns an empty <see cref="T:Godot.Texture"/> if no preview was manually set in a running project.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.RemoveItem(System.Int32)">
            <summary>
            <para>Removes the item.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.FindItemByName(System.String)">
            <summary>
            <para>Returns the first item with the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.Clear">
            <summary>
            <para>Clears the library.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetItemList">
            <summary>
            <para>Returns the list of item IDs in use.</para>
            </summary>
        </member>
        <member name="M:Godot.MeshLibrary.GetLastUnusedItemId">
            <summary>
            <para>Gets an unused ID for a new item.</para>
            </summary>
        </member>
        <member name="T:Godot.MeshTexture">
            <summary>
            <para>Simple texture that uses a mesh to draw itself. It's limited because flags can't be changed and region drawing is not supported.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshTexture.Mesh">
            <summary>
            <para>Sets the mesh used to draw. It must be a mesh using 2D vertices.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshTexture.BaseTexture">
            <summary>
            <para>Sets the base texture that the Mesh will use to draw.</para>
            </summary>
        </member>
        <member name="P:Godot.MeshTexture.ImageSize">
            <summary>
            <para>Sets the size of the image, needed for reference.</para>
            </summary>
        </member>
        <member name="T:Godot.MethodTweener">
            <summary>
            <para><see cref="T:Godot.MethodTweener"/> is similar to a combination of <see cref="T:Godot.CallbackTweener"/> and <see cref="T:Godot.PropertyTweener"/>. It calls a method providing an interpolated value as a parameter. See <see cref="M:Godot.SceneTreeTween.TweenMethod(Godot.Object,System.String,System.Object,System.Object,System.Single,Godot.Collections.Array)"/> for more usage information.</para>
            <para>Note: <see cref="M:Godot.SceneTreeTween.TweenMethod(Godot.Object,System.String,System.Object,System.Object,System.Single,Godot.Collections.Array)"/> is the only correct way to create <see cref="T:Godot.MethodTweener"/>. Any <see cref="T:Godot.MethodTweener"/> created manually will not function correctly.</para>
            </summary>
        </member>
        <member name="M:Godot.MethodTweener.SetDelay(System.Single)">
            <summary>
            <para>Sets the time in seconds after which the <see cref="T:Godot.MethodTweener"/> will start interpolating. By default there's no delay.</para>
            </summary>
        </member>
        <member name="M:Godot.MethodTweener.SetTrans(Godot.Tween.TransitionType)">
            <summary>
            <para>Sets the type of used transition from <see cref="T:Godot.Tween.TransitionType"/>. If not set, the default transition is used from the <see cref="T:Godot.SceneTreeTween"/> that contains this Tweener.</para>
            </summary>
        </member>
        <member name="M:Godot.MethodTweener.SetEase(Godot.Tween.EaseType)">
            <summary>
            <para>Sets the type of used easing from <see cref="T:Godot.Tween.EaseType"/>. If not set, the default easing is used from the <see cref="T:Godot.SceneTreeTween"/> that contains this Tweener.</para>
            </summary>
        </member>
        <member name="T:Godot.MobileVRInterface">
            <summary>
            <para>This is a generic mobile VR implementation where you need to provide details about the phone and HMD used. It does not rely on any existing framework. This is the most basic interface we have. For the best effect, you need a mobile phone with a gyroscope and accelerometer.</para>
            <para>Note that even though there is no positional tracking, the camera will assume the headset is at a height of 1.85 meters. You can change this by setting <see cref="P:Godot.MobileVRInterface.EyeHeight"/>.</para>
            <para>You can initialise this interface as follows:</para>
            <para><code>
            var interface = ARVRServer.find_interface("Native mobile")
            if interface and interface.initialize():
                get_viewport().arvr = true
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.MobileVRInterface.EyeHeight">
            <summary>
            <para>The height at which the camera is placed in relation to the ground (i.e. <see cref="T:Godot.ARVROrigin"/> node).</para>
            </summary>
        </member>
        <member name="P:Godot.MobileVRInterface.Iod">
            <summary>
            <para>The interocular distance, also known as the interpupillary distance. The distance between the pupils of the left and right eye.</para>
            </summary>
        </member>
        <member name="P:Godot.MobileVRInterface.DisplayWidth">
            <summary>
            <para>The width of the display in centimeters.</para>
            </summary>
        </member>
        <member name="P:Godot.MobileVRInterface.DisplayToLens">
            <summary>
            <para>The distance between the display and the lenses inside of the device in centimeters.</para>
            </summary>
        </member>
        <member name="P:Godot.MobileVRInterface.Oversample">
            <summary>
            <para>The oversample setting. Because of the lens distortion we have to render our buffers at a higher resolution then the screen can natively handle. A value between 1.5 and 2.0 often provides good results but at the cost of performance.</para>
            </summary>
        </member>
        <member name="P:Godot.MobileVRInterface.K1">
            <summary>
            <para>The k1 lens factor is one of the two constants that define the strength of the lens used and directly influences the lens distortion effect.</para>
            </summary>
        </member>
        <member name="P:Godot.MobileVRInterface.K2">
            <summary>
            <para>The k2 lens factor, see k1.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiMesh">
            <summary>
            <para>MultiMesh provides low-level mesh instancing. Drawing thousands of <see cref="T:Godot.MeshInstance"/> nodes can be slow, since each object is submitted to the GPU then drawn individually.</para>
            <para>MultiMesh is much faster as it can draw thousands of instances with a single draw call, resulting in less API overhead.</para>
            <para>As a drawback, if the instances are too far away from each other, performance may be reduced as every single instance will always render (they are spatially indexed as one, for the whole object).</para>
            <para>Since instances may have any behavior, the AABB used for visibility must be provided by the user.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.PhysicsInterpolationQualityEnum.Fast">
            <summary>
            <para>Always interpolate using Basis lerping, which can produce warping artifacts in some situations.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.PhysicsInterpolationQualityEnum.High">
            <summary>
            <para>Attempt to interpolate using Basis slerping (spherical linear interpolation) where possible, otherwise fall back to lerping.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.TransformFormatEnum.Transform2d">
            <summary>
            <para>Use this when using 2D transforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.TransformFormatEnum.Transform3d">
            <summary>
            <para>Use this when using 3D transforms.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.CustomDataFormatEnum.None">
            <summary>
            <para>Use when you are not using per-instance custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.CustomDataFormatEnum.Data8bit">
            <summary>
            <para>Compress custom_data into 8 bits when passing to shader. This uses less memory and can be faster, but loses precision and range. Floats packed into 8 bits can only represent values between 0 and 1, numbers outside that range will be clamped.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.CustomDataFormatEnum.Float">
            <summary>
            <para>The <see cref="T:Godot.Color"/> passed into <see cref="M:Godot.MultiMesh.SetInstanceCustomData(System.Int32,Godot.Color)"/> will use 4 floats. Use this for highest precision.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.ColorFormatEnum.None">
            <summary>
            <para>Use when you are not using per-instance <see cref="T:Godot.Color"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.ColorFormatEnum.Color8bit">
            <summary>
            <para>Compress <see cref="T:Godot.Color"/> data into 8 bits when passing to shader. This uses less memory and can be faster, but the <see cref="T:Godot.Color"/> loses precision.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiMesh.ColorFormatEnum.Float">
            <summary>
            <para>The <see cref="T:Godot.Color"/> passed into <see cref="M:Godot.MultiMesh.SetInstanceColor(System.Int32,Godot.Color)"/> will use 4 floats. Use this for highest precision <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.ColorFormat">
            <summary>
            <para>Format of colors in color array that gets passed to shader.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.TransformFormat">
            <summary>
            <para>Format of transform used to transform mesh, either 2D or 3D.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.CustomDataFormat">
            <summary>
            <para>Format of custom data in custom data array that gets passed to shader.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.InstanceCount">
            <summary>
            <para>Number of instances that will get drawn. This clears and (re)sizes the buffers. By default, all instances are drawn but you can limit this with <see cref="P:Godot.MultiMesh.VisibleInstanceCount"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.VisibleInstanceCount">
            <summary>
            <para>Limits the number of instances drawn, -1 draws all instances. Changing this does not change the sizes of the buffers.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.Mesh">
            <summary>
            <para>Mesh to be drawn.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMesh.PhysicsInterpolationQuality">
            <summary>
            <para>Choose whether to use an interpolation method that favors speed or quality.</para>
            <para>When using low physics tick rates (typically below 20) or high rates of object rotation, you may get better results from the high quality setting.</para>
            <para>Note: Fast quality does not equate to low quality. Except in the special cases mentioned above, the quality should be comparable to high quality.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.SetInstanceTransform(System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform"/> for a specific instance.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.SetInstanceTransform2d(System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform2D"/> for a specific instance.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.GetInstanceTransform(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform"/> of a specific instance.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.GetInstanceTransform2d(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform2D"/> of a specific instance.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.SetInstanceColor(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the color of a specific instance by multiplying the mesh's existing vertex colors.</para>
            <para>For the color to take effect, ensure that <see cref="P:Godot.MultiMesh.ColorFormat"/> is non-<c>null</c> on the <see cref="T:Godot.MultiMesh"/> and <see cref="P:Godot.SpatialMaterial.VertexColorUseAsAlbedo"/> is <c>true</c> on the material. If the color doesn't look as expected, make sure the material's albedo color is set to pure white (<c>Color(1, 1, 1)</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.GetInstanceColor(System.Int32)">
            <summary>
            <para>Gets a specific instance's color.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.SetInstanceCustomData(System.Int32,Godot.Color)">
            <summary>
            <para>Sets custom data for a specific instance. Although <see cref="T:Godot.Color"/> is used, it is just a container for 4 floating point numbers. The format of the number can change depending on the <see cref="T:Godot.MultiMesh.CustomDataFormatEnum"/> used.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.GetInstanceCustomData(System.Int32)">
            <summary>
            <para>Returns the custom data that has been set for a specific instance.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.ResetInstancePhysicsInterpolation(System.Int32)">
            <summary>
            <para>When using physics interpolation, this function allows you to prevent interpolation on an instance in the current physics tick.</para>
            <para>This allows you to move instances instantaneously, and should usually be used when initially placing an instance such as a bullet to prevent graphical glitches.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.SetAsBulkArray(System.Single[])">
            <summary>
            <para>Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.</para>
            <para>All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc...</para>
            <para><see cref="T:Godot.Transform"/> is stored as 12 floats, <see cref="T:Godot.Transform2D"/> is stored as 8 floats, <c>COLOR_8BIT</c> / <c>CUSTOM_DATA_8BIT</c> is stored as 1 float (4 bytes as is) and <c>COLOR_FLOAT</c> / <c>CUSTOM_DATA_FLOAT</c> is stored as 4 floats.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.SetAsBulkArrayInterpolated(System.Single[],System.Single[])">
            <summary>
            <para>An alternative version of <see cref="M:Godot.MultiMesh.SetAsBulkArray(System.Single[])"/> which can be used with physics interpolation. This method takes two arrays, and can set the data for the current and previous tick in one go. The renderer will automatically interpolate the data at each frame.</para>
            <para>This is useful for situations where the order of instances may change from physics tick to tick, such as particle systems.</para>
            <para>When the order of instances is coherent, the simpler <see cref="M:Godot.MultiMesh.SetAsBulkArray(System.Single[])"/> can still be used with interpolation.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiMesh.GetAabb">
            <summary>
            <para>Returns the visibility axis-aligned bounding box in local space. See also <see cref="M:Godot.VisualInstance.GetTransformedAabb"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiMeshInstance">
            <summary>
            <para><see cref="T:Godot.MultiMeshInstance"/> is a specialized node to instance <see cref="T:Godot.GeometryInstance"/>s based on a <see cref="T:Godot.MultiMesh"/> resource.</para>
            <para>This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands).</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMeshInstance.Multimesh">
            <summary>
            <para>The <see cref="T:Godot.MultiMesh"/> resource that will be used and shared among all instances of the <see cref="T:Godot.MultiMeshInstance"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiMeshInstance2D">
            <summary>
            <para><see cref="T:Godot.MultiMeshInstance2D"/> is a specialized node to instance a <see cref="T:Godot.MultiMesh"/> resource in 2D.</para>
            <para>Usage is the same as <see cref="T:Godot.MultiMeshInstance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMeshInstance2D.Multimesh">
            <summary>
            <para>The <see cref="T:Godot.MultiMesh"/> that will be drawn by the <see cref="T:Godot.MultiMeshInstance2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMeshInstance2D.Texture">
            <summary>
            <para>The <see cref="T:Godot.Texture"/> that will be used if using the default <see cref="T:Godot.CanvasItemMaterial"/>. Can be accessed as <c>TEXTURE</c> in CanvasItem shader.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiMeshInstance2D.NormalMap">
            <summary>
            <para>The normal map that will be used if using the default <see cref="T:Godot.CanvasItemMaterial"/>.</para>
            <para>Note: Godot expects the normal map to use X+, Y+, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="T:Godot.MultiplayerAPI">
            <summary>
            <para>This class implements most of the logic behind the high-level multiplayer API. See also <see cref="T:Godot.NetworkedMultiplayerPeer"/>.</para>
            <para>By default, <see cref="T:Godot.SceneTree"/> has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.</para>
            <para>It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the <see cref="P:Godot.Node.CustomMultiplayer"/> property, effectively allowing to run both client and server in the same scene.</para>
            <para>Note: The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Disabled">
            <summary>
            <para>Used with <see cref="M:Godot.Node.RpcConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> or <see cref="M:Godot.Node.RsetConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> to disable a method or property for all RPC calls, making it unavailable. Default for all methods.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Remote">
            <summary>
            <para>Used with <see cref="M:Godot.Node.RpcConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> or <see cref="M:Godot.Node.RsetConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the <c>remote</c> keyword. Calls and property changes are accepted from all remote peers, no matter if they are node's master or puppets.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Master">
            <summary>
            <para>Used with <see cref="M:Godot.Node.RpcConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> or <see cref="M:Godot.Node.RsetConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> to set a method to be called or a property to be changed only on the network master for this node. Analogous to the <c>master</c> keyword. Only accepts calls or property changes from the node's network puppets, see <see cref="M:Godot.Node.SetNetworkMaster(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Puppet">
            <summary>
            <para>Used with <see cref="M:Godot.Node.RpcConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> or <see cref="M:Godot.Node.RsetConfig(System.String,Godot.MultiplayerAPI.RPCMode)"/> to set a method to be called or a property to be changed only on puppets for this node. Analogous to the <c>puppet</c> keyword. Only accepts calls or property changes from the node's network master, see <see cref="M:Godot.Node.SetNetworkMaster(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Slave">
            <summary>
            <para>Deprecated. Use <see cref="F:Godot.MultiplayerAPI.RPCMode.Puppet"/> instead. Analogous to the <c>slave</c> keyword.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Remotesync">
            <summary>
            <para>Behave like <see cref="F:Godot.MultiplayerAPI.RPCMode.Remote"/> but also make the call or property change locally. Analogous to the <c>remotesync</c> keyword.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Sync">
            <summary>
            <para>Deprecated. Use <see cref="F:Godot.MultiplayerAPI.RPCMode.Remotesync"/> instead. Analogous to the <c>sync</c> keyword.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Mastersync">
            <summary>
            <para>Behave like <see cref="F:Godot.MultiplayerAPI.RPCMode.Master"/> but also make the call or property change locally. Analogous to the <c>mastersync</c> keyword.</para>
            </summary>
        </member>
        <member name="F:Godot.MultiplayerAPI.RPCMode.Puppetsync">
            <summary>
            <para>Behave like <see cref="F:Godot.MultiplayerAPI.RPCMode.Puppet"/> but also make the call or property change locally. Analogous to the <c>puppetsync</c> keyword.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerAPI.AllowObjectDecoding">
            <summary>
            <para>If <c>true</c> (or if the <see cref="P:Godot.MultiplayerAPI.NetworkPeer"/> has <see cref="P:Godot.PacketPeer.AllowObjectDecoding"/> set to <c>true</c>), the MultiplayerAPI will allow encoding and decoding of object during RPCs/RSETs.</para>
            <para>Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerAPI.RefuseNewNetworkConnections">
            <summary>
            <para>If <c>true</c>, the MultiplayerAPI's <see cref="P:Godot.MultiplayerAPI.NetworkPeer"/> refuses new incoming connections.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerAPI.NetworkPeer">
            <summary>
            <para>The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with <see cref="M:Godot.MultiplayerAPI.IsNetworkServer"/>) and will set root node's network mode to master, or it will become a regular peer with root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals.</para>
            </summary>
        </member>
        <member name="P:Godot.MultiplayerAPI.RootNode">
            <summary>
            <para>The root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed.</para>
            <para>This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerAPI.SendBytes(System.Byte[],System.Int32,Godot.NetworkedMultiplayerPeer.TransferModeEnum)">
            <summary>
            <para>Sends the given raw <c>bytes</c> to a specific peer identified by <c>id</c> (see <see cref="M:Godot.NetworkedMultiplayerPeer.SetTargetPeer(System.Int32)"/>). Default ID is <c>0</c>, i.e. broadcast to all peers.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerAPI.HasNetworkPeer">
            <summary>
            <para>Returns <c>true</c> if there is a <see cref="P:Godot.MultiplayerAPI.NetworkPeer"/> set.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerAPI.GetNetworkUniqueId">
            <summary>
            <para>Returns the unique peer ID of this MultiplayerAPI's <see cref="P:Godot.MultiplayerAPI.NetworkPeer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerAPI.IsNetworkServer">
            <summary>
            <para>Returns <c>true</c> if this MultiplayerAPI's <see cref="P:Godot.MultiplayerAPI.NetworkPeer"/> is in server mode (listening for connections).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerAPI.GetRpcSenderId">
            <summary>
            <para>Returns the sender's peer ID for the RPC currently being executed.</para>
            <para>Note: If not inside an RPC this method will return 0.</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerAPI.Poll">
            <summary>
            <para>Method used for polling the MultiplayerAPI. You only need to worry about this if you are using <see cref="P:Godot.Node.CustomMultiplayer"/> override or you set <see cref="P:Godot.SceneTree.MultiplayerPoll"/> to <c>false</c>. By default, <see cref="T:Godot.SceneTree"/> will poll its MultiplayerAPI for you.</para>
            <para>Note: This method results in RPCs and RSETs being called, so they will be executed in the same context of this function (e.g. <c>_process</c>, <c>physics</c>, <see cref="T:Godot.Thread"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerAPI.Clear">
            <summary>
            <para>Clears the current MultiplayerAPI network state (you shouldn't call this unless you know what you are doing).</para>
            </summary>
        </member>
        <member name="M:Godot.MultiplayerAPI.GetNetworkConnectedPeers">
            <summary>
            <para>Returns the peer IDs of all connected peers of this MultiplayerAPI's <see cref="P:Godot.MultiplayerAPI.NetworkPeer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NativeScript.GetClassDocumentation">
            <summary>
            <para>Returns the documentation string that was previously set with <c>godot_nativescript_set_class_documentation</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NativeScript.GetMethodDocumentation(System.String)">
            <summary>
            <para>Returns the documentation string that was previously set with <c>godot_nativescript_set_method_documentation</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NativeScript.GetSignalDocumentation(System.String)">
            <summary>
            <para>Returns the documentation string that was previously set with <c>godot_nativescript_set_signal_documentation</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NativeScript.GetPropertyDocumentation(System.String)">
            <summary>
            <para>Returns the documentation string that was previously set with <c>godot_nativescript_set_property_documentation</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NativeScript.New(System.Object[])">
            <summary>
            <para>Constructs a new object of the base type with a script of this type already attached.</para>
            <para>Note: Any arguments passed to this function will be ignored and not passed to the native constructor function. This will change with in a future API extension.</para>
            </summary>
        </member>
        <member name="T:Godot.Navigation">
            <summary>
            <para>Deprecated. <see cref="T:Godot.Navigation"/> node and <see cref="M:Godot.Navigation.GetSimplePath(Godot.Vector3,Godot.Vector3,System.Boolean)"/> are deprecated and will be removed in a future version. Use <see cref="M:Godot.NavigationServer.MapGetPath(Godot.RID,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/> instead.</para>
            <para>Provides navigation and pathfinding within a collection of <see cref="T:Godot.NavigationMesh"/>es. By default, these will be automatically collected from child <see cref="T:Godot.NavigationMeshInstance"/> nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.</para>
            </summary>
        </member>
        <member name="P:Godot.Navigation.UpVector">
            <summary>
            <para>Defines which direction is up. By default, this is <c>(0, 1, 0)</c>, which is the world's "up" direction.</para>
            </summary>
        </member>
        <member name="P:Godot.Navigation.CellSize">
            <summary>
            <para>The XZ plane cell size to use for fields.</para>
            </summary>
        </member>
        <member name="P:Godot.Navigation.CellHeight">
            <summary>
            <para>The cell height to use for fields.</para>
            </summary>
        </member>
        <member name="P:Godot.Navigation.EdgeConnectionMargin">
            <summary>
            <para>This value is used to detect the near edges to connect compatible regions.</para>
            </summary>
        </member>
        <member name="P:Godot.Navigation.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation map layers the navigation can use on a <see cref="M:Godot.Navigation.GetSimplePath(Godot.Vector3,Godot.Vector3,System.Boolean)"/> path query.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation.GetRid">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the navigation map on the <see cref="T:Godot.NavigationServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation.GetSimplePath(Godot.Vector3,Godot.Vector3,System.Boolean)">
            <summary>
            <para>Deprecated. <see cref="T:Godot.Navigation"/> node and <see cref="M:Godot.Navigation.GetSimplePath(Godot.Vector3,Godot.Vector3,System.Boolean)"/> are deprecated and will be removed in a future version. Use <see cref="M:Godot.NavigationServer.MapGetPath(Godot.RID,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/> instead.</para>
            <para>Returns the path between two given points. Points are in local coordinate space. If <c>optimize</c> is <c>true</c> (the default), the agent properties associated with each <see cref="T:Godot.NavigationMesh"/> (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation.GetClosestPointToSegment(Godot.Vector3,Godot.Vector3,System.Boolean)">
            <summary>
            <para>Returns the navigation point closest to the given line segment. When enabling <c>use_collision</c>, only considers intersection points between segment and navigation meshes. If multiple intersection points are found, the one closest to the segment start point is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation.GetClosestPoint(Godot.Vector3)">
            <summary>
            <para>Returns the navigation point closest to the point given. Points are in local coordinate space.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation.GetClosestPointNormal(Godot.Vector3)">
            <summary>
            <para>Returns the surface normal at the navigation point closest to the point given. Useful for rotating a navigation agent according to the navigation mesh it moves on.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation.GetClosestPointOwner(Godot.Vector3)">
            <summary>
            <para>Returns the owner of the <see cref="T:Godot.NavigationMesh"/> which contains the navigation point closest to the point given. This is usually a <see cref="T:Godot.NavigationMeshInstance"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Navigation2D">
            <summary>
            <para>Deprecated. <see cref="T:Godot.Navigation2D"/> node and <see cref="M:Godot.Navigation2D.GetSimplePath(Godot.Vector2,Godot.Vector2,System.Boolean)"/> are deprecated and will be removed in a future version. Use <see cref="M:Godot.Navigation2DServer.MapGetPath(Godot.RID,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/> instead.</para>
            <para>Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of <see cref="T:Godot.NavigationPolygon"/> resources. By default, these are automatically collected from child <see cref="T:Godot.NavigationPolygonInstance"/> nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.Navigation2D.CellSize">
            <summary>
            <para>The XY plane cell size to use for fields.</para>
            </summary>
        </member>
        <member name="P:Godot.Navigation2D.EdgeConnectionMargin">
            <summary>
            <para>This value is used to detect the near edges to connect compatible regions.</para>
            </summary>
        </member>
        <member name="P:Godot.Navigation2D.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation map layers the navigation can use on a <see cref="M:Godot.Navigation2D.GetSimplePath(Godot.Vector2,Godot.Vector2,System.Boolean)"/> path query.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2D.GetRid">
            <summary>
            <para>Returns the object's <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2D.GetSimplePath(Godot.Vector2,Godot.Vector2,System.Boolean)">
            <summary>
            <para>Deprecated. <see cref="T:Godot.Navigation2D"/> node and <see cref="M:Godot.Navigation2D.GetSimplePath(Godot.Vector2,Godot.Vector2,System.Boolean)"/> are deprecated and will be removed in a future version. Use <see cref="M:Godot.Navigation2DServer.MapGetPath(Godot.RID,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/> instead.</para>
            <para>Returns the path between two given points. Points are in local coordinate space. If <c>optimize</c> is <c>true</c> (the default), the path is smoothed by merging path segments where possible.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2D.GetClosestPoint(Godot.Vector2)">
            <summary>
            <para>Returns the navigation point closest to the point given. Points are in local coordinate space.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2D.GetClosestPointOwner(Godot.Vector2)">
            <summary>
            <para>Returns the owner of the <see cref="T:Godot.NavigationPolygon"/> which contains the navigation point closest to the point given. This is usually a <see cref="T:Godot.NavigationPolygonInstance"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Navigation2DServer">
            <summary>
            <para>Navigation2DServer is the server responsible for all 2D navigation. It handles several objects, namely maps, regions and agents.</para>
            <para>Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world.</para>
            <para>Note: Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts.</para>
            <para>For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than navigation map <c>edge_connection_margin</c> to the respective other edge's vertex.</para>
            <para>You may assign navigation layers to regions with <see cref="M:Godot.Navigation2DServer.RegionSetNavigationLayers(Godot.RID,System.UInt32)"/>, which then can be checked upon when requesting a path with <see cref="M:Godot.Navigation2DServer.MapGetPath(Godot.RID,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/>. This allows allowing or forbidding some areas to 2D objects.</para>
            <para>To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.</para>
            <para>Note: The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.</para>
            <para>This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.GetMaps">
            <summary>
            <para>Returns all created navigation map <see cref="T:Godot.RID"/>s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapCreate">
            <summary>
            <para>Create a new map.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapSetActive(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets the map active.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapIsActive(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if the map is active.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapSetCellSize(Godot.RID,System.Single)">
            <summary>
            <para>Set the map cell size used to weld the navigation mesh polygons.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapGetCellSize(Godot.RID)">
            <summary>
            <para>Returns the map cell size.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapSetCellHeight(Godot.RID,System.Single)">
            <summary>
            <para>Set the map cell height used to weld the navigation mesh polygons. Note: Currently not implemented.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapGetCellHeight(Godot.RID)">
            <summary>
            <para>Returns the map cell height. Note: Currently not implemented.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapSetEdgeConnectionMargin(Godot.RID,System.Single)">
            <summary>
            <para>Set the map edge connection margin used to weld the compatible region edges.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapGetEdgeConnectionMargin(Godot.RID)">
            <summary>
            <para>Returns the edge connection margin of the map. The edge connection margin is a distance used to connect two regions.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapGetPath(Godot.RID,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)">
            <summary>
            <para>Returns the navigation path to reach the destination from the origin. <c>navigation_layers</c> is a bitmask of all region layers that are allowed to be in the path.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapGetClosestPoint(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Returns the point closest to the provided <c>to_point</c> on the navigation mesh surface.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapGetClosestPointOwner(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Returns the owner region RID for the point returned by <see cref="M:Godot.Navigation2DServer.MapGetClosestPoint(Godot.RID,Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapGetRegions(Godot.RID)">
            <summary>
            <para>Returns all navigation regions <see cref="T:Godot.RID"/>s that are currently assigned to the requested navigation <c>map</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapGetAgents(Godot.RID)">
            <summary>
            <para>Returns all navigation agents <see cref="T:Godot.RID"/>s that are currently assigned to the requested navigation <c>map</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.MapForceUpdate(Godot.RID)">
            <summary>
            <para>This function immediately forces synchronization of the specified navigation <c>map</c> <see cref="T:Godot.RID"/>. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).</para>
            <para>Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.</para>
            <para>Avoidance processing and dispatch of the <c>safe_velocity</c> signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.</para>
            <para>Note: With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionCreate">
            <summary>
            <para>Creates a new region.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionSetEnterCost(Godot.RID,System.Single)">
            <summary>
            <para>Sets the <c>enter_cost</c> for this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionGetEnterCost(Godot.RID)">
            <summary>
            <para>Returns the <c>enter_cost</c> of this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionSetTravelCost(Godot.RID,System.Single)">
            <summary>
            <para>Sets the <c>travel_cost</c> for this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionGetTravelCost(Godot.RID)">
            <summary>
            <para>Returns the <c>travel_cost</c> of this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionOwnsPoint(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Returns <c>true</c> if the provided <c>point</c> in world space is currently owned by the provided navigation <c>region</c>. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.</para>
            <para>If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.</para>
            <para>Note: If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionSetMap(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the map for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionGetMap(Godot.RID)">
            <summary>
            <para>Returns the navigation map <see cref="T:Godot.RID"/> the requested <c>region</c> is currently assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionSetNavigationLayers(Godot.RID,System.UInt32)">
            <summary>
            <para>Set the region's navigation layers. This allows selecting regions from a path request (when using <see cref="M:Godot.Navigation2DServer.MapGetPath(Godot.RID,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionGetNavigationLayers(Godot.RID)">
            <summary>
            <para>Returns the region's navigation layers.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionSetTransform(Godot.RID,Godot.Transform2D)">
            <summary>
            <para>Sets the global transformation for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionSetNavpoly(Godot.RID,Godot.NavigationPolygon)">
            <summary>
            <para>Sets the navigation mesh for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionGetConnectionsCount(Godot.RID)">
            <summary>
            <para>Returns how many connections this <c>region</c> has with other regions in the map.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionGetConnectionPathwayStart(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the starting point of a connection door. <c>connection</c> is an index between 0 and the return value of <see cref="M:Godot.Navigation2DServer.RegionGetConnectionsCount(Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.RegionGetConnectionPathwayEnd(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the ending point of a connection door. <c>connection</c> is an index between 0 and the return value of <see cref="M:Godot.Navigation2DServer.RegionGetConnectionsCount(Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentCreate">
            <summary>
            <para>Creates the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetMap(Godot.RID,Godot.RID)">
            <summary>
            <para>Puts the agent in the map.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentGetMap(Godot.RID)">
            <summary>
            <para>Returns the navigation map <see cref="T:Godot.RID"/> the requested <c>agent</c> is currently assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetNeighborDist(Godot.RID,System.Single)">
            <summary>
            <para>Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetMaxNeighbors(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetTimeHorizon(Godot.RID,System.Single)">
            <summary>
            <para>The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetRadius(Godot.RID,System.Single)">
            <summary>
            <para>Sets the radius of the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetMaxSpeed(Godot.RID,System.Single)">
            <summary>
            <para>Sets the maximum speed of the agent. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetVelocity(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Sets the current velocity of the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetTargetVelocity(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Sets the new target velocity.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetPosition(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Sets the position of the agent in world space.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentIsMapChanged(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if the map got changed the previous frame.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.AgentSetCallback(Godot.RID,System.UInt64,System.String,System.Object)">
            <summary>
            <para>Sets the callback <c>object_id</c> and <c>method</c> that gets called after each avoidance processing step for the <c>agent</c>. The calculated <c>safe_velocity</c> will be dispatched with a signal to the object just before the physics calculations.</para>
            <para>Note: Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use <see cref="M:Godot.Navigation2DServer.AgentSetCallback(Godot.RID,System.UInt64,System.String,System.Object)"/> again with a <c>0</c> ObjectID as the <c>object_id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Navigation2DServer.FreeRid(Godot.RID)">
            <summary>
            <para>Destroys an object created by the Navigation2DServer.</para>
            <para>Note: See <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> for details on how to handle RIDs for freed objects.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent">
            <summary>
            <para>3D agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO (Reciprocal Velocity Obstacles) collision avoidance. The agent needs navigation data to work correctly. By default this node will register to the default <see cref="T:Godot.World"/> navigation map. If this node is a child of a <see cref="T:Godot.Navigation"/> node it will register to the navigation map of the navigation node or the function <see cref="M:Godot.NavigationAgent.SetNavigation(Godot.Node)"/> can be used to set the navigation node directly. <see cref="T:Godot.NavigationAgent"/> is physics safe.</para>
            <para>Note: After setting <see cref="P:Godot.NavigationAgent.TargetLocation"/> it is required to use the <see cref="M:Godot.NavigationAgent.GetNextLocation"/> function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.</para>
            <para>Note: By default, the expensive calculations for avoidance are done in a thread. In HTML5 exports without thread support, they will be done on the main thread, which can lead to performance issues.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.TargetLocation">
            <summary>
            <para>The user-defined target location. Setting this property will clear the current navigation path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.PathDesiredDistance">
            <summary>
            <para>The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.TargetDesiredDistance">
            <summary>
            <para>The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.AgentHeightOffset">
            <summary>
            <para>The NavigationAgent height offset is subtracted from the y-axis value of any vector path position for this NavigationAgent. The NavigationAgent height offset does not change or influence the navigation mesh or pathfinding query result. Additional navigation maps that use regions with navigation meshes that the developer baked with appropriate agent radius or height values are required to support different-sized agents.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.PathMaxDistance">
            <summary>
            <para>The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation map layers the <see cref="T:Godot.NavigationAgent"/> belongs to. On path requests the agent will ignore navmeshes without at least one matching layer.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.AvoidanceEnabled">
            <summary>
            <para>If <c>true</c> the agent is registered for an RVO avoidance callback on the <see cref="T:Godot.NavigationServer"/>. When <see cref="M:Godot.NavigationAgent.SetVelocity(Godot.Vector3)"/> is used and the processing is completed a <c>safe_velocity</c> Vector3 is received with a signal connection to <c>velocity_computed</c>. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.Radius">
            <summary>
            <para>The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by <see cref="P:Godot.NavigationAgent.NeighborDist"/>).</para>
            <para>Does not affect normal pathfinding. To change an actor's pathfinding radius bake <see cref="T:Godot.NavigationMesh"/> resources with a different <see cref="P:Godot.NavigationMesh.AgentRadius"/> property and use different navigation maps for each actor size.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.NeighborDist">
            <summary>
            <para>The distance to search for other agents.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.MaxNeighbors">
            <summary>
            <para>The maximum number of neighbors for the agent to consider.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.TimeHorizon">
            <summary>
            <para>The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but the less freedom in choosing its velocities. Must be positive.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.MaxSpeed">
            <summary>
            <para>The maximum speed that an agent can move.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent.IgnoreY">
            <summary>
            <para>Ignores collisions on the Y axis. Must be <c>true</c> to move on a horizontal plane.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.GetRid">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of this agent on the <see cref="T:Godot.NavigationServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.SetNavigation(Godot.Node)">
            <summary>
            <para>Sets the <see cref="T:Godot.Navigation"/> node used by the agent. Useful when you don't want to make the agent a child of a <see cref="T:Godot.Navigation"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.GetNavigation">
            <summary>
            <para>Returns the <see cref="T:Godot.Navigation"/> node that the agent is using for its navigation system.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.SetNavigationMap(Godot.RID)">
            <summary>
            <para>Sets the <see cref="T:Godot.RID"/> of the navigation map this NavigationAgent node should use and also updates the <c>agent</c> on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.GetNavigationMap">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use <see cref="M:Godot.NavigationAgent.SetNavigationMap(Godot.RID)"/> to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.GetNextLocation">
            <summary>
            <para>Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.DistanceToTarget">
            <summary>
            <para>Returns the distance to the target location, using the agent's global position. The user must set <see cref="P:Godot.NavigationAgent.TargetLocation"/> in order for this to be accurate.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.SetVelocity(Godot.Vector3)">
            <summary>
            <para>Sends the passed in velocity to the collision avoidance algorithm. It will adjust the velocity to avoid collisions. Once the adjustment to the velocity is complete, it will emit the <c>velocity_computed</c> signal.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.GetNavPath">
            <summary>
            <para>Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended <see cref="M:Godot.NavigationAgent.GetNextLocation"/> once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.GetNavPathIndex">
            <summary>
            <para>Returns which index the agent is currently on in the navigation path's <see cref="T:Godot.Vector3"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.IsTargetReached">
            <summary>
            <para>Returns <c>true</c> if <see cref="P:Godot.NavigationAgent.TargetLocation"/> is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See <see cref="M:Godot.NavigationAgent.GetFinalLocation"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.IsTargetReachable">
            <summary>
            <para>Returns <c>true</c> if <see cref="P:Godot.NavigationAgent.TargetLocation"/> is reachable.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.IsNavigationFinished">
            <summary>
            <para>Returns <c>true</c> if the navigation path's final location has been reached.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent.GetFinalLocation">
            <summary>
            <para>Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationAgent2D">
            <summary>
            <para>2D agent that is used in navigation to reach a location while avoiding static and dynamic obstacles. The dynamic obstacles are avoided using RVO (Reciprocal Velocity Obstacles) collision avoidance. The agent needs navigation data to work correctly. By default this node will register to the default <see cref="T:Godot.World2D"/> navigation map. If this node is a child of a <see cref="T:Godot.Navigation2D"/> node it will register to the navigation map of the navigation node or the function <see cref="M:Godot.NavigationAgent2D.SetNavigation(Godot.Node)"/> can be used to set the navigation node directly. <see cref="T:Godot.NavigationAgent2D"/> is physics safe.</para>
            <para>Note: After setting <see cref="P:Godot.NavigationAgent2D.TargetLocation"/> it is required to use the <see cref="M:Godot.NavigationAgent2D.GetNextLocation"/> function once every physics frame to update the internal path logic of the NavigationAgent. The returned vector position from this function should be used as the next movement position for the agent's parent Node.</para>
            <para>Note: By default, the expensive calculations for avoidance are done in a thread. In HTML5 exports without thread support, they will be done on the main thread, which can lead to performance issues.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.TargetLocation">
            <summary>
            <para>The user-defined target location. Setting this property will clear the current navigation path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.PathDesiredDistance">
            <summary>
            <para>The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.TargetDesiredDistance">
            <summary>
            <para>The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.PathMaxDistance">
            <summary>
            <para>The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation map layers the <see cref="T:Godot.NavigationAgent2D"/> belongs to. On path requests the agent will ignore navmeshes without at least one matching layer.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.AvoidanceEnabled">
            <summary>
            <para>If <c>true</c> the agent is registered for an RVO avoidance callback on the <see cref="T:Godot.Navigation2DServer"/>. When <see cref="M:Godot.NavigationAgent2D.SetVelocity(Godot.Vector2)"/> is used and the processing is completed a <c>safe_velocity</c> Vector2 is received with a signal connection to <c>velocity_computed</c>. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.Radius">
            <summary>
            <para>The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by <see cref="P:Godot.NavigationAgent2D.NeighborDist"/>).</para>
            <para>Does not affect normal pathfinding.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.NeighborDist">
            <summary>
            <para>The distance to search for other agents.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.MaxNeighbors">
            <summary>
            <para>The maximum number of neighbors for the agent to consider.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.TimeHorizon">
            <summary>
            <para>The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but the less freedom in choosing its velocities. Must be positive.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationAgent2D.MaxSpeed">
            <summary>
            <para>The maximum speed that an agent can move.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetRid">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of this agent on the <see cref="T:Godot.Navigation2DServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.SetNavigation(Godot.Node)">
            <summary>
            <para>Sets the <see cref="T:Godot.Navigation2D"/> node used by the agent. Useful when you don't want to make the agent a child of a <see cref="T:Godot.Navigation2D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetNavigation">
            <summary>
            <para>Returns the <see cref="T:Godot.Navigation2D"/> node that the agent is using for its navigation system.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.SetNavigationMap(Godot.RID)">
            <summary>
            <para>Sets the <see cref="T:Godot.RID"/> of the navigation map this NavigationAgent node should use and also updates the <c>agent</c> on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetNavigationMap">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use <see cref="M:Godot.NavigationAgent2D.SetNavigationMap(Godot.RID)"/> to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetNextLocation">
            <summary>
            <para>Returns the next location in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.DistanceToTarget">
            <summary>
            <para>Returns the distance to the target location, using the agent's global position. The user must set <see cref="P:Godot.NavigationAgent2D.TargetLocation"/> in order for this to be accurate.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.SetVelocity(Godot.Vector2)">
            <summary>
            <para>Sends the passed in velocity to the collision avoidance algorithm. It will adjust the velocity to avoid collisions. Once the adjustment to the velocity is complete, it will emit the <c>velocity_computed</c> signal.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetNavPath">
            <summary>
            <para>Returns this agent's current path from start to finish in global coordinates. The path only updates when the target location is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended <see cref="M:Godot.NavigationAgent2D.GetNextLocation"/> once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetNavPathIndex">
            <summary>
            <para>Returns which index the agent is currently on in the navigation path's <see cref="T:Godot.Vector2"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.IsTargetReached">
            <summary>
            <para>Returns <c>true</c> if <see cref="P:Godot.NavigationAgent2D.TargetLocation"/> is reached. It may not always be possible to reach the target location. It should always be possible to reach the final location though. See <see cref="M:Godot.NavigationAgent2D.GetFinalLocation"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.IsTargetReachable">
            <summary>
            <para>Returns <c>true</c> if <see cref="P:Godot.NavigationAgent2D.TargetLocation"/> is reachable.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.IsNavigationFinished">
            <summary>
            <para>Returns <c>true</c> if the navigation path's final location has been reached.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationAgent2D.GetFinalLocation">
            <summary>
            <para>Returns the reachable final location in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationMesh">
            <summary>
            <para>A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.ParsedGeometryType.MeshInstances">
            <summary>
            <para>Parses mesh instances as geometry. This includes <see cref="T:Godot.MeshInstance"/>, <see cref="T:Godot.CSGShape"/>, and <see cref="T:Godot.GridMap"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.ParsedGeometryType.StaticColliders">
            <summary>
            <para>Parses <see cref="T:Godot.StaticBody"/> colliders as geometry. The collider should be in any of the layers specified by <see cref="P:Godot.NavigationMesh.GeometryCollisionMask"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.ParsedGeometryType.Both">
            <summary>
            <para>Both <see cref="F:Godot.NavigationMesh.ParsedGeometryType.MeshInstances"/> and <see cref="F:Godot.NavigationMesh.ParsedGeometryType.StaticColliders"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.ParsedGeometryType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.NavigationMesh.ParsedGeometryType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.SamplePartitionTypeEnum.Watershed">
            <summary>
            <para>Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.SamplePartitionTypeEnum.Monotone">
            <summary>
            <para>Monotone partitioning. Use this if you want fast navigation mesh generation.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.SamplePartitionTypeEnum.Layers">
            <summary>
            <para>Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.SamplePartitionTypeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.NavigationMesh.SamplePartitionTypeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.SourceGeometryMode.NavmeshChildren">
            <summary>
            <para>Scans the child nodes of <see cref="T:Godot.NavigationMeshInstance"/> recursively for geometry.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.SourceGeometryMode.GroupsWithChildren">
            <summary>
            <para>Scans nodes in a group and their child nodes recursively for geometry. The group is specified by <see cref="P:Godot.NavigationMesh.GeometrySourceGroupName"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.SourceGeometryMode.GroupsExplicit">
            <summary>
            <para>Uses nodes in a group for geometry. The group is specified by <see cref="P:Godot.NavigationMesh.GeometrySourceGroupName"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NavigationMesh.SourceGeometryMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.NavigationMesh.SourceGeometryMode"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.SamplePartitionType">
            <summary>
            <para>Partitioning algorithm for creating the navigation mesh polys. See <see cref="T:Godot.NavigationMesh.SamplePartitionTypeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.GeometryParsedGeometryType">
            <summary>
            <para>Determines which type of nodes will be parsed as geometry. See <see cref="T:Godot.NavigationMesh.ParsedGeometryType"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.GeometryCollisionMask">
            <summary>
            <para>The physics layers to scan for static colliders.</para>
            <para>Only used when <see cref="P:Godot.NavigationMesh.GeometryParsedGeometryType"/> is <see cref="F:Godot.NavigationMesh.ParsedGeometryType.StaticColliders"/> or <see cref="F:Godot.NavigationMesh.ParsedGeometryType.Both"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.GeometrySourceGeometryMode">
            <summary>
            <para>The source of the geometry used when baking. See <see cref="T:Godot.NavigationMesh.SourceGeometryMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.GeometrySourceGroupName">
            <summary>
            <para>The name of the group to scan for geometry.</para>
            <para>Only used when <see cref="P:Godot.NavigationMesh.GeometrySourceGeometryMode"/> is <see cref="F:Godot.NavigationMesh.SourceGeometryMode.GroupsWithChildren"/> or <see cref="F:Godot.NavigationMesh.SourceGeometryMode.GroupsExplicit"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.CellSize">
            <summary>
            <para>The XZ plane cell size to use for fields.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.CellHeight">
            <summary>
            <para>The Y axis cell size to use for fields.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.AgentHeight">
            <summary>
            <para>The minimum floor to ceiling height that will still allow the floor area to be considered walkable.</para>
            <para>Note: While baking, this value will be rounded up to the nearest multiple of <see cref="P:Godot.NavigationMesh.CellHeight"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.AgentRadius">
            <summary>
            <para>The distance to erode/shrink the walkable area of the heightfield away from obstructions.</para>
            <para>Note: While baking, this value will be rounded up to the nearest multiple of <see cref="P:Godot.NavigationMesh.CellSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.AgentMaxClimb">
            <summary>
            <para>The minimum ledge height that is considered to still be traversable.</para>
            <para>Note: While baking, this value will be rounded down to the nearest multiple of <see cref="P:Godot.NavigationMesh.CellHeight"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.AgentMaxSlope">
            <summary>
            <para>The maximum slope that is considered walkable, in degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.RegionMinSize">
            <summary>
            <para>The minimum size of a region for it to be created.</para>
            <para>Note: This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.RegionMergeSize">
            <summary>
            <para>Any regions with a size smaller than this will be merged with larger regions if possible.</para>
            <para>Note: This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.EdgeMaxLength">
            <summary>
            <para>The maximum allowed length for contour edges along the border of the mesh.</para>
            <para>Note: While baking, this value will be rounded up to the nearest multiple of <see cref="P:Godot.NavigationMesh.CellSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.EdgeMaxError">
            <summary>
            <para>The maximum distance a simplfied contour's border edges should deviate the original raw contour.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.PolygonVertsPerPoly">
            <summary>
            <para>The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.DetailSampleDistance">
            <summary>
            <para>The sampling distance to use when generating the detail mesh, in cell unit.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.DetailSampleMaxError">
            <summary>
            <para>The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.FilterLowHangingObstacles">
            <summary>
            <para>If <c>true</c>, marks non-walkable spans as walkable if their maximum is within <see cref="P:Godot.NavigationMesh.AgentMaxClimb"/> of a walkable neighbor.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.FilterLedgeSpans">
            <summary>
            <para>If <c>true</c>, marks spans that are ledges as non-walkable.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.FilterWalkableLowHeightSpans">
            <summary>
            <para>If <c>true</c>, marks walkable spans as not walkable if the clearance above the span is less than <see cref="P:Godot.NavigationMesh.AgentHeight"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.FilterBakingAabb">
            <summary>
            <para>If the baking <see cref="T:Godot.AABB"/> has a volume the navigation mesh baking will be restricted to its enclosing area.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMesh.FilterBakingAabbOffset">
            <summary>
            <para>The position offset applied to the <see cref="P:Godot.NavigationMesh.FilterBakingAabb"/> <see cref="T:Godot.AABB"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>value</c> is <c>true</c>, sets the specified <c>bit</c> in the <see cref="P:Godot.NavigationMesh.GeometryCollisionMask"/>.</para>
            <para>If <c>value</c> is <c>false</c>, clears the specified <c>bit</c> in the <see cref="P:Godot.NavigationMesh.GeometryCollisionMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns whether the specified <c>bit</c> of the <see cref="P:Godot.NavigationMesh.GeometryCollisionMask"/> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.SetVertices(Godot.Vector3[])">
            <summary>
            <para>Sets the vertices that can be then indexed to create polygons with the <see cref="M:Godot.NavigationMesh.AddPolygon(System.Int32[])"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.GetVertices">
            <summary>
            <para>Returns a <see cref="T:Godot.Vector3"/> containing all the vertices being used to create the polygons.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.AddPolygon(System.Int32[])">
            <summary>
            <para>Adds a polygon using the indices of the vertices you get when calling <see cref="M:Godot.NavigationMesh.GetVertices"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.GetPolygonCount">
            <summary>
            <para>Returns the number of polygons in the navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.GetPolygon(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:System.Int32"/> containing the indices of the vertices of a created polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.ClearPolygons">
            <summary>
            <para>Clears the array of polygons, but it doesn't clear the array of vertices.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMesh.CreateFromMesh(Godot.Mesh)">
            <summary>
            <para>Initializes the navigation mesh by setting the vertices and indices according to a <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationMeshGenerator">
            <summary>
            <para>This class is responsible for creating and clearing 3D navigation meshes used as <see cref="T:Godot.NavigationMesh"/> resources inside <see cref="T:Godot.NavigationMeshInstance"/>. The <see cref="T:Godot.NavigationMeshGenerator"/> has very limited to no use for 2D as the navigation mesh baking process expects 3D node types and 3D source geometry to parse.</para>
            <para>The entire navigation mesh baking is best done in a separate thread as the voxelization, collision tests and mesh optimization steps involved are very performance and time hungry operations.</para>
            <para>Navigation mesh baking happens in multiple steps and the result depends on 3D source geometry and properties of the <see cref="T:Godot.NavigationMesh"/> resource. In the first step, starting from a root node and depending on <see cref="T:Godot.NavigationMesh"/> properties all valid 3D source geometry nodes are collected from the <see cref="T:Godot.SceneTree"/>. Second, all collected nodes are parsed for their relevant 3D geometry data and a combined 3D mesh is build. Due to the many different types of parsable objects, from normal <see cref="T:Godot.MeshInstance"/>s to <see cref="T:Godot.CSGShape"/>s or various <see cref="T:Godot.CollisionObject"/>s, some operations to collect geometry data can trigger <see cref="T:Godot.VisualServer"/> and <see cref="T:Godot.PhysicsServer"/> synchronizations. Server synchronization can have a negative effect on baking time or framerate as it often involves <see cref="T:Godot.Mutex"/> locking for thread security. Many parsable objects and the continuous synchronization with other threaded Servers can increase the baking time significantly. On the other hand only a few but very large and complex objects will take some time to prepare for the Servers which can noticeably stall the next frame render. As a general rule the total amount of parsable objects and their individual size and complexity should be balanced to avoid framerate issues or very long baking times. The combined mesh is then passed to the Recast Navigation Object to test the source geometry for walkable terrain suitable to <see cref="T:Godot.NavigationMesh"/> agent properties by creating a voxel world around the meshes bounding area.</para>
            <para>The finalized navigation mesh is then returned and stored inside the <see cref="T:Godot.NavigationMesh"/> for use as a resource inside <see cref="T:Godot.NavigationMeshInstance"/> nodes.</para>
            <para>Note: Using meshes to not only define walkable surfaces but also obstruct navigation baking does not always work. The navigation baking has no concept of what is a geometry "inside" when dealing with mesh source geometry and this is intentional. Depending on current baking parameters, as soon as the obstructing mesh is large enough to fit a navigation mesh area inside, the baking will generate navigation mesh areas that are inside the obstructing source geometry mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMeshGenerator.Bake(Godot.NavigationMesh,Godot.Node)">
            <summary>
            <para>Bakes navigation data to the provided <c>nav_mesh</c> by parsing child nodes under the provided <c>root_node</c> or a specific group of nodes for potential source geometry. The parse behavior can be controlled with the <see cref="P:Godot.NavigationMesh.GeometryParsedGeometryType"/> and <see cref="P:Godot.NavigationMesh.GeometrySourceGeometryMode"/> properties on the <see cref="T:Godot.NavigationMesh"/> resource.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMeshGenerator.Clear(Godot.NavigationMesh)">
            <summary>
            <para>Removes all polygons and vertices from the provided <c>nav_mesh</c> resource.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationMeshInstance">
            <summary>
            <para>An instance of a <see cref="T:Godot.NavigationMesh"/>. It tells the <see cref="T:Godot.Navigation"/> node what can be navigated and what cannot, based on the <see cref="T:Godot.NavigationMesh"/> resource.</para>
            <para>By default this node will register to the default <see cref="T:Godot.World"/> navigation map. If this node is a child of a <see cref="T:Godot.Navigation"/> node it will register to the navigation map of the navigation node.</para>
            <para>Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using <see cref="M:Godot.NavigationServer.MapSetEdgeConnectionMargin(Godot.RID,System.Single)"/>.</para>
            <para>Note: Overlapping two regions' navmeshes is not enough for connecting two regions. They must share a similar edge.</para>
            <para>The cost of entering this region from another region can be controlled with the <see cref="P:Godot.NavigationMeshInstance.EnterCost"/> value.</para>
            <para>Note: This value is not added to the path cost when the start position is already inside this region.</para>
            <para>The cost of traveling distances inside this region can be controlled with the <see cref="P:Godot.NavigationMeshInstance.TravelCost"/> multiplier.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMeshInstance.Navmesh">
            <summary>
            <para>The <see cref="T:Godot.NavigationMesh"/> resource to use.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMeshInstance.Enabled">
            <summary>
            <para>Determines if the <see cref="T:Godot.NavigationMeshInstance"/> is enabled or disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMeshInstance.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation map layers the <see cref="T:Godot.NavigationMesh"/> belongs to. On path requests with <see cref="M:Godot.NavigationServer.MapGetPath(Godot.RID,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/> navmeshes without matching layers will be ignored and the navigation map will only proximity merge different navmeshes with matching layers.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMeshInstance.EnterCost">
            <summary>
            <para>When pathfinding enters this region's navmesh from another regions navmesh the <c>enter_cost</c> value is added to the path distance for determining the shortest path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationMeshInstance.TravelCost">
            <summary>
            <para>When pathfinding moves inside this region's navmesh the traveled distances are multiplied with <c>travel_cost</c> for determining the shortest path.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMeshInstance.GetRegionRid">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of this region on the <see cref="T:Godot.NavigationServer"/>. Combined with <see cref="M:Godot.NavigationServer.MapGetClosestPointOwner(Godot.RID,Godot.Vector3)"/> can be used to identify the <see cref="T:Godot.NavigationMeshInstance"/> closest to a point on the merged navigation map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationMeshInstance.BakeNavigationMesh(System.Boolean)">
            <summary>
            <para>Bakes the <see cref="T:Godot.NavigationMesh"/>. If <c>on_thread</c> is set to <c>true</c> (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new <see cref="T:Godot.NavigationMesh"/>. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled).</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationObstacle">
            <summary>
            <para>3D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a <see cref="T:Godot.Navigation"/> node, or using <see cref="M:Godot.NavigationObstacle.SetNavigation(Godot.Node)"/>. <see cref="T:Godot.NavigationObstacle"/> is physics safe.</para>
            <para>Obstacles don't change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle.EstimateRadius">
            <summary>
            <para>Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle.Radius">
            <summary>
            <para>The radius of the agent. Used only if <see cref="P:Godot.NavigationObstacle.EstimateRadius"/> is set to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle.GetRid">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of this obstacle on the <see cref="T:Godot.NavigationServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle.SetNavigation(Godot.Node)">
            <summary>
            <para>Sets the <see cref="T:Godot.Navigation"/> node used by the obstacle. Useful when you don't want to make the obstacle a child of a <see cref="T:Godot.Navigation"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle.GetNavigation">
            <summary>
            <para>Returns the <see cref="T:Godot.Navigation"/> node that the obstacle is using for its navigation system.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationObstacle2D">
            <summary>
            <para>2D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a <see cref="T:Godot.Navigation2D"/> node, or using <see cref="M:Godot.NavigationObstacle2D.SetNavigation(Godot.Node)"/>. <see cref="T:Godot.NavigationObstacle2D"/> is physics safe.</para>
            <para>Obstacles don't change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle2D.EstimateRadius">
            <summary>
            <para>Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationObstacle2D.Radius">
            <summary>
            <para>The radius of the agent. Used only if <see cref="P:Godot.NavigationObstacle2D.EstimateRadius"/> is set to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.GetRid">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of this obstacle on the <see cref="T:Godot.Navigation2DServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.SetNavigation(Godot.Node)">
            <summary>
            <para>Sets the <see cref="T:Godot.Navigation2D"/> node used by the obstacle. Useful when you don't want to make the obstacle a child of a <see cref="T:Godot.Navigation2D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationObstacle2D.GetNavigation">
            <summary>
            <para>Returns the <see cref="T:Godot.Navigation2D"/> node that the obstacle is using for its navigation system.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationPolygon">
            <summary>
            <para>There are two ways to create polygons. Either by using the <see cref="M:Godot.NavigationPolygon.AddOutline(Godot.Vector2[])"/> method, or using the <see cref="M:Godot.NavigationPolygon.AddPolygon(System.Int32[])"/> method.</para>
            <para>Using <see cref="M:Godot.NavigationPolygon.AddOutline(Godot.Vector2[])"/>:</para>
            <para><code>
            var polygon = NavigationPolygon.new()
            var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
            polygon.add_outline(outline)
            polygon.make_polygons_from_outlines()
            $NavigationPolygonInstance.navpoly = polygon
            </code></para>
            <para>Using <see cref="M:Godot.NavigationPolygon.AddPolygon(System.Int32[])"/> and indices of the vertices array.</para>
            <para><code>
            var polygon = NavigationPolygon.new()
            var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
            polygon.set_vertices(vertices)
            var indices = PoolIntArray([0, 1, 2, 3])
            polygon.add_polygon(indices)
            $NavigationPolygonInstance.navpoly = polygon
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.SetVertices(Godot.Vector2[])">
            <summary>
            <para>Sets the vertices that can be then indexed to create polygons with the <see cref="M:Godot.NavigationPolygon.AddPolygon(System.Int32[])"/> method.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.GetVertices">
            <summary>
            <para>Returns a <see cref="T:Godot.Vector2"/> containing all the vertices being used to create the polygons.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.AddPolygon(System.Int32[])">
            <summary>
            <para>Adds a polygon using the indices of the vertices you get when calling <see cref="M:Godot.NavigationPolygon.GetVertices"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.GetPolygonCount">
            <summary>
            <para>Returns the count of all polygons.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.GetPolygon(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:System.Int32"/> containing the indices of the vertices of a created polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.ClearPolygons">
            <summary>
            <para>Clears the array of polygons, but it doesn't clear the array of outlines and vertices.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.GetMesh">
            <summary>
            <para>Returns the <see cref="T:Godot.NavigationMesh"/> resulting from this navigation polygon. This navmesh can be used to update the navmesh of a region with the <see cref="M:Godot.NavigationServer.RegionSetNavmesh(Godot.RID,Godot.NavigationMesh)"/> API directly (as 2D uses the 3D server behind the scene).</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.AddOutline(Godot.Vector2[])">
            <summary>
            <para>Appends a <see cref="T:Godot.Vector2"/> that contains the vertices of an outline to the internal array that contains all the outlines. You have to call <see cref="M:Godot.NavigationPolygon.MakePolygonsFromOutlines"/> in order for this array to be converted to polygons that the engine will use.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.AddOutlineAtIndex(Godot.Vector2[],System.Int32)">
            <summary>
            <para>Adds a <see cref="T:Godot.Vector2"/> that contains the vertices of an outline to the internal array that contains all the outlines at a fixed position. You have to call <see cref="M:Godot.NavigationPolygon.MakePolygonsFromOutlines"/> in order for this array to be converted to polygons that the engine will use.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.GetOutlineCount">
            <summary>
            <para>Returns the number of outlines that were created in the editor or by script.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.SetOutline(System.Int32,Godot.Vector2[])">
            <summary>
            <para>Changes an outline created in the editor or by script. You have to call <see cref="M:Godot.NavigationPolygon.MakePolygonsFromOutlines"/> for the polygons to update.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.GetOutline(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.Vector2"/> containing the vertices of an outline that was created in the editor or by script.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.RemoveOutline(System.Int32)">
            <summary>
            <para>Removes an outline created in the editor or by script. You have to call <see cref="M:Godot.NavigationPolygon.MakePolygonsFromOutlines"/> for the polygons to update.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.ClearOutlines">
            <summary>
            <para>Clears the array of the outlines, but it doesn't clear the vertices and the polygons that were created by them.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygon.MakePolygonsFromOutlines">
            <summary>
            <para>Creates polygons from the outlines added in the editor or by script.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationPolygonInstance">
            <summary>
            <para>A region of the navigation map. It tells the <see cref="T:Godot.Navigation2DServer"/> what can be navigated and what cannot, based on its <see cref="T:Godot.NavigationPolygon"/> resource.</para>
            <para>By default this node will register to the default <see cref="T:Godot.World2D"/> navigation map. If this node is a child of a <see cref="T:Godot.Navigation2D"/> node it will register to the navigation map of the navigation node.</para>
            <para>Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using <see cref="M:Godot.Navigation2DServer.MapSetEdgeConnectionMargin(Godot.RID,System.Single)"/>.</para>
            <para>Note: Overlapping two regions' polygons is not enough for connecting two regions. They must share a similar edge.</para>
            <para>The pathfinding cost of entering this region from another region can be controlled with the <see cref="P:Godot.NavigationPolygonInstance.EnterCost"/> value.</para>
            <para>Note: This value is not added to the path cost when the start position is already inside this region.</para>
            <para>The pathfinding cost of traveling distances inside this region can be controlled with the <see cref="P:Godot.NavigationPolygonInstance.TravelCost"/> multiplier.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPolygonInstance.Navpoly">
            <summary>
            <para>The <see cref="T:Godot.NavigationPolygon"/> resource to use.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPolygonInstance.Enabled">
            <summary>
            <para>Determines if the <see cref="T:Godot.NavigationPolygonInstance"/> is enabled or disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPolygonInstance.NavigationLayers">
            <summary>
            <para>A bitfield determining all navigation map layers the <see cref="T:Godot.NavigationPolygon"/> belongs to. On path requests with <see cref="M:Godot.Navigation2DServer.MapGetPath(Godot.RID,Godot.Vector2,Godot.Vector2,System.Boolean,System.UInt32)"/> navmeshes without matching layers will be ignored and the navigation map will only proximity merge different navmeshes with matching layers.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPolygonInstance.EnterCost">
            <summary>
            <para>When pathfinding enters this region's navmesh from another regions navmesh the <c>enter_cost</c> value is added to the path distance for determining the shortest path.</para>
            </summary>
        </member>
        <member name="P:Godot.NavigationPolygonInstance.TravelCost">
            <summary>
            <para>When pathfinding moves inside this region's navmesh the traveled distances are multiplied with <c>travel_cost</c> for determining the shortest path.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationPolygonInstance.GetRegionRid">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of this region on the <see cref="T:Godot.Navigation2DServer"/>. Combined with <see cref="M:Godot.Navigation2DServer.MapGetClosestPointOwner(Godot.RID,Godot.Vector2)"/> can be used to identify the <see cref="T:Godot.NavigationPolygonInstance"/> closest to a point on the merged navigation map.</para>
            </summary>
        </member>
        <member name="T:Godot.NavigationServer">
            <summary>
            <para>NavigationServer is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents.</para>
            <para>Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.</para>
            <para>Note: Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts.</para>
            <para>For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than <see cref="P:Godot.Navigation.EdgeConnectionMargin"/> to the respective other edge's vertex.</para>
            <para>To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.</para>
            <para>Note: The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.</para>
            <para>Note: By default, the expensive calculations for avoidance are done in a thread. In HTML5 exports without thread support, they will be done on the main thread, which can lead to performance issues.</para>
            <para>This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.GetMaps">
            <summary>
            <para>Returns all created navigation map <see cref="T:Godot.RID"/>s on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapCreate">
            <summary>
            <para>Create a new map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapSetActive(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets the map active.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapIsActive(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if the map is active.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapSetUp(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets the map up direction.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetUp(Godot.RID)">
            <summary>
            <para>Returns the map's up direction.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapSetCellSize(Godot.RID,System.Single)">
            <summary>
            <para>Set the map cell size used to weld the navigation mesh polygons.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetCellSize(Godot.RID)">
            <summary>
            <para>Returns the map cell size.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapSetCellHeight(Godot.RID,System.Single)">
            <summary>
            <para>Set the map cell height used to weld the navigation mesh polygons.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetCellHeight(Godot.RID)">
            <summary>
            <para>Returns the map cell height.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapSetEdgeConnectionMargin(Godot.RID,System.Single)">
            <summary>
            <para>Set the map edge connection margin used to weld the compatible region edges.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetEdgeConnectionMargin(Godot.RID)">
            <summary>
            <para>Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetPath(Godot.RID,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)">
            <summary>
            <para>Returns the navigation path to reach the destination from the origin. <c>navigation_layers</c> is a bitmask of all region layers that are allowed to be in the path.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetClosestPointToSegment(Godot.RID,Godot.Vector3,Godot.Vector3,System.Boolean)">
            <summary>
            <para>Returns the closest point between the navigation surface and the segment.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetClosestPoint(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Returns the point closest to the provided <c>to_point</c> on the navigation mesh surface.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetClosestPointNormal(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Returns the normal for the point returned by <see cref="M:Godot.NavigationServer.MapGetClosestPoint(Godot.RID,Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetClosestPointOwner(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Returns the owner region RID for the point returned by <see cref="M:Godot.NavigationServer.MapGetClosestPoint(Godot.RID,Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetRegions(Godot.RID)">
            <summary>
            <para>Returns all navigation regions <see cref="T:Godot.RID"/>s that are currently assigned to the requested navigation <c>map</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapGetAgents(Godot.RID)">
            <summary>
            <para>Returns all navigation agents <see cref="T:Godot.RID"/>s that are currently assigned to the requested navigation <c>map</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.MapForceUpdate(Godot.RID)">
            <summary>
            <para>This function immediately forces synchronization of the specified navigation <c>map</c> <see cref="T:Godot.RID"/>. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).</para>
            <para>Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.</para>
            <para>Avoidance processing and dispatch of the <c>safe_velocity</c> signals is untouched by this function and continues to happen for all maps and agents at the end of the physics frame.</para>
            <para>Note: With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionCreate">
            <summary>
            <para>Creates a new region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionSetEnterCost(Godot.RID,System.Single)">
            <summary>
            <para>Sets the <c>enter_cost</c> for this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionGetEnterCost(Godot.RID)">
            <summary>
            <para>Returns the <c>enter_cost</c> of this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionSetTravelCost(Godot.RID,System.Single)">
            <summary>
            <para>Sets the <c>travel_cost</c> for this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionGetTravelCost(Godot.RID)">
            <summary>
            <para>Returns the <c>travel_cost</c> of this <c>region</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionOwnsPoint(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Returns <c>true</c> if the provided <c>point</c> in world space is currently owned by the provided navigation <c>region</c>. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.</para>
            <para>If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.</para>
            <para>Note: If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionSetMap(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the map for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionGetMap(Godot.RID)">
            <summary>
            <para>Returns the navigation map <see cref="T:Godot.RID"/> the requested <c>region</c> is currently assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionSetNavigationLayers(Godot.RID,System.UInt32)">
            <summary>
            <para>Set the region's navigation layers. This allows selecting regions from a path request (when using <see cref="M:Godot.NavigationServer.MapGetPath(Godot.RID,Godot.Vector3,Godot.Vector3,System.Boolean,System.UInt32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionGetNavigationLayers(Godot.RID)">
            <summary>
            <para>Returns the region's navigation layers.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionSetTransform(Godot.RID,Godot.Transform)">
            <summary>
            <para>Sets the global transformation for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionSetNavmesh(Godot.RID,Godot.NavigationMesh)">
            <summary>
            <para>Sets the navigation mesh for the region.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionBakeNavmesh(Godot.NavigationMesh,Godot.Node)">
            <summary>
            <para>Bakes the navigation mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionGetConnectionsCount(Godot.RID)">
            <summary>
            <para>Returns how many connections this <c>region</c> has with other regions in the map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionGetConnectionPathwayStart(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the starting point of a connection door. <c>connection</c> is an index between 0 and the return value of <see cref="M:Godot.NavigationServer.RegionGetConnectionsCount(Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.RegionGetConnectionPathwayEnd(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the ending point of a connection door. <c>connection</c> is an index between 0 and the return value of <see cref="M:Godot.NavigationServer.RegionGetConnectionsCount(Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentCreate">
            <summary>
            <para>Creates the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetMap(Godot.RID,Godot.RID)">
            <summary>
            <para>Puts the agent in the map.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentGetMap(Godot.RID)">
            <summary>
            <para>Returns the navigation map <see cref="T:Godot.RID"/> the requested <c>agent</c> is currently assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetNeighborDist(Godot.RID,System.Single)">
            <summary>
            <para>Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetMaxNeighbors(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetTimeHorizon(Godot.RID,System.Single)">
            <summary>
            <para>The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetRadius(Godot.RID,System.Single)">
            <summary>
            <para>Sets the radius of the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetMaxSpeed(Godot.RID,System.Single)">
            <summary>
            <para>Sets the maximum speed of the agent. Must be positive.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetVelocity(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets the current velocity of the agent.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetTargetVelocity(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets the new target velocity.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetPosition(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets the position of the agent in world space.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentIsMapChanged(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if the map got changed the previous frame.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.AgentSetCallback(Godot.RID,System.UInt64,System.String,System.Object)">
            <summary>
            <para>Sets the callback <c>object_id</c> and <c>method</c> that gets called after each avoidance processing step for the <c>agent</c>. The calculated <c>safe_velocity</c> will be dispatched with a signal to the object just before the physics calculations.</para>
            <para>Note: Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use <see cref="M:Godot.NavigationServer.AgentSetCallback(Godot.RID,System.UInt64,System.String,System.Object)"/> again with a <c>0</c> ObjectID as the <c>object_id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.FreeRid(Godot.RID)">
            <summary>
            <para>Destroys an object created by the NavigationServer.</para>
            <para>Note: See <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> for details on how to handle RIDs for freed objects.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.SetActive(System.Boolean)">
            <summary>
            <para>Control activation of this server.</para>
            </summary>
        </member>
        <member name="M:Godot.NavigationServer.Process(System.Single)">
            <summary>
            <para>Process the collision avoidance agents.</para>
            <para>The result of this process is needed by the physics server, so this must be called in the main thread.</para>
            <para>Note: This function is not thread safe.</para>
            </summary>
        </member>
        <member name="T:Godot.NetworkedMultiplayerCustom">
            <summary>
            <para>A <see cref="T:Godot.NetworkedMultiplayerPeer"/> implementation that can be used as a <see cref="P:Godot.MultiplayerAPI.NetworkPeer"/> and controlled from a script.</para>
            <para>Its purpose is to allow adding a new backend for the high-Level multiplayer API without needing to use GDNative.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerCustom.Initialize(System.Int32)">
            <summary>
            <para>Initialize the peer with the given <c>peer_id</c> (must be between 1 and 2147483647).</para>
            <para>Can only be called if the connection status is <see cref="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Connecting"/>. See <see cref="M:Godot.NetworkedMultiplayerCustom.SetConnectionStatus(Godot.NetworkedMultiplayerPeer.ConnectionStatus)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerCustom.SetMaxPacketSize(System.Int32)">
            <summary>
            <para>Set the max packet size that this peer can handle.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerCustom.SetConnectionStatus(Godot.NetworkedMultiplayerPeer.ConnectionStatus)">
            <summary>
            <para>Set the state of the connection. See <see cref="T:Godot.NetworkedMultiplayerPeer.ConnectionStatus"/>.</para>
            <para>This will emit the <c>NetworkedMultiplayerPeer.connection_succeeded</c>, <c>NetworkedMultiplayerPeer.connection_failed</c> or <c>NetworkedMultiplayerPeer.server_disconnected</c> signals depending on the status and if the peer has the unique network id of <c>1</c>.</para>
            <para>You can only change to <see cref="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Connecting"/> from <see cref="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Disconnected"/> and to <see cref="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Connected"/> from <see cref="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Connecting"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerCustom.DeliverPacket(System.Byte[],System.Int32)">
            <summary>
            <para>Deliver a packet to the local <see cref="T:Godot.MultiplayerAPI"/>.</para>
            <para>When your script receives a packet from other peers over the network (originating from the <c>packet_generated</c> signal on the sending peer), passing it to this method will deliver it locally.</para>
            </summary>
        </member>
        <member name="T:Godot.NetworkedMultiplayerENet">
            <summary>
            <para>A PacketPeer implementation that should be passed to <see cref="P:Godot.SceneTree.NetworkPeer"/> after being initialized as either a client or server. Events can then be handled by connecting to <see cref="T:Godot.SceneTree"/> signals.</para>
            <para>ENet's purpose is to provide a relatively thin, simple and robust network communication layer on top of UDP (User Datagram Protocol).</para>
            <para>Note: ENet only uses UDP, not TCP. When forwarding the server port to make your server accessible on the public Internet, you only need to forward the server port in UDP. You can use the <see cref="T:Godot.UPNP"/> class to try to forward the server port automatically when starting the server.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerENet.CompressionModeEnum.None">
            <summary>
            <para>No compression. This uses the most bandwidth, but has the upside of requiring the fewest CPU resources. This option may also be used to make network debugging using tools like Wireshark easier.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerENet.CompressionModeEnum.RangeCoder">
            <summary>
            <para>ENet's built-in range encoding. Works well on small packets, but is not the most efficient algorithm on packets larger than 4 KB.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerENet.CompressionModeEnum.Fastlz">
            <summary>
            <para><a href="http://fastlz.org/">FastLZ</a> compression. This option uses less CPU resources compared to <see cref="F:Godot.NetworkedMultiplayerENet.CompressionModeEnum.Zlib"/>, at the expense of using more bandwidth.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerENet.CompressionModeEnum.Zlib">
            <summary>
            <para><a href="https://www.zlib.net/">Zlib</a> compression. This option uses less bandwidth compared to <see cref="F:Godot.NetworkedMultiplayerENet.CompressionModeEnum.Fastlz"/>, at the expense of using more CPU resources. Note that this algorithm is not very efficient on packets smaller than 4 KB. Therefore, it's recommended to use other compression algorithms in most cases.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerENet.CompressionModeEnum.Zstd">
            <summary>
            <para><a href="https://facebook.github.io/zstd/">Zstandard</a> compression.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerENet.CompressionMode">
            <summary>
            <para>The compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.</para>
            <para>Note: Most games' network design involve sending many small packets frequently (smaller than 4 KB each). If in doubt, it is recommended to keep the default compression algorithm as it works best on these small packets.</para>
            <para>Note: <see cref="P:Godot.NetworkedMultiplayerENet.CompressionMode"/> must be set to the same value on both the server and all its clients. Clients will fail to connect if the <see cref="P:Godot.NetworkedMultiplayerENet.CompressionMode"/> set on the client differs from the one set on the server. Prior to Godot 3.4, the default <see cref="P:Godot.NetworkedMultiplayerENet.CompressionMode"/> was <see cref="F:Godot.NetworkedMultiplayerENet.CompressionModeEnum.None"/>. Nonetheless, mixing engine versions between clients and server is not recommended and not officially supported.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerENet.TransferChannel">
            <summary>
            <para>Set the default channel to be used to transfer data. By default, this value is <c>-1</c> which means that ENet will only use 2 channels: one for reliable packets, and one for unreliable packets. The channel <c>0</c> is reserved and cannot be used. Setting this member to any value between <c>0</c> and <see cref="P:Godot.NetworkedMultiplayerENet.ChannelCount"/> (excluded) will force ENet to use that channel for sending data. See <see cref="P:Godot.NetworkedMultiplayerENet.ChannelCount"/> for more information about ENet channels.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerENet.ChannelCount">
            <summary>
            <para>The number of channels to be used by ENet. Channels are used to separate different kinds of data. In reliable or ordered mode, for example, the packet delivery order is ensured on a per-channel basis. This is done to combat latency and reduces ordering restrictions on packets. The delivery status of a packet in one channel won't stall the delivery of other packets in another channel.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerENet.AlwaysOrdered">
            <summary>
            <para>Enforce ordered packets when using <see cref="F:Godot.NetworkedMultiplayerPeer.TransferModeEnum.Unreliable"/> (thus behaving similarly to <see cref="F:Godot.NetworkedMultiplayerPeer.TransferModeEnum.UnreliableOrdered"/>). This is the only way to use ordering with the RPC system.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerENet.ServerRelay">
            <summary>
            <para>Enable or disable the server feature that notifies clients of other peers' connection/disconnection, and relays messages between them. When this option is <c>false</c>, clients won't be automatically notified of other peers and won't be able to send them packets through the server.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerENet.DtlsVerify">
            <summary>
            <para>Enable or disable certificate verification when <see cref="P:Godot.NetworkedMultiplayerENet.UseDtls"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerENet.DtlsHostname">
            <summary>
            <para>The hostname used for DTLS verification, to be compared against the "CN" value in the certificate provided by the server.</para>
            <para>When set to an empty string, the <c>address</c> parameter passed to <see cref="M:Godot.NetworkedMultiplayerENet.CreateClient(System.String,System.Int32,System.Int32,System.Int32,System.Int32)"/> is used instead.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerENet.UseDtls">
            <summary>
            <para>When enabled, the client or server created by this peer, will use <see cref="T:Godot.PacketPeerDTLS"/> instead of raw UDP sockets for communicating with the remote peer. This will make the communication encrypted with DTLS at the cost of higher resource usage and potentially larger packet size.</para>
            <para>Note: When creating a DTLS server, make sure you setup the key/certificate pair via <see cref="M:Godot.NetworkedMultiplayerENet.SetDtlsKey(Godot.CryptoKey)"/> and <see cref="M:Godot.NetworkedMultiplayerENet.SetDtlsCertificate(Godot.X509Certificate)"/>. For DTLS clients, have a look at the <see cref="P:Godot.NetworkedMultiplayerENet.DtlsVerify"/> option, and configure the certificate accordingly via <see cref="M:Godot.NetworkedMultiplayerENet.SetDtlsCertificate(Godot.X509Certificate)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.CreateServer(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Create server that listens to connections via <c>port</c>. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use <see cref="M:Godot.NetworkedMultiplayerENet.SetBindIp(System.String)"/>. The default IP is the wildcard <c>"*"</c>, which listens on all available interfaces. <c>max_clients</c> is the maximum number of clients that are allowed at once, any number up to 4095 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see <see cref="M:Godot.NetworkedMultiplayerENet.CreateClient(System.String,System.Int32,System.Int32,System.Int32,System.Int32)"/>. Returns <see cref="F:Godot.Error.Ok"/> if a server was created, <see cref="F:Godot.Error.AlreadyInUse"/> if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call <see cref="M:Godot.NetworkedMultiplayerENet.CloseConnection(System.UInt32)"/> first) or <see cref="F:Godot.Error.CantCreate"/> if the server could not be created.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.CreateClient(System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Create client that connects to a server at <c>address</c> using specified <c>port</c>. The given address needs to be either a fully qualified domain name (e.g. <c>"www.example.com"</c>) or an IP address in IPv4 or IPv6 format (e.g. <c>"192.168.1.1"</c>). The <c>port</c> is the port the server is listening on. The <c>in_bandwidth</c> and <c>out_bandwidth</c> parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns <see cref="F:Godot.Error.Ok"/> if a client was created, <see cref="F:Godot.Error.AlreadyInUse"/> if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call <see cref="M:Godot.NetworkedMultiplayerENet.CloseConnection(System.UInt32)"/> first) or <see cref="F:Godot.Error.CantCreate"/> if the client could not be created. If <c>client_port</c> is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.CloseConnection(System.UInt32)">
            <summary>
            <para>Closes the connection. Ignored if no connection is currently established. If this is a server it tries to notify all clients before forcibly disconnecting them. If this is a client it simply closes the connection to the server.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.DisconnectPeer(System.Int32,System.Boolean)">
            <summary>
            <para>Disconnect the given peer. If "now" is set to <c>true</c>, the connection will be closed immediately without flushing queued messages.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.SetBindIp(System.String)">
            <summary>
            <para>The IP used when creating a server. This is set to the wildcard <c>"*"</c> by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: <c>"192.168.1.1"</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.SetDtlsKey(Godot.CryptoKey)">
            <summary>
            <para>Configure the <see cref="T:Godot.CryptoKey"/> to use when <see cref="P:Godot.NetworkedMultiplayerENet.UseDtls"/> is <c>true</c>. Remember to also call <see cref="M:Godot.NetworkedMultiplayerENet.SetDtlsCertificate(Godot.X509Certificate)"/> to setup your <see cref="T:Godot.X509Certificate"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.SetDtlsCertificate(Godot.X509Certificate)">
            <summary>
            <para>Configure the <see cref="T:Godot.X509Certificate"/> to use when <see cref="P:Godot.NetworkedMultiplayerENet.UseDtls"/> is <c>true</c>. For servers, you must also setup the <see cref="T:Godot.CryptoKey"/> via <see cref="M:Godot.NetworkedMultiplayerENet.SetDtlsKey(Godot.CryptoKey)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.GetPeerAddress(System.Int32)">
            <summary>
            <para>Returns the IP address of the given peer.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.GetPeerPort(System.Int32)">
            <summary>
            <para>Returns the remote port of the given peer.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.SetPeerTimeout(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Sets the timeout parameters for a peer.The timeout parameters control how and when a peer will timeout from a failure to acknowledge reliable traffic. Timeout values are expressed in milliseconds.</para>
            <para>The <c>timeout_limit</c> is a factor that, multiplied by a value based on the average round trip time, will determine the timeout limit for a reliable packet. When that limit is reached, the timeout will be doubled, and the peer will be disconnected if that limit has reached <c>timeout_min</c>. The <c>timeout_max</c> parameter, on the other hand, defines a fixed timeout for which any packet must be acknowledged or the peer will be dropped.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.GetPacketChannel">
            <summary>
            <para>Returns the channel of the next packet that will be retrieved via <see cref="M:Godot.PacketPeer.GetPacket"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerENet.GetLastPacketChannel">
            <summary>
            <para>Returns the channel of the last packet fetched via <see cref="M:Godot.PacketPeer.GetPacket"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.NetworkedMultiplayerPeer">
            <summary>
            <para>Manages the connection to network peers. Assigns unique IDs to each client connected to the server. See also <see cref="T:Godot.MultiplayerAPI"/>.</para>
            <para>Note: The high-level multiplayer API protocol is an implementation detail and isn't meant to be used by non-Godot servers. It may change without notice.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerPeer.TargetPeerBroadcast">
            <summary>
            <para>Packets are sent to the server and then redistributed to other peers.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerPeer.TargetPeerServer">
            <summary>
            <para>Packets are sent to the server alone.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Disconnected">
            <summary>
            <para>The ongoing connection disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Connecting">
            <summary>
            <para>A connection attempt is ongoing.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Connected">
            <summary>
            <para>The connection attempt succeeded.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerPeer.TransferModeEnum.Unreliable">
            <summary>
            <para>Packets are not acknowledged, no resend attempts are made for lost packets. Packets may arrive in any order. Potentially faster than <see cref="F:Godot.NetworkedMultiplayerPeer.TransferModeEnum.UnreliableOrdered"/>. Use for non-critical data, and always consider whether the order matters.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerPeer.TransferModeEnum.UnreliableOrdered">
            <summary>
            <para>Packets are not acknowledged, no resend attempts are made for lost packets. Packets are received in the order they were sent in. Potentially faster than <see cref="F:Godot.NetworkedMultiplayerPeer.TransferModeEnum.Reliable"/>. Use for non-critical data or data that would be outdated if received late due to resend attempt(s) anyway, for example movement and positional data.</para>
            </summary>
        </member>
        <member name="F:Godot.NetworkedMultiplayerPeer.TransferModeEnum.Reliable">
            <summary>
            <para>Packets must be received and resend attempts should be made until the packets are acknowledged. Packets must be received in the order they were sent in. Most reliable transfer mode, but potentially the slowest due to the overhead. Use for critical data that must be transmitted and arrive in order, for example an ability being triggered or a chat message. Consider carefully if the information really is critical, and use sparingly.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerPeer.RefuseNewConnections">
            <summary>
            <para>If <c>true</c>, this <see cref="T:Godot.NetworkedMultiplayerPeer"/> refuses new connections.</para>
            </summary>
        </member>
        <member name="P:Godot.NetworkedMultiplayerPeer.TransferMode">
            <summary>
            <para>The manner in which to send packets to the <c>target_peer</c>. See <see cref="T:Godot.NetworkedMultiplayerPeer.TransferModeEnum"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerPeer.SetTargetPeer(System.Int32)">
            <summary>
            <para>Sets the peer to which packets will be sent.</para>
            <para>The <c>id</c> can be one of: <see cref="F:Godot.NetworkedMultiplayerPeer.TargetPeerBroadcast"/> to send to all connected peers, <see cref="F:Godot.NetworkedMultiplayerPeer.TargetPeerServer"/> to send to the peer acting as server, a valid peer ID to send to that specific peer, a negative peer ID to send to all peers except that one. By default, the target peer is <see cref="F:Godot.NetworkedMultiplayerPeer.TargetPeerBroadcast"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerPeer.GetPacketPeer">
            <summary>
            <para>Returns the ID of the <see cref="T:Godot.NetworkedMultiplayerPeer"/> who sent the most recent packet.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerPeer.Poll">
            <summary>
            <para>Waits up to 1 second to receive a new network event.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerPeer.GetConnectionStatus">
            <summary>
            <para>Returns the current state of the connection. See <see cref="T:Godot.NetworkedMultiplayerPeer.ConnectionStatus"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.NetworkedMultiplayerPeer.GetUniqueId">
            <summary>
            <para>Returns the ID of this <see cref="T:Godot.NetworkedMultiplayerPeer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.NinePatchRect">
            <summary>
            <para>Also known as 9-slice panels, NinePatchRect produces clean panels of any size, based on a small texture. To do so, it splits the texture in a 3×3 grid. When you scale the node, it tiles the texture's sides horizontally or vertically, the center on both axes but it doesn't scale or tile the corners.</para>
            </summary>
        </member>
        <member name="F:Godot.NinePatchRect.AxisStretchMode.Stretch">
            <summary>
            <para>Stretches the center texture across the NinePatchRect. This may cause the texture to be distorted.</para>
            </summary>
        </member>
        <member name="F:Godot.NinePatchRect.AxisStretchMode.Tile">
            <summary>
            <para>Repeats the center texture across the NinePatchRect. This won't cause any visible distortion. The texture must be seamless for this to work without displaying artifacts between edges.</para>
            <para>Note: Only supported when using the GLES3 renderer. When using the GLES2 renderer, this will behave like <see cref="F:Godot.NinePatchRect.AxisStretchMode.Stretch"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.NinePatchRect.AxisStretchMode.TileFit">
            <summary>
            <para>Repeats the center texture across the NinePatchRect, but will also stretch the texture to make sure each tile is visible in full. This may cause the texture to be distorted, but less than <see cref="F:Godot.NinePatchRect.AxisStretchMode.Stretch"/>. The texture must be seamless for this to work without displaying artifacts between edges.</para>
            <para>Note: Only supported when using the GLES3 renderer. When using the GLES2 renderer, this will behave like <see cref="F:Godot.NinePatchRect.AxisStretchMode.Stretch"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.Texture">
            <summary>
            <para>The node's texture resource.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.DrawCenter">
            <summary>
            <para>If <c>true</c>, draw the panel's center. Else, only draw the 9-slice's borders.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.RegionRect">
            <summary>
            <para>Rectangular region of the texture to sample from. If you're working with an atlas, use this property to define the area the 9-slice should use. All other properties are relative to this one. If the rect is empty, NinePatchRect will use the whole texture.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.PatchMarginLeft">
            <summary>
            <para>The width of the 9-slice's left column. A margin of 16 means the 9-slice's left corners and side will have a width of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.PatchMarginTop">
            <summary>
            <para>The height of the 9-slice's top row. A margin of 16 means the 9-slice's top corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.PatchMarginRight">
            <summary>
            <para>The width of the 9-slice's right column. A margin of 16 means the 9-slice's right corners and side will have a width of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.PatchMarginBottom">
            <summary>
            <para>The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.AxisStretchHorizontal">
            <summary>
            <para>The stretch mode to use for horizontal stretching/tiling. See <see cref="T:Godot.NinePatchRect.AxisStretchMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.NinePatchRect.AxisStretchVertical">
            <summary>
            <para>The stretch mode to use for vertical stretching/tiling. See <see cref="T:Godot.NinePatchRect.AxisStretchMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.NinePatchRect.SetPatchMargin(Godot.Margin,System.Int32)">
            <summary>
            <para>Sets the size of the margin identified by the given <see cref="T:Godot.Margin"/> constant to <c>value</c> in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.NinePatchRect.GetPatchMargin(Godot.Margin)">
            <summary>
            <para>Returns the size of the margin identified by the given <see cref="T:Godot.Margin"/> constant.</para>
            </summary>
        </member>
        <member name="T:Godot.Node2D">
            <summary>
            <para>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.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.Position">
            <summary>
            <para>Position, relative to the node's parent.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.Rotation">
            <summary>
            <para>Rotation in radians, relative to the node's parent.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.RotationDegrees">
            <summary>
            <para>Rotation in degrees, relative to the node's parent.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.Scale">
            <summary>
            <para>The node's scale. Unscaled value: <c>(1, 1)</c>.</para>
            <para>Note: 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.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.Transform">
            <summary>
            <para>Local <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.GlobalPosition">
            <summary>
            <para>Global position.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.GlobalRotation">
            <summary>
            <para>Global rotation in radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.GlobalRotationDegrees">
            <summary>
            <para>Global rotation in degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.GlobalScale">
            <summary>
            <para>Global scale.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.GlobalTransform">
            <summary>
            <para>Global <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.ZIndex">
            <summary>
            <para>Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others. Must be between <see cref="F:Godot.VisualServer.CanvasItemZMin"/> and <see cref="F:Godot.VisualServer.CanvasItemZMax"/> (inclusive).</para>
            </summary>
        </member>
        <member name="P:Godot.Node2D.ZAsRelative">
            <summary>
            <para>If <c>true</c>, the node's Z index is relative to its parent's Z index. If this node's Z index is 2 and its parent's effective Z index is 3, then this node's effective Z index will be 2 + 3 = 5.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.Rotate(System.Single)">
            <summary>
            <para>Applies a rotation to the node, in radians, starting from its current rotation.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.MoveLocalX(System.Single,System.Boolean)">
            <summary>
            <para>Applies a local translation on the node's X axis based on the <see cref="M:Godot.Node._Process(System.Single)"/>'s <c>delta</c>. If <c>scaled</c> is <c>false</c>, normalizes the movement.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.MoveLocalY(System.Single,System.Boolean)">
            <summary>
            <para>Applies a local translation on the node's Y axis based on the <see cref="M:Godot.Node._Process(System.Single)"/>'s <c>delta</c>. If <c>scaled</c> is <c>false</c>, normalizes the movement.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.Translate(Godot.Vector2)">
            <summary>
            <para>Translates the node by the given <c>offset</c> in local coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.GlobalTranslate(Godot.Vector2)">
            <summary>
            <para>Adds the <c>offset</c> vector to the node's global position.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.ApplyScale(Godot.Vector2)">
            <summary>
            <para>Multiplies the current scale by the <c>ratio</c> vector.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.LookAt(Godot.Vector2)">
            <summary>
            <para>Rotates the node so it points towards the <c>point</c>, which is expected to use global coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.GetAngleTo(Godot.Vector2)">
            <summary>
            <para>Returns the angle between the node and the <c>point</c> in radians.</para>
            <para><a href="https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png">Illustration of the returned angle.</a></para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.ToLocal(Godot.Vector2)">
            <summary>
            <para>Transforms the provided global position into a position in local coordinate space. The output will be local relative to the <see cref="T:Godot.Node2D"/> it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.ToGlobal(Godot.Vector2)">
            <summary>
            <para>Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the <see cref="T:Godot.Node2D"/> it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.</para>
            </summary>
        </member>
        <member name="M:Godot.Node2D.GetRelativeTransformToParent(Godot.Node)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform2D"/> relative to this node's parent.</para>
            </summary>
        </member>
        <member name="T:Godot.NoiseTexture">
            <summary>
            <para>Uses an <see cref="T:Godot.OpenSimplexNoise"/> to fill the texture data. You can specify the texture size but keep in mind that larger textures will take longer to generate and seamless noise only works with square sized textures.</para>
            <para>NoiseTexture can also generate normalmap textures.</para>
            <para>The class uses <see cref="T:Godot.Thread"/>s to generate the texture data internally, so <see cref="M:Godot.Texture.GetData"/> may return <c>null</c> if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the data:</para>
            <para><code>
            var texture = preload("res://noise.tres")
            yield(texture, "changed")
            var image = texture.get_data()
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture.Width">
            <summary>
            <para>Width of the generated texture.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture.Height">
            <summary>
            <para>Height of the generated texture.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture.Seamless">
            <summary>
            <para>Whether the texture can be tiled without visible seams or not. Seamless textures take longer to generate.</para>
            <para>Note: Seamless noise has a lower contrast compared to non-seamless noise. This is due to the way noise uses higher dimensions for generating seamless noise.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture.AsNormalmap">
            <summary>
            <para>If <c>true</c>, the resulting texture contains a normal map created from the original noise interpreted as a bump map.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture.BumpStrength">
            <summary>
            <para>Strength of the bump maps used in this texture. A higher value will make the bump maps appear larger while a lower value will make them appear softer.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture.Noise">
            <summary>
            <para>The <see cref="T:Godot.OpenSimplexNoise"/> instance used to generate the noise.</para>
            </summary>
        </member>
        <member name="P:Godot.NoiseTexture.NoiseOffset">
            <summary>
            <para>An offset used to specify the noise space coordinate of the top left corner of the generated noise. This value is ignored if <see cref="P:Godot.NoiseTexture.Seamless"/> is enabled.</para>
            </summary>
        </member>
        <member name="T:Godot.Occluder">
            <summary>
            <para><see cref="T:Godot.Occluder"/>s that are placed within your scene will automatically cull objects that are hidden from view by the occluder. This can increase performance by decreasing the amount of objects drawn.</para>
            <para><see cref="T:Godot.Occluder"/>s are totally dynamic, you can move them as you wish. This means you can for example, place occluders on a moving spaceship, and have it occlude objects as it flies past.</para>
            <para>You can place a large number of <see cref="T:Godot.Occluder"/>s within a scene. As it would be counterproductive to cull against hundreds of occluders, the system will automatically choose a selection of these for active use during any given frame, based a screen space metric. Larger occluders are favored, as well as those close to the camera. Note that a small occluder close to the camera may be a better occluder in terms of screen space than a large occluder far in the distance.</para>
            <para>The type of occlusion primitive is determined by the <see cref="T:Godot.OccluderShape"/> that you add to the <see cref="T:Godot.Occluder"/>. Some <see cref="T:Godot.OccluderShape"/>s may allow more than one primitive in a single, node, for greater efficiency.</para>
            <para>Although <see cref="T:Godot.Occluder"/>s work in general use, they also become even more powerful when used in conjunction with the portal system. Occluders are placed in rooms (based on their origin), and can block portals (and thus entire rooms) as well as objects from rendering.</para>
            </summary>
        </member>
        <member name="T:Godot.OccluderPolygon2D">
            <summary>
            <para>Editor facility that helps you draw a 2D polygon used as resource for <see cref="T:Godot.LightOccluder2D"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.OccluderPolygon2D.CullModeEnum.Disabled">
            <summary>
            <para>Culling is disabled. See <see cref="P:Godot.OccluderPolygon2D.CullMode"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.OccluderPolygon2D.CullModeEnum.Clockwise">
            <summary>
            <para>Culling is performed in the clockwise direction. See <see cref="P:Godot.OccluderPolygon2D.CullMode"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.OccluderPolygon2D.CullModeEnum.CounterClockwise">
            <summary>
            <para>Culling is performed in the counterclockwise direction. See <see cref="P:Godot.OccluderPolygon2D.CullMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderPolygon2D.Closed">
            <summary>
            <para>If <c>true</c>, closes the polygon. A closed OccluderPolygon2D occludes the light coming from any direction. An opened OccluderPolygon2D occludes the light only at its outline's direction.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderPolygon2D.CullMode">
            <summary>
            <para>The culling mode to use.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderPolygon2D.Polygon">
            <summary>
            <para>A <see cref="T:Godot.Vector2"/> array with the index for polygon's vertices positions.</para>
            <para>Note: The returned value is a copy of the underlying array, rather than a reference.</para>
            </summary>
        </member>
        <member name="T:Godot.OccluderShape">
            <summary>
            <para><see cref="T:Godot.Occluder"/>s can use any primitive shape derived from <see cref="T:Godot.OccluderShape"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.OccluderShapePolygon">
            <summary>
            <para><see cref="T:Godot.OccluderShape"/>s are resources used by <see cref="T:Godot.Occluder"/> nodes, allowing geometric occlusion culling.</para>
            <para>The polygon must be a convex polygon. The polygon points can be created and deleted either in the Editor inspector or by calling <c>set_polygon_points</c>. The points of the edges can be set by dragging the handles in the Editor viewport.</para>
            <para>Additionally each polygon occluder can optionally support a single hole. If you add at least three points in the Editor inspector to the hole, you can drag the edge points of the hole in the Editor viewport.</para>
            <para>In general, the lower the number of edges in polygons and holes, the faster the system will operate at runtime, so in most cases you will want to use 4 points for each.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderShapePolygon.TwoWay">
            <summary>
            <para>Specifies whether the occluder should operate from both sides. If <c>false</c>, the occluder will operate one way only.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderShapePolygon.PolygonPoints">
            <summary>
            <para>Allows changing the polygon geometry from code.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderShapePolygon.HolePoints">
            <summary>
            <para>Allows changing the hole geometry from code.</para>
            </summary>
        </member>
        <member name="M:Godot.OccluderShapePolygon.SetPolygonPoint(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets an individual polygon point position. Primarily for use by the editor.</para>
            <para>Note: This function will not resize the polygon point array. Set <see cref="P:Godot.OccluderShapePolygon.PolygonPoints"/> to set the number of points.</para>
            </summary>
        </member>
        <member name="M:Godot.OccluderShapePolygon.SetHolePoint(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets an individual hole point position. Primarily for use by the editor.</para>
            <para>Note: This function will not resize the hole point array. Set <see cref="P:Godot.OccluderShapePolygon.HolePoints"/> to set the number of points.</para>
            </summary>
        </member>
        <member name="T:Godot.OccluderShapeSphere">
            <summary>
            <para><see cref="T:Godot.OccluderShape"/>s are resources used by <see cref="T:Godot.Occluder"/> nodes, allowing geometric occlusion culling.</para>
            <para>This shape can include multiple spheres. These can be created and deleted either in the Editor inspector or by calling <c>set_spheres</c>. The sphere positions can be set by dragging the handle in the Editor viewport. The radius can be set with the smaller handle.</para>
            </summary>
        </member>
        <member name="P:Godot.OccluderShapeSphere.Spheres">
            <summary>
            <para>The sphere data can be accessed as an array of <see cref="T:Godot.Plane"/>s. The position of each sphere is stored in the <c>normal</c>, and the radius is stored in the <c>d</c> value of the plane.</para>
            </summary>
        </member>
        <member name="M:Godot.OccluderShapeSphere.SetSpherePosition(System.Int32,Godot.Vector3)">
            <summary>
            <para>Sets an individual sphere's position. Primarily for use by the editor.</para>
            </summary>
        </member>
        <member name="M:Godot.OccluderShapeSphere.SetSphereRadius(System.Int32,System.Single)">
            <summary>
            <para>Sets an individual sphere's radius. Primarily for use by the editor.</para>
            </summary>
        </member>
        <member name="T:Godot.OmniLight">
            <summary>
            <para>An Omnidirectional light is a type of <see cref="T:Godot.Light"/> that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.</para>
            <para>Note: By default, only 32 OmniLights may affect a single mesh resource at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase <c>ProjectSettings.rendering/limits/rendering/max_lights_per_object</c> at the cost of shader compilation times.</para>
            </summary>
        </member>
        <member name="F:Godot.OmniLight.ShadowMode.DualParaboloid">
            <summary>
            <para>Shadows are rendered to a dual-paraboloid texture. Faster than <see cref="F:Godot.OmniLight.ShadowMode.Cube"/>, but lower-quality.</para>
            </summary>
        </member>
        <member name="F:Godot.OmniLight.ShadowMode.Cube">
            <summary>
            <para>Shadows are rendered to a cubemap. Slower than <see cref="F:Godot.OmniLight.ShadowMode.DualParaboloid"/>, but higher-quality. Only supported on GPUs that feature support for depth cubemaps.</para>
            </summary>
        </member>
        <member name="F:Godot.OmniLight.ShadowDetail.Vertical">
            <summary>
            <para>Use more detail vertically when computing the shadow.</para>
            </summary>
        </member>
        <member name="F:Godot.OmniLight.ShadowDetail.Horizontal">
            <summary>
            <para>Use more detail horizontally when computing the shadow.</para>
            </summary>
        </member>
        <member name="P:Godot.OmniLight.OmniRange">
            <summary>
            <para>The light's radius. Note that the effectively lit area may appear to be smaller depending on the <see cref="P:Godot.OmniLight.OmniAttenuation"/> in use. No matter the <see cref="P:Godot.OmniLight.OmniAttenuation"/> in use, the light will never reach anything outside this radius.</para>
            <para>Note: <see cref="P:Godot.OmniLight.OmniRange"/> is not affected by <see cref="P:Godot.Spatial.Scale"/> (the light's scale or its parent's scale).</para>
            </summary>
        </member>
        <member name="P:Godot.OmniLight.OmniAttenuation">
            <summary>
            <para>The light's attenuation (drop-off) curve. A number of presets are available in the Inspector by right-clicking the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.OmniLight.OmniShadowMode">
            <summary>
            <para>The shadow rendering mode to use for this <see cref="T:Godot.OmniLight"/>. See <see cref="T:Godot.OmniLight.ShadowMode"/>.</para>
            <para>Note: In GLES2, <see cref="F:Godot.OmniLight.ShadowMode.Cube"/> is only supported on GPUs that feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 series don't support cubemap shadows and will fall back to dual paraboloid shadows as a result.</para>
            </summary>
        </member>
        <member name="P:Godot.OmniLight.OmniShadowDetail">
            <summary>
            <para>See <see cref="T:Godot.OmniLight.ShadowDetail"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.OpenSimplexNoise">
            <summary>
            <para>This resource allows you to configure and sample a fractal noise space. Here is a brief usage example that configures an OpenSimplexNoise and gets samples at various positions and dimensions:</para>
            <para><code>
            var noise = OpenSimplexNoise.new()
            
            # Configure
            noise.seed = randi()
            noise.octaves = 4
            noise.period = 20.0
            noise.persistence = 0.8
            
            # Sample
            print("Values:")
            print(noise.get_noise_2d(1.0, 1.0))
            print(noise.get_noise_3d(0.5, 3.0, 15.0))
            print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.OpenSimplexNoise.Seed">
            <summary>
            <para>Seed used to generate random values, different seeds will generate different noise maps.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenSimplexNoise.Octaves">
            <summary>
            <para>Number of OpenSimplex noise layers that are sampled to get the fractal noise. Higher values result in more detailed noise but take more time to generate.</para>
            <para>Note: The maximum allowed value is 9.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenSimplexNoise.Period">
            <summary>
            <para>Period of the base octave. A lower period results in a higher-frequency noise (more value changes across the same distance).</para>
            </summary>
        </member>
        <member name="P:Godot.OpenSimplexNoise.Persistence">
            <summary>
            <para>Contribution factor of the different octaves. A <c>persistence</c> value of 1 means all the octaves have the same contribution, a value of 0.5 means each octave contributes half as much as the previous one.</para>
            </summary>
        </member>
        <member name="P:Godot.OpenSimplexNoise.Lacunarity">
            <summary>
            <para>Difference in period between <see cref="P:Godot.OpenSimplexNoise.Octaves"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenSimplexNoise.GetImage(System.Int32,System.Int32,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Generate a noise image in <see cref="F:Godot.Image.Format.L8"/> format with the requested <c>width</c> and <c>height</c>, based on the current noise parameters. If <c>noise_offset</c> is specified, then the offset value is used as the coordinates of the top-left corner of the generated noise.</para>
            </summary>
            <param name="noiseOffset">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.OpenSimplexNoise.GetSeamlessImage(System.Int32)">
            <summary>
            <para>Generate a tileable noise image in <see cref="F:Godot.Image.Format.L8"/> format, based on the current noise parameters. Generated seamless images are always square (<c>size</c> × <c>size</c>).</para>
            <para>Note: Seamless noise has a lower contrast compared to non-seamless noise. This is due to the way noise uses higher dimensions for generating seamless noise.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenSimplexNoise.GetNoise1d(System.Single)">
            <summary>
            <para>Returns the 1D noise value <c>[-1,1]</c> at the given x-coordinate.</para>
            <para>Note: This method actually returns the 2D noise value <c>[-1,1]</c> with fixed y-coordinate value 0.0.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenSimplexNoise.GetNoise2d(System.Single,System.Single)">
            <summary>
            <para>Returns the 2D noise value <c>[-1,1]</c> at the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenSimplexNoise.GetNoise3d(System.Single,System.Single,System.Single)">
            <summary>
            <para>Returns the 3D noise value <c>[-1,1]</c> at the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenSimplexNoise.GetNoise4d(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Returns the 4D noise value <c>[-1,1]</c> at the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenSimplexNoise.GetNoise2dv(Godot.Vector2)">
            <summary>
            <para>Returns the 2D noise value <c>[-1,1]</c> at the given position.</para>
            </summary>
        </member>
        <member name="M:Godot.OpenSimplexNoise.GetNoise3dv(Godot.Vector3)">
            <summary>
            <para>Returns the 3D noise value <c>[-1,1]</c> at the given position.</para>
            </summary>
        </member>
        <member name="T:Godot.OptionButton">
            <summary>
            <para>OptionButton is a type button that provides a selectable list of items when pressed. The item selected becomes the "current" item and is displayed as the button text.</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            </summary>
        </member>
        <member name="P:Godot.OptionButton.Selected">
            <summary>
            <para>The index of the currently selected item, or <c>-1</c> if no item is selected.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.AddItem(System.String,System.Int32)">
            <summary>
            <para>Adds an item, with text <c>label</c> and (optionally) <c>id</c>. If no <c>id</c> is passed, the item index will be used as the item's ID. New items are appended at the end.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.AddIconItem(Godot.Texture,System.String,System.Int32)">
            <summary>
            <para>Adds an item, with a <c>texture</c> icon, text <c>label</c> and (optionally) <c>id</c>. If no <c>id</c> is passed, the item index will be used as the item's ID. New items are appended at the end.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.SetItemText(System.Int32,System.String)">
            <summary>
            <para>Sets the text of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.SetItemIcon(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets the icon of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.SetItemDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the item at index <c>idx</c> is disabled.</para>
            <para>Disabled items are drawn differently in the dropdown and are not selectable by the user. If the current selected item is set as disabled, it will remain selected.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.SetItemId(System.Int32,System.Int32)">
            <summary>
            <para>Sets the ID of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.SetItemMetadata(System.Int32,System.Object)">
            <summary>
            <para>Sets the metadata of an item. Metadata may be of any type and can be used to store extra information about an item, such as an external string ID.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.SetItemTooltip(System.Int32,System.String)">
            <summary>
            <para>Sets the tooltip of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetItemText(System.Int32)">
            <summary>
            <para>Returns the text of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetItemIcon(System.Int32)">
            <summary>
            <para>Returns the icon of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetItemId(System.Int32)">
            <summary>
            <para>Returns the ID of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetItemIndex(System.Int32)">
            <summary>
            <para>Returns the index of the item with the given <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetItemMetadata(System.Int32)">
            <summary>
            <para>Retrieves the metadata of an item. Metadata may be any type and can be used to store extra information about an item, such as an external string ID.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetItemTooltip(System.Int32)">
            <summary>
            <para>Returns the tooltip of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.IsItemDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at index <c>idx</c> is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetItemCount">
            <summary>
            <para>Returns the amount of items in the OptionButton, including separators.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.AddSeparator">
            <summary>
            <para>Adds a separator to the list of items. Separators help to group items. Separator also takes up an index and is appended at the end.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.Clear">
            <summary>
            <para>Clears all the items in the <see cref="T:Godot.OptionButton"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.Select(System.Int32)">
            <summary>
            <para>Selects an item by index and makes it the current item. This will work even if the item is disabled.</para>
            <para>Passing <c>-1</c> as the index deselects any currently selected item.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetSelectedId">
            <summary>
            <para>Returns the ID of the selected item, or <c>-1</c> if no item is selected.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetSelectedMetadata">
            <summary>
            <para>Gets the metadata of the selected item. Metadata for items can be set using <see cref="M:Godot.OptionButton.SetItemMetadata(System.Int32,System.Object)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.RemoveItem(System.Int32)">
            <summary>
            <para>Removes the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OptionButton.GetPopup">
            <summary>
            <para>Returns the <see cref="T:Godot.PopupMenu"/> contained in this button.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.PCKPacker">
            <summary>
            <para>The <see cref="T:Godot.PCKPacker"/> is used to create packages that can be loaded into a running project using <see cref="M:Godot.ProjectSettings.LoadResourcePack(System.String,System.Boolean,System.Int32)"/>.</para>
            <para><code>
            var packer = PCKPacker.new()
            packer.pck_start("test.pck")
            packer.add_file("res://text.txt", "text.txt")
            packer.flush()
            </code></para>
            <para>The above <see cref="T:Godot.PCKPacker"/> creates package <c>test.pck</c>, then adds a file named <c>text.txt</c> at the root of the package.</para>
            </summary>
        </member>
        <member name="M:Godot.PCKPacker.PckStart(System.String,System.Int32)">
            <summary>
            <para>Creates a new PCK file with the name <c>pck_name</c>. The <c>.pck</c> file extension isn't added automatically, so it should be part of <c>pck_name</c> (even though it's not required).</para>
            </summary>
        </member>
        <member name="M:Godot.PCKPacker.AddFile(System.String,System.String)">
            <summary>
            <para>Adds the <c>source_path</c> file to the current PCK package at the <c>pck_path</c> internal path (should start with <c>res://</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.PCKPacker.Flush(System.Boolean)">
            <summary>
            <para>Writes the files specified using all <see cref="M:Godot.PCKPacker.AddFile(System.String,System.String)"/> calls since the last flush. If <c>verbose</c> is <c>true</c>, a list of files added will be printed to the console for easier debugging.</para>
            </summary>
        </member>
        <member name="T:Godot.PHashTranslation">
            <summary>
            <para>Optimized translation. Uses real-time compressed translations, which results in very small dictionaries.</para>
            </summary>
        </member>
        <member name="M:Godot.PHashTranslation.Generate(Godot.Translation)">
            <summary>
            <para>Generates and sets an optimized translation from the given <see cref="T:Godot.Translation"/> resource.</para>
            </summary>
        </member>
        <member name="T:Godot.PackedSceneGLTF">
            <summary>
            <para>Note: This class is only compiled in editor builds. Run-time glTF loading and saving is not available in exported projects. References to <see cref="T:Godot.PackedSceneGLTF"/> within a script will cause an error in an exported project.</para>
            </summary>
        </member>
        <member name="T:Godot.PacketPeer">
            <summary>
            <para>PacketPeer is an abstraction and base class for packet-based protocols (such as UDP). It provides an API for sending and receiving packets both as raw data or variables. This makes it easy to transfer data over a protocol, without having to encode data as low-level bytes or having to worry about network ordering.</para>
            </summary>
        </member>
        <member name="P:Godot.PacketPeer.EncodeBufferMaxSize">
            <summary>
            <para>Maximum buffer size allowed when encoding <c>Variant</c>s. Raise this value to support heavier memory allocations.</para>
            <para>The <see cref="M:Godot.PacketPeer.PutVar(System.Object,System.Boolean)"/> method allocates memory on the stack, and the buffer used will grow automatically to the closest power of two to match the size of the <c>Variant</c>. If the <c>Variant</c> is bigger than <c>encode_buffer_max_size</c>, the method will error out with <see cref="F:Godot.Error.OutOfMemory"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PacketPeer.AllowObjectDecoding">
            <summary>
            <para>Deprecated. Use <c>get_var</c> and <c>put_var</c> parameters instead.</para>
            <para>If <c>true</c>, the PacketPeer will allow encoding and decoding of object via <see cref="M:Godot.PacketPeer.GetVar(System.Boolean)"/> and <see cref="M:Godot.PacketPeer.PutVar(System.Object,System.Boolean)"/>.</para>
            <para>Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeer.GetVar(System.Boolean)">
            <summary>
            <para>Gets a Variant. If <c>allow_objects</c> (or <see cref="P:Godot.PacketPeer.AllowObjectDecoding"/>) is <c>true</c>, decoding objects is allowed.</para>
            <para>Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeer.PutVar(System.Object,System.Boolean)">
            <summary>
            <para>Sends a <c>Variant</c> as a packet. If <c>full_objects</c> (or <see cref="P:Godot.PacketPeer.AllowObjectDecoding"/>) is <c>true</c>, encoding objects is allowed (and can potentially include code).</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeer.GetPacket">
            <summary>
            <para>Gets a raw packet.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeer.PutPacket(System.Byte[])">
            <summary>
            <para>Sends a raw packet.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeer.GetPacketError">
            <summary>
            <para>Returns the error state of the last packet received (via <see cref="M:Godot.PacketPeer.GetPacket"/> and <see cref="M:Godot.PacketPeer.GetVar(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeer.GetAvailablePacketCount">
            <summary>
            <para>Returns the number of packets currently available in the ring-buffer.</para>
            </summary>
        </member>
        <member name="T:Godot.PacketPeerDTLS">
            <summary>
            <para>This class represents a DTLS peer connection. It can be used to connect to a DTLS server, and is returned by <see cref="M:Godot.DTLSServer.TakeConnection(Godot.PacketPeerUDP)"/>.</para>
            <para>Warning: SSL/TLS certificate revocation and certificate pinning are currently not supported. Revoked certificates are accepted as long as they are otherwise valid. If this is a concern, you may want to use automatically managed certificates with a short validity period.</para>
            </summary>
        </member>
        <member name="F:Godot.PacketPeerDTLS.Status.Disconnected">
            <summary>
            <para>A status representing a <see cref="T:Godot.PacketPeerDTLS"/> that is disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.PacketPeerDTLS.Status.Handshaking">
            <summary>
            <para>A status representing a <see cref="T:Godot.PacketPeerDTLS"/> that is currently performing the handshake with a remote peer.</para>
            </summary>
        </member>
        <member name="F:Godot.PacketPeerDTLS.Status.Connected">
            <summary>
            <para>A status representing a <see cref="T:Godot.PacketPeerDTLS"/> that is connected to a remote peer.</para>
            </summary>
        </member>
        <member name="F:Godot.PacketPeerDTLS.Status.Error">
            <summary>
            <para>A status representing a <see cref="T:Godot.PacketPeerDTLS"/> in a generic error state.</para>
            </summary>
        </member>
        <member name="F:Godot.PacketPeerDTLS.Status.ErrorHostnameMismatch">
            <summary>
            <para>An error status that shows a mismatch in the DTLS certificate domain presented by the host and the domain requested for validation.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerDTLS.Poll">
            <summary>
            <para>Poll the connection to check for incoming packets. Call this frequently to update the status and keep the connection working.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerDTLS.ConnectToPeer(Godot.PacketPeerUDP,System.Boolean,System.String,Godot.X509Certificate)">
            <summary>
            <para>Connects a <c>peer</c> beginning the DTLS handshake using the underlying <see cref="T:Godot.PacketPeerUDP"/> which must be connected (see <see cref="M:Godot.PacketPeerUDP.ConnectToHost(System.String,System.Int32)"/>). If <c>validate_certs</c> is <c>true</c>, <see cref="T:Godot.PacketPeerDTLS"/> will validate that the certificate presented by the remote peer and match it with the <c>for_hostname</c> argument. You can specify a custom <see cref="T:Godot.X509Certificate"/> to use for validation via the <c>valid_certificate</c> argument.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerDTLS.GetStatus">
            <summary>
            <para>Returns the status of the connection. See <see cref="T:Godot.PacketPeerDTLS.Status"/> for values.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerDTLS.DisconnectFromPeer">
            <summary>
            <para>Disconnects this peer, terminating the DTLS session.</para>
            </summary>
        </member>
        <member name="T:Godot.PacketPeerStream">
            <summary>
            <para>PacketStreamPeer provides a wrapper for working using packets over a stream. This allows for using packet based code with StreamPeers. PacketPeerStream implements a custom protocol over the StreamPeer, so the user should not read or write to the wrapped StreamPeer directly.</para>
            </summary>
        </member>
        <member name="P:Godot.PacketPeerStream.StreamPeer">
            <summary>
            <para>The wrapped <see cref="T:Godot.StreamPeer"/> object.</para>
            </summary>
        </member>
        <member name="T:Godot.PacketPeerUDP">
            <summary>
            <para>UDP packet peer. Can be used to send raw UDP packets as well as <c>Variant</c>s.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.Listen(System.Int32,System.String,System.Int32)">
            <summary>
            <para>Makes this <see cref="T:Godot.PacketPeerUDP"/> listen on the <c>port</c> binding to <c>bind_address</c> with a buffer size <c>recv_buf_size</c>.</para>
            <para>If <c>bind_address</c> is set to <c>"*"</c> (default), the peer will listen on all available addresses (both IPv4 and IPv6).</para>
            <para>If <c>bind_address</c> is set to <c>"0.0.0.0"</c> (for IPv4) or <c>"::"</c> (for IPv6), the peer will listen on all available addresses matching that IP type.</para>
            <para>If <c>bind_address</c> is set to any valid address (e.g. <c>"192.168.1.101"</c>, <c>"::1"</c>, etc), the peer will only listen on the interface with that addresses (or fail if no interface with the given address exists).</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.Close">
            <summary>
            <para>Closes the UDP socket the <see cref="T:Godot.PacketPeerUDP"/> is currently listening on.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.Wait">
            <summary>
            <para>Waits for a packet to arrive on the listening port. See <see cref="M:Godot.PacketPeerUDP.Listen(System.Int32,System.String,System.Int32)"/>.</para>
            <para>Note: <see cref="M:Godot.PacketPeerUDP.Wait"/> can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this:</para>
            <para><code>
            # Server
            socket.set_dest_address("127.0.0.1", 789)
            socket.put_packet("Time to stop".to_ascii())
            
            # Client
            while socket.wait() == OK:
                var data = socket.get_packet().get_string_from_ascii()
                if data == "Time to stop":
                    return
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.IsListening">
            <summary>
            <para>Returns whether this <see cref="T:Godot.PacketPeerUDP"/> is listening.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.ConnectToHost(System.String,System.Int32)">
            <summary>
            <para>Calling this method connects this UDP peer to the given <c>host</c>/<c>port</c> pair. UDP is in reality connectionless, so this option only means that incoming packets from different addresses are automatically discarded, and that outgoing packets are always sent to the connected address (future calls to <see cref="M:Godot.PacketPeerUDP.SetDestAddress(System.String,System.Int32)"/> are not allowed). This method does not send any data to the remote peer, to do that, use <see cref="M:Godot.PacketPeer.PutVar(System.Object,System.Boolean)"/> or <see cref="M:Godot.PacketPeer.PutPacket(System.Byte[])"/> as usual. See also <see cref="T:Godot.UDPServer"/>.</para>
            <para>Note: Connecting to the remote peer does not help to protect from malicious attacks like IP spoofing, etc. Think about using an encryption technique like SSL or DTLS if you feel like your application is transferring sensitive information.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.IsConnectedToHost">
            <summary>
            <para>Returns <c>true</c> if the UDP socket is open and has been connected to a remote address. See <see cref="M:Godot.PacketPeerUDP.ConnectToHost(System.String,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.GetPacketIp">
            <summary>
            <para>Returns the IP of the remote peer that sent the last packet(that was received with <see cref="M:Godot.PacketPeer.GetPacket"/> or <see cref="M:Godot.PacketPeer.GetVar(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.GetPacketPort">
            <summary>
            <para>Returns the port of the remote peer that sent the last packet(that was received with <see cref="M:Godot.PacketPeer.GetPacket"/> or <see cref="M:Godot.PacketPeer.GetVar(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.SetDestAddress(System.String,System.Int32)">
            <summary>
            <para>Sets the destination address and port for sending packets and variables. A hostname will be resolved using DNS if needed.</para>
            <para>Note: <see cref="M:Godot.PacketPeerUDP.SetBroadcastEnabled(System.Boolean)"/> must be enabled before sending packets to a broadcast address (e.g. <c>255.255.255.255</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.SetBroadcastEnabled(System.Boolean)">
            <summary>
            <para>Enable or disable sending of broadcast packets (e.g. <c>set_dest_address("255.255.255.255", 4343)</c>. This option is disabled by default.</para>
            <para>Note: Some Android devices might require the <c>CHANGE_WIFI_MULTICAST_STATE</c> permission and this option to be enabled to receive broadcast packets too.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.JoinMulticastGroup(System.String,System.String)">
            <summary>
            <para>Joins the multicast group specified by <c>multicast_address</c> using the interface identified by <c>interface_name</c>.</para>
            <para>You can join the same multicast group with multiple interfaces. Use <see cref="M:Godot.IP.GetLocalInterfaces"/> to know which are available.</para>
            <para>Note: Some Android devices might require the <c>CHANGE_WIFI_MULTICAST_STATE</c> permission for multicast to work.</para>
            </summary>
        </member>
        <member name="M:Godot.PacketPeerUDP.LeaveMulticastGroup(System.String,System.String)">
            <summary>
            <para>Removes the interface identified by <c>interface_name</c> from the multicast group specified by <c>multicast_address</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Panel">
            <summary>
            <para>Panel is a <see cref="T:Godot.Control"/> that displays an opaque background. It's commonly used as a parent and container for other types of <see cref="T:Godot.Control"/> nodes.</para>
            </summary>
        </member>
        <member name="T:Godot.PanelContainer">
            <summary>
            <para>Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline.</para>
            </summary>
        </member>
        <member name="T:Godot.PanoramaSky">
            <summary>
            <para>A resource referenced in an <see cref="T:Godot.Environment"/> that is used to draw a background. The Panorama sky functions similar to skyboxes in other engines, except it uses an equirectangular sky map instead of a cube map.</para>
            <para>Using an HDR panorama is strongly recommended for accurate, high-quality reflections. Godot supports the Radiance HDR (<c>.hdr</c>) and OpenEXR (<c>.exr</c>) image formats for this purpose.</para>
            <para>You can use <a href="https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/cubemap_to_panorama.html">this tool</a> to convert a cube map to an equirectangular sky map.</para>
            </summary>
        </member>
        <member name="P:Godot.PanoramaSky.Panorama">
            <summary>
            <para><see cref="T:Godot.Texture"/> to be applied to the PanoramaSky.</para>
            </summary>
        </member>
        <member name="T:Godot.ParallaxBackground">
            <summary>
            <para>A ParallaxBackground uses one or more <see cref="T:Godot.ParallaxLayer"/> child nodes to create a parallax effect. Each <see cref="T:Godot.ParallaxLayer"/> can move at a different speed using <see cref="P:Godot.ParallaxLayer.MotionOffset"/>. This creates an illusion of depth in a 2D game. If not used with a <see cref="T:Godot.Camera2D"/>, you must manually calculate the <see cref="P:Godot.ParallaxBackground.ScrollOffset"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxBackground.ScrollOffset">
            <summary>
            <para>The ParallaxBackground's scroll value. Calculated automatically when using a <see cref="T:Godot.Camera2D"/>, but can be used to manually manage scrolling when no camera is present.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxBackground.ScrollBaseOffset">
            <summary>
            <para>The base position offset for all <see cref="T:Godot.ParallaxLayer"/> children.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxBackground.ScrollBaseScale">
            <summary>
            <para>The base motion scale for all <see cref="T:Godot.ParallaxLayer"/> children.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxBackground.ScrollLimitBegin">
            <summary>
            <para>Top-left limits for scrolling to begin. If the camera is outside of this limit, the background will stop scrolling. Must be lower than <see cref="P:Godot.ParallaxBackground.ScrollLimitEnd"/> to work.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxBackground.ScrollLimitEnd">
            <summary>
            <para>Bottom-right limits for scrolling to end. If the camera is outside of this limit, the background will stop scrolling. Must be higher than <see cref="P:Godot.ParallaxBackground.ScrollLimitBegin"/> to work.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxBackground.ScrollIgnoreCameraZoom">
            <summary>
            <para>If <c>true</c>, elements in <see cref="T:Godot.ParallaxLayer"/> child aren't affected by the zoom level of the camera.</para>
            </summary>
        </member>
        <member name="T:Godot.ParallaxLayer">
            <summary>
            <para>A ParallaxLayer must be the child of a <see cref="T:Godot.ParallaxBackground"/> node. Each ParallaxLayer can be set to move at different speeds relative to the camera movement or the <see cref="P:Godot.ParallaxBackground.ScrollOffset"/> value.</para>
            <para>This node's children will be affected by its scroll offset.</para>
            <para>Note: Any changes to this node's position and scale made after it enters the scene will be ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxLayer.MotionScale">
            <summary>
            <para>Multiplies the ParallaxLayer's motion. If an axis is set to <c>0</c>, it will not scroll.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxLayer.MotionOffset">
            <summary>
            <para>The ParallaxLayer's offset relative to the parent ParallaxBackground's <see cref="P:Godot.ParallaxBackground.ScrollOffset"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParallaxLayer.MotionMirroring">
            <summary>
            <para>The ParallaxLayer's <see cref="T:Godot.Texture"/> mirroring. Useful for creating an infinite scrolling background. If an axis is set to <c>0</c>, the <see cref="T:Godot.Texture"/> will not be mirrored.</para>
            <para>If the length of the viewport axis is bigger than twice the mirrored axis size, it will not repeat infinitely, as the parallax layer only draws 2 instances of the texture at any one time.</para>
            </summary>
        </member>
        <member name="T:Godot.Particles">
            <summary>
            <para>3D particle node used to create a variety of particle systems and effects. <see cref="T:Godot.Particles"/> features an emitter that generates some number of particles at a given rate.</para>
            <para>Use the <c>process_material</c> property to add a <see cref="T:Godot.ParticlesMaterial"/> to configure particle appearance and behavior. Alternatively, you can add a <see cref="T:Godot.ShaderMaterial"/> which will be applied to all particles.</para>
            <para>Note: <see cref="T:Godot.Particles"/> only work when using the GLES3 renderer. If using the GLES2 renderer, use <see cref="T:Godot.CPUParticles"/> instead. You can convert <see cref="T:Godot.Particles"/> to <see cref="T:Godot.CPUParticles"/> by selecting the node, clicking the Particles menu at the top of the 3D editor viewport then choosing Convert to CPUParticles.</para>
            <para>Note: On macOS, <see cref="T:Godot.Particles"/> rendering is much slower than <see cref="T:Godot.CPUParticles"/> due to transform feedback being implemented on the CPU instead of the GPU. Consider using <see cref="T:Godot.CPUParticles"/> instead when targeting macOS.</para>
            <para>Note: After working on a Particles node, remember to update its <see cref="P:Godot.Particles.VisibilityAabb"/> by selecting it, clicking the Particles menu at the top of the 3D editor viewport then choose Generate Visibility AABB. Otherwise, particles may suddenly disappear depending on the camera position and angle.</para>
            </summary>
        </member>
        <member name="F:Godot.Particles.MaxDrawPasses">
            <summary>
            <para>Maximum number of draw passes supported.</para>
            </summary>
        </member>
        <member name="F:Godot.Particles.DrawOrderEnum.Index">
            <summary>
            <para>Particles are drawn in the order emitted.</para>
            </summary>
        </member>
        <member name="F:Godot.Particles.DrawOrderEnum.Lifetime">
            <summary>
            <para>Particles are drawn in order of remaining lifetime.</para>
            </summary>
        </member>
        <member name="F:Godot.Particles.DrawOrderEnum.ViewDepth">
            <summary>
            <para>Particles are drawn in order of depth.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.Emitting">
            <summary>
            <para>If <c>true</c>, particles are being emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.Amount">
            <summary>
            <para>The number of particles emitted in one emission cycle (corresponding to the <see cref="P:Godot.Particles.Lifetime"/>).</para>
            <para>Note: Changing <see cref="P:Godot.Particles.Amount"/> will reset the particle emission, therefore removing all particles that were already emitted before changing <see cref="P:Godot.Particles.Amount"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.Lifetime">
            <summary>
            <para>The amount of time each particle will exist (in seconds).</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.OneShot">
            <summary>
            <para>If <c>true</c>, only <c>amount</c> particles will be emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.Preprocess">
            <summary>
            <para>Amount of time to preprocess the particles before animation starts. Lets you start the animation some time after particles have started emitting.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.SpeedScale">
            <summary>
            <para>Speed scaling ratio. A value of <c>0</c> can be used to pause the particles.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.Explosiveness">
            <summary>
            <para>Time ratio between each emission. If <c>0</c>, particles are emitted continuously. If <c>1</c>, all particles are emitted simultaneously.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.Randomness">
            <summary>
            <para>Emission randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.FixedFps">
            <summary>
            <para>The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.FractDelta">
            <summary>
            <para>If <c>true</c>, results in fractional delta calculation which has a smoother particles display effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.VisibilityAabb">
            <summary>
            <para>The <see cref="T:Godot.AABB"/> that determines the node's region which needs to be visible on screen for the particle system to be active.</para>
            <para>Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The <see cref="T:Godot.AABB"/> can be grown via code or with the Particles → Generate AABB editor tool.</para>
            <para>Note: If the <see cref="T:Godot.ParticlesMaterial"/> in use is configured to cast shadows, you may want to enlarge this AABB to ensure the shadow is updated when particles are off-screen.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.LocalCoords">
            <summary>
            <para>If <c>true</c>, particles use the parent node's coordinate space. If <c>false</c>, they use global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.DrawOrder">
            <summary>
            <para>Particle draw order. Uses <see cref="T:Godot.Particles.DrawOrderEnum"/> values.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.ProcessMaterial">
            <summary>
            <para><see cref="T:Godot.Material"/> for processing particles. Can be a <see cref="T:Godot.ParticlesMaterial"/> or a <see cref="T:Godot.ShaderMaterial"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.DrawPasses">
            <summary>
            <para>The number of draw passes when rendering particles.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.DrawPass1">
            <summary>
            <para><see cref="T:Godot.Mesh"/> that is drawn for the first draw pass.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.DrawPass2">
            <summary>
            <para><see cref="T:Godot.Mesh"/> that is drawn for the second draw pass.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.DrawPass3">
            <summary>
            <para><see cref="T:Godot.Mesh"/> that is drawn for the third draw pass.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles.DrawPass4">
            <summary>
            <para><see cref="T:Godot.Mesh"/> that is drawn for the fourth draw pass.</para>
            </summary>
        </member>
        <member name="M:Godot.Particles.SetDrawPassMesh(System.Int32,Godot.Mesh)">
            <summary>
            <para>Sets the <see cref="T:Godot.Mesh"/> that is drawn at index <c>pass</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Particles.GetDrawPassMesh(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Mesh"/> that is drawn at index <c>pass</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Particles.Restart">
            <summary>
            <para>Restarts the particle emission, clearing existing particles.</para>
            </summary>
        </member>
        <member name="M:Godot.Particles.CaptureAabb">
            <summary>
            <para>Returns the axis-aligned bounding box that contains all the particles that are active in the current frame.</para>
            </summary>
        </member>
        <member name="T:Godot.Particles2D">
            <summary>
            <para>2D particle node used to create a variety of particle systems and effects. <see cref="T:Godot.Particles2D"/> features an emitter that generates some number of particles at a given rate.</para>
            <para>Use the <c>process_material</c> property to add a <see cref="T:Godot.ParticlesMaterial"/> to configure particle appearance and behavior. Alternatively, you can add a <see cref="T:Godot.ShaderMaterial"/> which will be applied to all particles.</para>
            <para>Note: <see cref="T:Godot.Particles2D"/> only work when using the GLES3 renderer. If using the GLES2 renderer, use <see cref="T:Godot.CPUParticles2D"/> instead. You can convert <see cref="T:Godot.Particles2D"/> to <see cref="T:Godot.CPUParticles2D"/> by selecting the node, clicking the Particles menu at the top of the 2D editor viewport then choosing Convert to CPUParticles2D.</para>
            <para>Note: On macOS, <see cref="T:Godot.Particles2D"/> rendering is much slower than <see cref="T:Godot.CPUParticles2D"/> due to transform feedback being implemented on the CPU instead of the GPU. Consider using <see cref="T:Godot.CPUParticles2D"/> instead when targeting macOS.</para>
            <para>Note: After working on a Particles node, remember to update its <see cref="P:Godot.Particles2D.VisibilityRect"/> by selecting it, clicking the Particles menu at the top of the 2D editor viewport then choose Generate Visibility Rect. Otherwise, particles may suddenly disappear depending on the camera position and angle.</para>
            <para>Note: Unlike <see cref="T:Godot.CPUParticles2D"/>, <see cref="T:Godot.Particles2D"/> currently ignore the texture region defined in <see cref="T:Godot.AtlasTexture"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.Particles2D.DrawOrderEnum.Index">
            <summary>
            <para>Particles are drawn in the order emitted.</para>
            </summary>
        </member>
        <member name="F:Godot.Particles2D.DrawOrderEnum.Lifetime">
            <summary>
            <para>Particles are drawn in order of remaining lifetime.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.Emitting">
            <summary>
            <para>If <c>true</c>, particles are being emitted.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.Amount">
            <summary>
            <para>The number of particles emitted in one emission cycle (corresponding to the <see cref="P:Godot.Particles2D.Lifetime"/>).</para>
            <para>Note: Changing <see cref="P:Godot.Particles2D.Amount"/> will reset the particle emission, therefore removing all particles that were already emitted before changing <see cref="P:Godot.Particles2D.Amount"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.Lifetime">
            <summary>
            <para>The amount of time each particle will exist (in seconds).</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.OneShot">
            <summary>
            <para>If <c>true</c>, only one emission cycle occurs. If set <c>true</c> during a cycle, emission will stop at the cycle's end.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.Preprocess">
            <summary>
            <para>Particle system starts as if it had already run for this many seconds.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.SpeedScale">
            <summary>
            <para>Particle system's running speed scaling ratio. A value of <c>0</c> can be used to pause the particles.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.Explosiveness">
            <summary>
            <para>How rapidly particles in an emission cycle are emitted. If greater than <c>0</c>, there will be a gap in emissions before the next cycle begins.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.Randomness">
            <summary>
            <para>Emission lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.FixedFps">
            <summary>
            <para>The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.FractDelta">
            <summary>
            <para>If <c>true</c>, results in fractional delta calculation which has a smoother particles display effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.VisibilityRect">
            <summary>
            <para>The <see cref="T:Godot.Rect2"/> that determines the node's region which needs to be visible on screen for the particle system to be active.</para>
            <para>Grow the rect if particles suddenly appear/disappear when the node enters/exits the screen. The <see cref="T:Godot.Rect2"/> can be grown via code or with the Particles → Generate Visibility Rect editor tool.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.LocalCoords">
            <summary>
            <para>If <c>true</c>, particles use the parent node's coordinate space. If <c>false</c>, they use global coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.DrawOrder">
            <summary>
            <para>Particle draw order. Uses <see cref="T:Godot.Particles2D.DrawOrderEnum"/> values.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.ProcessMaterial">
            <summary>
            <para><see cref="T:Godot.Material"/> for processing particles. Can be a <see cref="T:Godot.ParticlesMaterial"/> or a <see cref="T:Godot.ShaderMaterial"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.Texture">
            <summary>
            <para>Particle texture. If <c>null</c>, particles will be squares.</para>
            </summary>
        </member>
        <member name="P:Godot.Particles2D.NormalMap">
            <summary>
            <para>Normal map to be used for the <see cref="P:Godot.Particles2D.Texture"/> property.</para>
            <para>Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="M:Godot.Particles2D.CaptureRect">
            <summary>
            <para>Returns a rectangle containing the positions of all existing particles.</para>
            </summary>
        </member>
        <member name="M:Godot.Particles2D.Restart">
            <summary>
            <para>Restarts all the existing particles.</para>
            </summary>
        </member>
        <member name="T:Godot.ParticlesMaterial">
            <summary>
            <para>ParticlesMaterial defines particle properties and behavior. It is used in the <c>process_material</c> of <see cref="T:Godot.Particles"/> and <see cref="T:Godot.Particles2D"/> emitter nodes.</para>
            <para>Some of this material's properties are applied to each particle when emitted, while others can have a <see cref="T:Godot.CurveTexture"/> applied to vary values over the lifetime of the particle.</para>
            <para>When a randomness ratio is applied to a property it is used to scale that property by a random amount. The random ratio is used to interpolate between <c>1.0</c> and a random number less than one, the result is multiplied by the property to obtain the randomized property. For example a random ratio of <c>0.4</c> would scale the original property between <c>0.4-1.0</c> of its original value.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Flags.AlignYToVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetFlag(Godot.ParticlesMaterial.Flags,System.Boolean)"/> to set <see cref="P:Godot.ParticlesMaterial.FlagAlignY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Flags.RotateY">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetFlag(Godot.ParticlesMaterial.Flags,System.Boolean)"/> to set <see cref="P:Godot.ParticlesMaterial.FlagRotateY"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Flags.DisableZ">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetFlag(Godot.ParticlesMaterial.Flags,System.Boolean)"/> to set <see cref="P:Godot.ParticlesMaterial.FlagDisableZ"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Flags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ParticlesMaterial.Flags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.EmissionShapeEnum.Point">
            <summary>
            <para>All particles will be emitted from a single point.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.EmissionShapeEnum.Sphere">
            <summary>
            <para>Particles will be emitted in the volume of a sphere.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.EmissionShapeEnum.Box">
            <summary>
            <para>Particles will be emitted in the volume of a box.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.EmissionShapeEnum.Points">
            <summary>
            <para>Particles will be emitted at a position determined by sampling a random point on the <see cref="P:Godot.ParticlesMaterial.EmissionPointTexture"/>. Particle color will be modulated by <see cref="P:Godot.ParticlesMaterial.EmissionColorTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.EmissionShapeEnum.DirectedPoints">
            <summary>
            <para>Particles will be emitted at a position determined by sampling a random point on the <see cref="P:Godot.ParticlesMaterial.EmissionPointTexture"/>. Particle velocity and rotation will be set based on <see cref="P:Godot.ParticlesMaterial.EmissionNormalTexture"/>. Particle color will be modulated by <see cref="P:Godot.ParticlesMaterial.EmissionColorTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.EmissionShapeEnum.Ring">
            <summary>
            <para>Particles will be emitted in a ring or cylinder.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.EmissionShapeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ParticlesMaterial.EmissionShapeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.InitialLinearVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set initial velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.AngularVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set angular velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.OrbitVelocity">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set orbital velocity properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.LinearAccel">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set linear acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.RadialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set radial acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.TangentialAccel">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set tangential acceleration properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.Damping">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set damping properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.Angle">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set angle properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.Scale">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set scale properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.HueVariation">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set hue variation properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.AnimSpeed">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set animation speed properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.AnimOffset">
            <summary>
            <para>Use with <see cref="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)"/>, <see cref="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)"/>, and <see cref="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)"/> to set animation offset properties.</para>
            </summary>
        </member>
        <member name="F:Godot.ParticlesMaterial.Parameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ParticlesMaterial.Parameter"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.LifetimeRandomness">
            <summary>
            <para>Particle lifetime randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.TrailDivisor">
            <summary>
            <para>Emitter will emit <c>amount</c> divided by <c>trail_divisor</c> particles. The remaining particles will be used as trail(s).</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.TrailSizeModifier">
            <summary>
            <para>Trail particles' size will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.TrailColorModifier">
            <summary>
            <para>Trail particles' color will vary along this <see cref="T:Godot.GradientTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionShape">
            <summary>
            <para>Particles will be emitted inside this region. Use <see cref="T:Godot.ParticlesMaterial.EmissionShapeEnum"/> constants for values.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionSphereRadius">
            <summary>
            <para>The sphere's radius if <c>emission_shape</c> is set to <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.Sphere"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionBoxExtents">
            <summary>
            <para>The box's extents if <c>emission_shape</c> is set to <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.Box"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionPointTexture">
            <summary>
            <para>Particles will be emitted at positions determined by sampling this texture at a random position. Used with <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.Points"/> and <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.DirectedPoints"/>. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionNormalTexture">
            <summary>
            <para>Particle velocity and rotation will be set by sampling this texture at the same point as the <see cref="P:Godot.ParticlesMaterial.EmissionPointTexture"/>. Used only in <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.DirectedPoints"/>. Can be created automatically from mesh or node by selecting "Create Emission Points from Mesh/Node" under the "Particles" tool in the toolbar.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionColorTexture">
            <summary>
            <para>Particle color will be modulated by color determined by sampling this texture at the same point as the <see cref="P:Godot.ParticlesMaterial.EmissionPointTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionPointCount">
            <summary>
            <para>The number of emission points if <c>emission_shape</c> is set to <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.Points"/> or <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.DirectedPoints"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionRingRadius">
            <summary>
            <para>The radius of the ring when using the emitter <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionRingInnerRadius">
            <summary>
            <para>The inner radius of the ring when using the emitter <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionRingHeight">
            <summary>
            <para>The height of the ring when using the emitter <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.EmissionRingAxis">
            <summary>
            <para>The axis of the ring when using the emitter <see cref="F:Godot.ParticlesMaterial.EmissionShapeEnum.Ring"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.FlagAlignY">
            <summary>
            <para>Align Y axis of particle with the direction of its velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.FlagRotateY">
            <summary>
            <para>If <c>true</c>, particles rotate around Y axis by <see cref="P:Godot.ParticlesMaterial.Angle"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.FlagDisableZ">
            <summary>
            <para>If <c>true</c>, particles will not move on the z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.Direction">
            <summary>
            <para>Unit vector specifying the particles' emission direction.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.Spread">
            <summary>
            <para>Each particle's initial direction range from <c>+spread</c> to <c>-spread</c> degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.Flatness">
            <summary>
            <para>Amount of <see cref="P:Godot.ParticlesMaterial.Spread"/> along the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.Gravity">
            <summary>
            <para>Gravity applied to every particle.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.InitialVelocity">
            <summary>
            <para>Initial velocity magnitude for each particle. Direction comes from <see cref="P:Godot.ParticlesMaterial.Spread"/> and the node's orientation.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.InitialVelocityRandom">
            <summary>
            <para>Initial velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AngularVelocity">
            <summary>
            <para>Initial angular velocity applied to each particle in degrees per second. Sets the speed of rotation of the particle.</para>
            <para>Note: Only applied when <see cref="P:Godot.ParticlesMaterial.FlagDisableZ"/> or <see cref="P:Godot.ParticlesMaterial.FlagRotateY"/> are <c>true</c> or the <see cref="T:Godot.SpatialMaterial"/> being used to draw the particle is using <see cref="F:Godot.SpatialMaterial.BillboardMode.Particles"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AngularVelocityRandom">
            <summary>
            <para>Angular velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AngularVelocityCurve">
            <summary>
            <para>Each particle's angular velocity will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.OrbitVelocity">
            <summary>
            <para>Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.</para>
            <para>Note: Only available when <see cref="P:Godot.ParticlesMaterial.FlagDisableZ"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.OrbitVelocityRandom">
            <summary>
            <para>Orbital velocity randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.OrbitVelocityCurve">
            <summary>
            <para>Each particle's orbital velocity will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.LinearAccel">
            <summary>
            <para>Linear acceleration applied to each particle in the direction of motion.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.LinearAccelRandom">
            <summary>
            <para>Linear acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.LinearAccelCurve">
            <summary>
            <para>Each particle's linear acceleration will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.RadialAccel">
            <summary>
            <para>Radial acceleration applied to each particle. Makes particle accelerate away from origin.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.RadialAccelRandom">
            <summary>
            <para>Radial acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.RadialAccelCurve">
            <summary>
            <para>Each particle's radial acceleration will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.TangentialAccel">
            <summary>
            <para>Tangential acceleration applied to each particle. Tangential acceleration is perpendicular to the particle's velocity giving the particles a swirling motion.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.TangentialAccelRandom">
            <summary>
            <para>Tangential acceleration randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.TangentialAccelCurve">
            <summary>
            <para>Each particle's tangential acceleration will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.Damping">
            <summary>
            <para>The rate at which particles lose velocity.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.DampingRandom">
            <summary>
            <para>Damping randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.DampingCurve">
            <summary>
            <para>Damping will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.Angle">
            <summary>
            <para>Initial rotation applied to each particle, in degrees.</para>
            <para>Note: Only applied when <see cref="P:Godot.ParticlesMaterial.FlagDisableZ"/> or <see cref="P:Godot.ParticlesMaterial.FlagRotateY"/> are <c>true</c> or the <see cref="T:Godot.SpatialMaterial"/> being used to draw the particle is using <see cref="F:Godot.SpatialMaterial.BillboardMode.Particles"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AngleRandom">
            <summary>
            <para>Rotation randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AngleCurve">
            <summary>
            <para>Each particle's rotation will be animated along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.Scale">
            <summary>
            <para>Initial scale applied to each particle. This can be set to a negative value to flip the particle on all axes.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.ScaleRandom">
            <summary>
            <para>Scale randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.ScaleCurve">
            <summary>
            <para>Each particle's scale will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.Color">
            <summary>
            <para>Each particle's initial color. If the <see cref="T:Godot.Particles2D"/>'s <c>texture</c> is defined, it will be multiplied by this color. To have particle display color in a <see cref="T:Godot.SpatialMaterial"/> make sure to set <see cref="P:Godot.SpatialMaterial.VertexColorUseAsAlbedo"/> to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.ColorRamp">
            <summary>
            <para>Each particle's color will vary along this <see cref="T:Godot.GradientTexture"/> over its lifetime (multiplied with <see cref="P:Godot.ParticlesMaterial.Color"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.ColorInitialRamp">
            <summary>
            <para>Each particle's initial color will vary along this <see cref="T:Godot.GradientTexture"/> (multiplied with <see cref="P:Godot.ParticlesMaterial.Color"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.HueVariation">
            <summary>
            <para>Initial hue variation applied to each particle.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.HueVariationRandom">
            <summary>
            <para>Hue variation randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.HueVariationCurve">
            <summary>
            <para>Each particle's hue will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AnimSpeed">
            <summary>
            <para>Particle animation speed.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AnimSpeedRandom">
            <summary>
            <para>Animation speed randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AnimSpeedCurve">
            <summary>
            <para>Each particle's animation speed will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AnimOffset">
            <summary>
            <para>Particle animation offset.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AnimOffsetRandom">
            <summary>
            <para>Animation offset randomness ratio.</para>
            </summary>
        </member>
        <member name="P:Godot.ParticlesMaterial.AnimOffsetCurve">
            <summary>
            <para>Each particle's animation offset will vary along this <see cref="T:Godot.CurveTexture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticlesMaterial.SetParam(Godot.ParticlesMaterial.Parameter,System.Single)">
            <summary>
            <para>Sets the specified <see cref="T:Godot.ParticlesMaterial.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticlesMaterial.GetParam(Godot.ParticlesMaterial.Parameter)">
            <summary>
            <para>Returns the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticlesMaterial.SetParamRandomness(Godot.ParticlesMaterial.Parameter,System.Single)">
            <summary>
            <para>Sets the randomness ratio for the specified <see cref="T:Godot.ParticlesMaterial.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticlesMaterial.GetParamRandomness(Godot.ParticlesMaterial.Parameter)">
            <summary>
            <para>Returns the randomness ratio associated with the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticlesMaterial.SetParamTexture(Godot.ParticlesMaterial.Parameter,Godot.Texture)">
            <summary>
            <para>Sets the <see cref="T:Godot.Texture"/> for the specified <see cref="T:Godot.ParticlesMaterial.Parameter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticlesMaterial.GetParamTexture(Godot.ParticlesMaterial.Parameter)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture"/> used by the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticlesMaterial.SetFlag(Godot.ParticlesMaterial.Flags,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables the specified flag. See <see cref="T:Godot.ParticlesMaterial.Flags"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.ParticlesMaterial.GetFlag(Godot.ParticlesMaterial.Flags)">
            <summary>
            <para>Returns <c>true</c> if the specified flag is enabled.</para>
            </summary>
        </member>
        <member name="T:Godot.Path">
            <summary>
            <para>Can have <see cref="T:Godot.PathFollow"/> child nodes moving along the <see cref="T:Godot.Curve3D"/>. See <see cref="T:Godot.PathFollow"/> for more information on the usage.</para>
            <para>Note that the path is considered as relative to the moved nodes (children of <see cref="T:Godot.PathFollow"/>). As such, the curve should usually start with a zero vector <c>(0, 0, 0)</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Path.Curve">
            <summary>
            <para>A <see cref="T:Godot.Curve3D"/> describing the path.</para>
            </summary>
        </member>
        <member name="T:Godot.Path2D">
            <summary>
            <para>Can have <see cref="T:Godot.PathFollow2D"/> child nodes moving along the <see cref="T:Godot.Curve2D"/>. See <see cref="T:Godot.PathFollow2D"/> for more information on usage.</para>
            <para>Note: The path is considered as relative to the moved nodes (children of <see cref="T:Godot.PathFollow2D"/>). As such, the curve should usually start with a zero vector (<c>(0, 0)</c>).</para>
            </summary>
        </member>
        <member name="P:Godot.Path2D.Curve">
            <summary>
            <para>A <see cref="T:Godot.Curve2D"/> describing the path.</para>
            </summary>
        </member>
        <member name="T:Godot.PathFollow">
            <summary>
            <para>This node takes its parent <see cref="T:Godot.Path"/>, and returns the coordinates of a point within it, given a distance from the first vertex.</para>
            <para>It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting an offset in this node.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow.RotationModeEnum.None">
            <summary>
            <para>Forbids the PathFollow to rotate.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow.RotationModeEnum.Y">
            <summary>
            <para>Allows the PathFollow to rotate in the Y axis only.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow.RotationModeEnum.Xy">
            <summary>
            <para>Allows the PathFollow to rotate in both the X, and Y axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow.RotationModeEnum.Xyz">
            <summary>
            <para>Allows the PathFollow to rotate in any axis.</para>
            </summary>
        </member>
        <member name="F:Godot.PathFollow.RotationModeEnum.Oriented">
            <summary>
            <para>Uses the up vector information in a <see cref="T:Godot.Curve3D"/> to enforce orientation. This rotation mode requires the <see cref="T:Godot.Path"/>'s <see cref="P:Godot.Curve3D.UpVectorEnabled"/> property to be set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow.Offset">
            <summary>
            <para>The distance from the first vertex, measured in 3D units along the path. This sets this node's position to a point within the path.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow.UnitOffset">
            <summary>
            <para>The distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow.HOffset">
            <summary>
            <para>The node's offset along the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow.VOffset">
            <summary>
            <para>The node's offset perpendicular to the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow.RotationMode">
            <summary>
            <para>Allows or forbids rotation on one or more axes, depending on the <see cref="T:Godot.PathFollow.RotationModeEnum"/> constants being used.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow.CubicInterp">
            <summary>
            <para>If <c>true</c>, the position between two cached points is interpolated cubically, and linearly otherwise.</para>
            <para>The points along the <see cref="T:Godot.Curve3D"/> of the <see cref="T:Godot.Path"/> are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough.</para>
            <para>There are two answers to this problem: either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow.Loop">
            <summary>
            <para>If <c>true</c>, any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths.</para>
            </summary>
        </member>
        <member name="T:Godot.PathFollow2D">
            <summary>
            <para>This node takes its parent <see cref="T:Godot.Path2D"/>, and returns the coordinates of a point within it, given a distance from the first vertex.</para>
            <para>It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting an offset in this node.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.Offset">
            <summary>
            <para>The distance along the path in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.UnitOffset">
            <summary>
            <para>The distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path's length.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.HOffset">
            <summary>
            <para>The node's offset along the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.VOffset">
            <summary>
            <para>The node's offset perpendicular to the curve.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.Rotate">
            <summary>
            <para>If <c>true</c>, this node rotates to follow the path, making its descendants rotate.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.CubicInterp">
            <summary>
            <para>If <c>true</c>, the position between two cached points is interpolated cubically, and linearly otherwise.</para>
            <para>The points along the <see cref="T:Godot.Curve2D"/> of the <see cref="T:Godot.Path2D"/> are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough.</para>
            <para>There are two answers to this problem: either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.Loop">
            <summary>
            <para>If <c>true</c>, any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths.</para>
            </summary>
        </member>
        <member name="P:Godot.PathFollow2D.Lookahead">
            <summary>
            <para>How far to look ahead of the curve to calculate the tangent if the node is rotating. E.g. shorter lookaheads will lead to faster rotations.</para>
            </summary>
        </member>
        <member name="T:Godot.Performance">
            <summary>
            <para>This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the Monitor tab in the editor's Debugger panel. By using the <see cref="M:Godot.Performance.GetMonitor(Godot.Performance.Monitor)"/> method of this class, you can access this data from your code.</para>
            <para>Note: A few of these monitors are only available in debug mode and will always return 0 when used in a release build.</para>
            <para>Note: Many of these monitors are not updated in real-time, so there may be a short delay between changes.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.TimeFps">
            <summary>
            <para>Number of frames per second.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.TimeProcess">
            <summary>
            <para>Time it took to complete one frame, in seconds.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.TimePhysicsProcess">
            <summary>
            <para>Time it took to complete one physics frame, in seconds.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.MemoryStatic">
            <summary>
            <para>Static memory currently used, in bytes. Not available in release builds.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.MemoryDynamic">
            <summary>
            <para>Dynamic memory currently used, in bytes. Not available in release builds.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.MemoryStaticMax">
            <summary>
            <para>Available static memory. Not available in release builds.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.MemoryDynamicMax">
            <summary>
            <para>Available dynamic memory. Not available in release builds.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.MemoryMessageBufferMax">
            <summary>
            <para>Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.ObjectCount">
            <summary>
            <para>Number of objects currently instanced (including nodes).</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.ObjectResourceCount">
            <summary>
            <para>Number of resources currently used.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.ObjectNodeCount">
            <summary>
            <para>Number of nodes currently instanced in the scene tree. This also includes the root node.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.ObjectOrphanNodeCount">
            <summary>
            <para>Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderObjectsInFrame">
            <summary>
            <para>3D objects drawn per frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderVerticesInFrame">
            <summary>
            <para>Vertices drawn per frame. 3D only.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderMaterialChangesInFrame">
            <summary>
            <para>Material changes per frame. 3D only.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderShaderChangesInFrame">
            <summary>
            <para>Shader changes per frame. 3D only.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderSurfaceChangesInFrame">
            <summary>
            <para>Render surface changes per frame. 3D only.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderDrawCallsInFrame">
            <summary>
            <para>Draw calls per frame. 3D only.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Render2dItemsInFrame">
            <summary>
            <para>Items or joined items drawn per frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Render2dDrawCallsInFrame">
            <summary>
            <para>Draw calls per frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderVideoMemUsed">
            <summary>
            <para>The amount of video memory used, i.e. texture and vertex memory combined.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderTextureMemUsed">
            <summary>
            <para>The amount of texture memory used.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderVertexMemUsed">
            <summary>
            <para>The amount of vertex memory used.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.RenderUsageVideoMemTotal">
            <summary>
            <para>Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics2dActiveObjects">
            <summary>
            <para>Number of active <see cref="T:Godot.RigidBody2D"/> nodes in the game.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics2dCollisionPairs">
            <summary>
            <para>Number of collision pairs in the 2D physics engine.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics2dIslandCount">
            <summary>
            <para>Number of islands in the 2D physics engine.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics3dActiveObjects">
            <summary>
            <para>Number of active <see cref="T:Godot.RigidBody"/> and <see cref="T:Godot.VehicleBody"/> nodes in the game.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics3dCollisionPairs">
            <summary>
            <para>Number of collision pairs in the 3D physics engine.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.Physics3dIslandCount">
            <summary>
            <para>Number of islands in the 3D physics engine.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.AudioOutputLatency">
            <summary>
            <para>Output latency of the <see cref="T:Godot.AudioServer"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Performance.Monitor.MonitorMax">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Performance.Monitor"/> enum.</para>
            </summary>
        </member>
        <member name="M:Godot.Performance.GetMonitor(Godot.Performance.Monitor)">
            <summary>
            <para>Returns the value of one of the available monitors. You should provide one of the <see cref="T:Godot.Performance.Monitor"/> constants as the argument, like this:</para>
            <para><code>
            print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.Physics2DDirectBodyState">
            <summary>
            <para>Provides direct access to a physics body in the <see cref="T:Godot.Physics2DServer"/>, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See <see cref="M:Godot.RigidBody2D._IntegrateForces(Godot.Physics2DDirectBodyState)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.Step">
            <summary>
            <para>The timestep (delta) used for the simulation.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.InverseMass">
            <summary>
            <para>The inverse of the mass of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.InverseInertia">
            <summary>
            <para>The inverse of the inertia of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.TotalAngularDamp">
            <summary>
            <para>The rate at which the body stops rotating, if there are not any other forces moving it.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.TotalLinearDamp">
            <summary>
            <para>The rate at which the body stops moving, if there are not any other forces moving it.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.TotalGravity">
            <summary>
            <para>The total gravity vector being currently applied to this body.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.AngularVelocity">
            <summary>
            <para>The body's rotational velocity in radians per second.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.LinearVelocity">
            <summary>
            <para>The body's linear velocity in pixels per second.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.Sleeping">
            <summary>
            <para>If <c>true</c>, this body is currently sleeping (not active).</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DDirectBodyState.Transform">
            <summary>
            <para>The body's transformation matrix.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetVelocityAtLocalPosition(Godot.Vector2)">
            <summary>
            <para>Returns the body's velocity at the given relative position, including both translation and rotation.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.AddCentralForce(Godot.Vector2)">
            <summary>
            <para>Adds a constant directional force without affecting rotation.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.AddForce(Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.AddTorque(System.Single)">
            <summary>
            <para>Adds a constant rotational force.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.ApplyCentralImpulse(Godot.Vector2)">
            <summary>
            <para>Applies a directional impulse without affecting rotation.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.ApplyTorqueImpulse(System.Single)">
            <summary>
            <para>Applies a rotational impulse to the body.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.ApplyImpulse(Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactCount">
            <summary>
            <para>Returns the number of contacts this body has with other bodies.</para>
            <para>Note: By default, this returns 0 unless bodies are configured to monitor contacts. See <see cref="P:Godot.RigidBody2D.ContactMonitor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactLocalPosition(System.Int32)">
            <summary>
            <para>Returns the local position of the contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactLocalNormal(System.Int32)">
            <summary>
            <para>Returns the local normal at the contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactLocalShape(System.Int32)">
            <summary>
            <para>Returns the local shape index of the collision.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactCollider(System.Int32)">
            <summary>
            <para>Returns the collider's <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactColliderPosition(System.Int32)">
            <summary>
            <para>Returns the contact position in the collider.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactColliderId(System.Int32)">
            <summary>
            <para>Returns the collider's object id.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactColliderObject(System.Int32)">
            <summary>
            <para>Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactColliderShape(System.Int32)">
            <summary>
            <para>Returns the collider's shape index.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactColliderShapeMetadata(System.Int32)">
            <summary>
            <para>Returns the collided shape's metadata. This metadata is different from <see cref="M:Godot.Object.GetMeta(System.String,System.Object)"/>, and is set with <see cref="M:Godot.Physics2DServer.ShapeSetData(Godot.RID,System.Object)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetContactColliderVelocityAtPosition(System.Int32)">
            <summary>
            <para>Returns the linear velocity vector at the collider's contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.IntegrateForces">
            <summary>
            <para>Calls the built-in force integration code.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectBodyState.GetSpaceState">
            <summary>
            <para>Returns the current state of the space, useful for queries.</para>
            </summary>
        </member>
        <member name="T:Godot.Physics2DDirectSpaceState">
            <summary>
            <para>Direct access object to a space in the <see cref="T:Godot.Physics2DServer"/>. It's used mainly to do queries against objects and areas residing in a given space.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectSpaceState.IntersectPoint(Godot.Vector2,System.Int32,Godot.Collections.Array,System.UInt32,System.Boolean,System.Boolean)">
            <summary>
            <para>Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:</para>
            <para><c>collider</c>: The colliding object.</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>metadata</c>: The intersecting shape's metadata. This metadata is different from <see cref="M:Godot.Object.GetMeta(System.String,System.Object)"/>, and is set with <see cref="M:Godot.Physics2DServer.ShapeSetData(Godot.RID,System.Object)"/>.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            <para>The number of intersections can be limited with the <c>max_results</c> parameter, to reduce the processing time.</para>
            <para>Additionally, the method can take an <c>exclude</c> array of objects or <see cref="T:Godot.RID"/>s that are to be excluded from collisions, a <c>collision_mask</c> bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with <see cref="T:Godot.PhysicsBody2D"/>s or <see cref="T:Godot.Area2D"/>s, respectively.</para>
            <para>Note: <see cref="T:Godot.ConcavePolygonShape2D"/>s and <see cref="T:Godot.CollisionPolygon2D"/>s in <c>Segments</c> build mode are not solid shapes. Therefore, they will not be detected.</para>
            </summary>
            <param name="exclude">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.Physics2DDirectSpaceState.IntersectPointOnCanvas(Godot.Vector2,System.UInt64,System.Int32,Godot.Collections.Array,System.UInt32,System.Boolean,System.Boolean)">
            <summary>
            <para>Checks whether a point is inside any solid shape, in a specific canvas layer given by <c>canvas_instance_id</c>. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:</para>
            <para><c>collider</c>: The colliding object.</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>metadata</c>: The intersecting shape's metadata. This metadata is different from <see cref="M:Godot.Object.GetMeta(System.String,System.Object)"/>, and is set with <see cref="M:Godot.Physics2DServer.ShapeSetData(Godot.RID,System.Object)"/>.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            <para>The number of intersections can be limited with the <c>max_results</c> parameter, to reduce the processing time.</para>
            <para>Additionally, the method can take an <c>exclude</c> array of objects or <see cref="T:Godot.RID"/>s that are to be excluded from collisions, a <c>collision_mask</c> bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with <see cref="T:Godot.PhysicsBody2D"/>s or <see cref="T:Godot.Area2D"/>s, respectively.</para>
            <para>Note: <see cref="T:Godot.ConcavePolygonShape2D"/>s and <see cref="T:Godot.CollisionPolygon2D"/>s in <c>Segments</c> build mode are not solid shapes. Therefore, they will not be detected.</para>
            </summary>
            <param name="exclude">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.Physics2DDirectSpaceState.IntersectRay(Godot.Vector2,Godot.Vector2,Godot.Collections.Array,System.UInt32,System.Boolean,System.Boolean)">
            <summary>
            <para>Intersects a ray in a given space. The returned object is a dictionary with the following fields:</para>
            <para><c>collider</c>: The colliding object.</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>metadata</c>: The intersecting shape's metadata. This metadata is different from <see cref="M:Godot.Object.GetMeta(System.String,System.Object)"/>, and is set with <see cref="M:Godot.Physics2DServer.ShapeSetData(Godot.RID,System.Object)"/>.</para>
            <para><c>normal</c>: The object's surface normal at the intersection point.</para>
            <para><c>position</c>: The intersection point.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            <para>If the ray did not intersect anything, then an empty dictionary is returned instead.</para>
            <para>Additionally, the method can take an <c>exclude</c> array of objects or <see cref="T:Godot.RID"/>s that are to be excluded from collisions, a <c>collision_mask</c> bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with <see cref="T:Godot.PhysicsBody2D"/>s or <see cref="T:Godot.Area2D"/>s, respectively.</para>
            </summary>
            <param name="exclude">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.Physics2DDirectSpaceState.IntersectShape(Godot.Physics2DShapeQueryParameters,System.Int32)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.Physics2DShapeQueryParameters"/> object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:</para>
            <para><c>collider</c>: The colliding object.</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>metadata</c>: The intersecting shape's metadata. This metadata is different from <see cref="M:Godot.Object.GetMeta(System.String,System.Object)"/>, and is set with <see cref="M:Godot.Physics2DServer.ShapeSetData(Godot.RID,System.Object)"/>.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            <para>The number of intersections can be limited with the <c>max_results</c> parameter, to reduce the processing time.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectSpaceState.CastMotion(Godot.Physics2DShapeQueryParameters)">
            <summary>
            <para>Checks how far a <see cref="T:Godot.Shape2D"/> can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a <see cref="T:Godot.Physics2DShapeQueryParameters"/> object.</para>
            <para>Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of <c>[1.0, 1.0]</c> will be returned.</para>
            <para>Note: Any <see cref="T:Godot.Shape2D"/>s that the shape is already colliding with e.g. inside of, will be ignored. Use <see cref="M:Godot.Physics2DDirectSpaceState.CollideShape(Godot.Physics2DShapeQueryParameters,System.Int32)"/> to determine the <see cref="T:Godot.Shape2D"/>s that the shape is already colliding with.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectSpaceState.CollideShape(Godot.Physics2DShapeQueryParameters,System.Int32)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.Physics2DShapeQueryParameters"/> object, against the space. The resulting array contains a list of points where the shape intersects another. Like with <see cref="M:Godot.Physics2DDirectSpaceState.IntersectShape(Godot.Physics2DShapeQueryParameters,System.Int32)"/>, the number of returned results can be limited to save processing time.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DDirectSpaceState.GetRestInfo(Godot.Physics2DShapeQueryParameters)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.Physics2DShapeQueryParameters"/> object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead.</para>
            <para>Note: This method does not take into account the <c>motion</c> property of the object. The returned object is a dictionary containing the following fields:</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>linear_velocity</c>: The colliding object's velocity <see cref="T:Godot.Vector2"/>. If the object is an <see cref="T:Godot.Area2D"/>, the result is <c>(0, 0)</c>.</para>
            <para><c>metadata</c>: The intersecting shape's metadata. This metadata is different from <see cref="M:Godot.Object.GetMeta(System.String,System.Object)"/>, and is set with <see cref="M:Godot.Physics2DServer.ShapeSetData(Godot.RID,System.Object)"/>.</para>
            <para><c>normal</c>: The object's surface normal at the intersection point.</para>
            <para><c>point</c>: The intersection point.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            </summary>
        </member>
        <member name="T:Godot.Physics2DServer">
            <summary>
            <para>Physics2DServer is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ProcessInfo.ActiveObjects">
            <summary>
            <para>Constant to get the number of objects that are not sleeping.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ProcessInfo.CollisionPairs">
            <summary>
            <para>Constant to get the number of possible collisions.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ProcessInfo.IslandCount">
            <summary>
            <para>Constant to get the number of space regions where a collision could occur.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaBodyStatus.Added">
            <summary>
            <para>The value of the first parameter and area callback function receives, when an object enters one of its shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaBodyStatus.Removed">
            <summary>
            <para>The value of the first parameter and area callback function receives, when an object exits one of its shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.DampedStringParam.RestLength">
            <summary>
            <para>Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.DampedStringParam.Stiffness">
            <summary>
            <para>Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.DampedStringParam.Damping">
            <summary>
            <para>Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping).</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyMode.Static">
            <summary>
            <para>Constant for static bodies.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyMode.Kinematic">
            <summary>
            <para>Constant for kinematic bodies.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyMode.Rigid">
            <summary>
            <para>Constant for rigid bodies.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyMode.Character">
            <summary>
            <para>Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ShapeType.Line">
            <summary>
            <para>This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ShapeType.Segment">
            <summary>
            <para>This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ShapeType.Circle">
            <summary>
            <para>This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ShapeType.Rectangle">
            <summary>
            <para>This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ShapeType.Capsule">
            <summary>
            <para>This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ShapeType.ConvexPolygon">
            <summary>
            <para>This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the <see cref="P:Godot.CollisionPolygon2D.Polygon"/> property, polygons modified with <see cref="M:Godot.Physics2DServer.ShapeSetData(Godot.RID,System.Object)"/> do not verify that the points supplied form is a convex polygon.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ShapeType.ConcavePolygon">
            <summary>
            <para>This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.ShapeType.Custom">
            <summary>
            <para>This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.SpaceParameter.ContactRecycleRadius">
            <summary>
            <para>Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.SpaceParameter.ContactMaxSeparation">
            <summary>
            <para>Constant to set/get the maximum distance a shape can be from another before they are considered separated.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.SpaceParameter.BodyMaxAllowedPenetration">
            <summary>
            <para>Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.SpaceParameter.BodyLinearVelocitySleepThreshold">
            <summary>
            <para>Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.SpaceParameter.BodyAngularVelocitySleepThreshold">
            <summary>
            <para>Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.SpaceParameter.BodyTimeToSleep">
            <summary>
            <para>Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.SpaceParameter.ConstraintDefaultBias">
            <summary>
            <para>Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.JointType.Pin">
            <summary>
            <para>Constant to create pin joints.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.JointType.Groove">
            <summary>
            <para>Constant to create groove joints.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.JointType.DampedSpring">
            <summary>
            <para>Constant to create damped spring joints.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.CCDMode.Disabled">
            <summary>
            <para>Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.CCDMode.CastRay">
            <summary>
            <para>Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.CCDMode.CastShape">
            <summary>
            <para>Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyState.Transform">
            <summary>
            <para>Constant to set/get the current transform matrix of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyState.LinearVelocity">
            <summary>
            <para>Constant to set/get the current linear velocity of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyState.AngularVelocity">
            <summary>
            <para>Constant to set/get the current angular velocity of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyState.Sleeping">
            <summary>
            <para>Constant to sleep/wake up a body, or to get whether it is sleeping.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyState.CanSleep">
            <summary>
            <para>Constant to set/get whether the body can sleep.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyParameter.Bounce">
            <summary>
            <para>Constant to set/get a body's bounce factor.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyParameter.Friction">
            <summary>
            <para>Constant to set/get a body's friction.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyParameter.Mass">
            <summary>
            <para>Constant to set/get a body's mass.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyParameter.Inertia">
            <summary>
            <para>Constant to set/get a body's inertia.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyParameter.GravityScale">
            <summary>
            <para>Constant to set/get a body's gravity multiplier.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyParameter.LinearDamp">
            <summary>
            <para>Constant to set/get a body's linear dampening factor.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyParameter.AngularDamp">
            <summary>
            <para>Constant to set/get a body's angular dampening factor.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.BodyParameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Physics2DServer.BodyParameter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaSpaceOverrideMode.Disabled">
            <summary>
            <para>This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaSpaceOverrideMode.Combine">
            <summary>
            <para>This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaSpaceOverrideMode.CombineReplace">
            <summary>
            <para>This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaSpaceOverrideMode.Replace">
            <summary>
            <para>This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaSpaceOverrideMode.ReplaceCombine">
            <summary>
            <para>This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaParameter.Gravity">
            <summary>
            <para>Constant to set/get gravity strength in an area.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaParameter.GravityVector">
            <summary>
            <para>Constant to set/get gravity vector/center in an area.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaParameter.GravityIsPoint">
            <summary>
            <para>Constant to set/get whether the gravity vector of an area is a direction, or a center point.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaParameter.GravityDistanceScale">
            <summary>
            <para>Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaParameter.GravityPointAttenuation">
            <summary>
            <para>This constant was used to set/get the falloff factor for point gravity. It has been superseded by <see cref="F:Godot.Physics2DServer.AreaParameter.GravityDistanceScale"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaParameter.LinearDamp">
            <summary>
            <para>Constant to set/get the linear dampening factor of an area.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaParameter.AngularDamp">
            <summary>
            <para>Constant to set/get the angular dampening factor of an area.</para>
            </summary>
        </member>
        <member name="F:Godot.Physics2DServer.AreaParameter.Priority">
            <summary>
            <para>Constant to set/get the priority (order of processing) of an area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.ShapeSetData(Godot.RID,System.Object)">
            <summary>
            <para>Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created <see cref="M:Godot.Physics2DServer.ShapeGetType(Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.ShapeGetType(Godot.RID)">
            <summary>
            <para>Returns a shape's type (see <see cref="T:Godot.Physics2DServer.ShapeType"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.ShapeGetData(Godot.RID)">
            <summary>
            <para>Returns the shape data.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.SpaceCreate">
            <summary>
            <para>Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with <see cref="M:Godot.Physics2DServer.AreaSetSpace(Godot.RID,Godot.RID)"/>, or to a body with <see cref="M:Godot.Physics2DServer.BodySetSpace(Godot.RID,Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.SpaceSetActive(Godot.RID,System.Boolean)">
            <summary>
            <para>Marks a space as active. It will not have an effect, unless it is assigned to an area or body.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.SpaceIsActive(Godot.RID)">
            <summary>
            <para>Returns whether the space is active.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.SpaceSetParam(Godot.RID,Godot.Physics2DServer.SpaceParameter,System.Single)">
            <summary>
            <para>Sets the value for a space parameter. See <see cref="T:Godot.Physics2DServer.SpaceParameter"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.SpaceGetParam(Godot.RID,Godot.Physics2DServer.SpaceParameter)">
            <summary>
            <para>Returns the value of a space parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.SpaceGetDirectState(Godot.RID)">
            <summary>
            <para>Returns the state of a space, a <see cref="T:Godot.Physics2DDirectSpaceState"/>. This object can be used to make collision/intersection queries.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaCreate">
            <summary>
            <para>Creates an <see cref="T:Godot.Area2D"/>. After creating an <see cref="T:Godot.Area2D"/> with this method, assign it to a space using <see cref="M:Godot.Physics2DServer.AreaSetSpace(Godot.RID,Godot.RID)"/> to use the created <see cref="T:Godot.Area2D"/> in the physics world.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetSpace(Godot.RID,Godot.RID)">
            <summary>
            <para>Assigns a space to the area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaGetSpace(Godot.RID)">
            <summary>
            <para>Returns the space assigned to the area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetSpaceOverrideMode(Godot.RID,Godot.Physics2DServer.AreaSpaceOverrideMode)">
            <summary>
            <para>Sets the space override mode for the area. See <see cref="T:Godot.Physics2DServer.AreaSpaceOverrideMode"/> for a list of available modes.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaGetSpaceOverrideMode(Godot.RID)">
            <summary>
            <para>Returns the space override mode for the area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaAddShape(Godot.RID,Godot.RID,System.Nullable{Godot.Transform2D},System.Boolean)">
            <summary>
            <para>Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is Transform2D.Identity</param>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetShape(Godot.RID,System.Int32,Godot.RID)">
            <summary>
            <para>Substitutes a given area shape by another. The old shape is selected by its index, the new one by its <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetShapeTransform(Godot.RID,System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets the transform matrix for an area shape.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetShapeDisabled(Godot.RID,System.Int32,System.Boolean)">
            <summary>
            <para>Disables a given shape in an area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaGetShapeCount(Godot.RID)">
            <summary>
            <para>Returns the number of shapes assigned to an area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaGetShape(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the nth shape of an area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaGetShapeTransform(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the transform matrix of a shape within an area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaRemoveShape(Godot.RID,System.Int32)">
            <summary>
            <para>Removes a shape from an area. It does not delete the shape, so it can be reassigned later.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaClearShapes(Godot.RID)">
            <summary>
            <para>Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetCollisionLayer(Godot.RID,System.UInt32)">
            <summary>
            <para>Assigns the area to one or many physics layers.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetCollisionMask(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets which physics layers the area will monitor.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetParam(Godot.RID,Godot.Physics2DServer.AreaParameter,System.Object)">
            <summary>
            <para>Sets the value for an area parameter. See <see cref="T:Godot.Physics2DServer.AreaParameter"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetTransform(Godot.RID,Godot.Transform2D)">
            <summary>
            <para>Sets the transform matrix for an area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaGetParam(Godot.RID,Godot.Physics2DServer.AreaParameter)">
            <summary>
            <para>Returns an area parameter value. See <see cref="T:Godot.Physics2DServer.AreaParameter"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaGetTransform(Godot.RID)">
            <summary>
            <para>Returns the transform matrix for an area.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaAttachObjectInstanceId(Godot.RID,System.UInt64)">
            <summary>
            <para>Assigns the area to a descendant of <see cref="T:Godot.Object"/>, so it can exist in the node tree.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaGetObjectInstanceId(Godot.RID)">
            <summary>
            <para>Gets the instance ID of the object the area is assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.AreaSetMonitorCallback(Godot.RID,Godot.Object,System.String)">
            <summary>
            <para>Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:</para>
            <para>1: <see cref="F:Godot.Physics2DServer.AreaBodyStatus.Added"/> or <see cref="F:Godot.Physics2DServer.AreaBodyStatus.Removed"/>, depending on whether the object entered or exited the area.</para>
            <para>2: <see cref="T:Godot.RID"/> of the object that entered/exited the area.</para>
            <para>3: Instance ID of the object that entered/exited the area.</para>
            <para>4: The shape index of the object that entered/exited the area.</para>
            <para>5: The shape index of the area where the object entered/exited.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyCreate">
            <summary>
            <para>Creates a physics body.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetSpace(Godot.RID,Godot.RID)">
            <summary>
            <para>Assigns a space to the body (see <see cref="M:Godot.Physics2DServer.SpaceCreate"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetSpace(Godot.RID)">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the space assigned to a body.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetMode(Godot.RID,Godot.Physics2DServer.BodyMode)">
            <summary>
            <para>Sets the body mode using one of the <see cref="T:Godot.Physics2DServer.BodyMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetMode(Godot.RID)">
            <summary>
            <para>Returns the body mode.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyAddShape(Godot.RID,Godot.RID,System.Nullable{Godot.Transform2D},System.Boolean)">
            <summary>
            <para>Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is Transform2D.Identity</param>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetShape(Godot.RID,System.Int32,Godot.RID)">
            <summary>
            <para>Substitutes a given body shape by another. The old shape is selected by its index, the new one by its <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetShapeTransform(Godot.RID,System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets the transform matrix for a body shape.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetShapeMetadata(Godot.RID,System.Int32,System.Object)">
            <summary>
            <para>Sets metadata of a shape within a body. This metadata is different from <see cref="M:Godot.Object.SetMeta(System.String,System.Object)"/>, and can be retrieved on shape queries.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetShapeCount(Godot.RID)">
            <summary>
            <para>Returns the number of shapes assigned to a body.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetShape(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the nth shape of a body.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetShapeTransform(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the transform matrix of a body shape.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetShapeMetadata(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the metadata of a shape of a body.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyRemoveShape(Godot.RID,System.Int32)">
            <summary>
            <para>Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyClearShapes(Godot.RID)">
            <summary>
            <para>Removes all shapes from a body.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetShapeDisabled(Godot.RID,System.Int32,System.Boolean)">
            <summary>
            <para>Disables shape in body if <c>disable</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetShapeAsOneWayCollision(Godot.RID,System.Int32,System.Boolean,System.Single)">
            <summary>
            <para>Enables one way collision on body if <c>enable</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyAttachObjectInstanceId(Godot.RID,System.UInt32)">
            <summary>
            <para>Assigns the area to a descendant of <see cref="T:Godot.Object"/>, so it can exist in the node tree.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetObjectInstanceId(Godot.RID)">
            <summary>
            <para>Gets the instance ID of the object the area is assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetContinuousCollisionDetectionMode(Godot.RID,Godot.Physics2DServer.CCDMode)">
            <summary>
            <para>Sets the continuous collision detection mode using one of the <see cref="T:Godot.Physics2DServer.CCDMode"/> constants.</para>
            <para>Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetContinuousCollisionDetectionMode(Godot.RID)">
            <summary>
            <para>Returns the continuous collision detection mode.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetCollisionLayer(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the physics layer or layers a body belongs to.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetCollisionLayer(Godot.RID)">
            <summary>
            <para>Returns the physics layer or layers a body belongs to.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetCollisionMask(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the physics layer or layers a body can collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetCollisionMask(Godot.RID)">
            <summary>
            <para>Returns the physics layer or layers a body can collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetParam(Godot.RID,Godot.Physics2DServer.BodyParameter,System.Single)">
            <summary>
            <para>Sets a body parameter. See <see cref="T:Godot.Physics2DServer.BodyParameter"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetParam(Godot.RID,Godot.Physics2DServer.BodyParameter)">
            <summary>
            <para>Returns the value of a body parameter. See <see cref="T:Godot.Physics2DServer.BodyParameter"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetState(Godot.RID,Godot.Physics2DServer.BodyState,System.Object)">
            <summary>
            <para>Sets a body state using one of the <see cref="T:Godot.Physics2DServer.BodyState"/> constants.</para>
            <para>Note that the method doesn't take effect immediately. The state will change on the next physics frame.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetState(Godot.RID,Godot.Physics2DServer.BodyState)">
            <summary>
            <para>Returns a body state.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyApplyImpulse(Godot.RID,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyAddForce(Godot.RID,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Adds a positioned force to the applied force and torque. As with <see cref="M:Godot.Physics2DServer.BodyApplyImpulse(Godot.RID,Godot.Vector2,Godot.Vector2)"/>, both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetAxisVelocity(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyAddCollisionException(Godot.RID,Godot.RID)">
            <summary>
            <para>Adds a body to the list of bodies exempt from collisions.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyRemoveCollisionException(Godot.RID,Godot.RID)">
            <summary>
            <para>Removes a body from the list of bodies exempt from collisions.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetMaxContactsReported(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetMaxContactsReported(Godot.RID)">
            <summary>
            <para>Returns the maximum contacts that can be reported. See <see cref="M:Godot.Physics2DServer.BodySetMaxContactsReported(Godot.RID,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetOmitForceIntegration(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets whether a body uses a callback function to calculate its own physics (see <see cref="M:Godot.Physics2DServer.BodySetForceIntegrationCallback(Godot.RID,Godot.Object,System.String,System.Object)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyIsOmittingForceIntegration(Godot.RID)">
            <summary>
            <para>Returns whether a body uses a callback function to calculate its own physics (see <see cref="M:Godot.Physics2DServer.BodySetForceIntegrationCallback(Godot.RID,Godot.Object,System.String,System.Object)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodySetForceIntegrationCallback(Godot.RID,Godot.Object,System.String,System.Object)">
            <summary>
            <para>Sets the function used to calculate physics for an object, if that object allows it (see <see cref="M:Godot.Physics2DServer.BodySetOmitForceIntegration(Godot.RID,System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.BodyTestMotion(Godot.RID,Godot.Transform2D,Godot.Vector2,System.Boolean,System.Single,Godot.Physics2DTestMotionResult,System.Boolean,Godot.Collections.Array)">
            <summary>
            <para>Returns <c>true</c> if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. <see cref="T:Godot.Physics2DTestMotionResult"/> can be passed to return additional information in.</para>
            </summary>
            <param name="exclude">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.Physics2DServer.BodyGetDirectState(Godot.RID)">
            <summary>
            <para>Returns the <see cref="T:Godot.Physics2DDirectBodyState"/> of the body. Returns <c>null</c> if the body is destroyed or removed from the physics space.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.JointSetParam(Godot.RID,Godot.Physics2DServer.JointParam,System.Single)">
            <summary>
            <para>Sets a joint parameter. See <see cref="T:Godot.Physics2DServer.JointParam"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.JointGetParam(Godot.RID,Godot.Physics2DServer.JointParam)">
            <summary>
            <para>Returns the value of a joint parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.PinJointCreate(Godot.Vector2,Godot.RID,Godot.RID)">
            <summary>
            <para>Creates a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.GrooveJointCreate(Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.RID,Godot.RID)">
            <summary>
            <para>Creates a groove joint between two bodies. If not specified, the bodies are assumed to be the joint itself.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.DampedSpringJointCreate(Godot.Vector2,Godot.Vector2,Godot.RID,Godot.RID)">
            <summary>
            <para>Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.DampedStringJointSetParam(Godot.RID,Godot.Physics2DServer.DampedStringParam,System.Single)">
            <summary>
            <para>Sets a damped spring joint parameter. See <see cref="T:Godot.Physics2DServer.DampedStringParam"/> for a list of available parameters.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.DampedStringJointGetParam(Godot.RID,Godot.Physics2DServer.DampedStringParam)">
            <summary>
            <para>Returns the value of a damped spring joint parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.JointGetType(Godot.RID)">
            <summary>
            <para>Returns a joint's type (see <see cref="T:Godot.Physics2DServer.JointType"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.FreeRid(Godot.RID)">
            <summary>
            <para>Destroys an object created by the Physics2DServer.</para>
            <para>Note: See <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> for details on how to handle RIDs for freed objects.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.SetActive(System.Boolean)">
            <summary>
            <para>Activates or deactivates the 2D physics engine.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.SetCollisionIterations(System.Int32)">
            <summary>
            <para>Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. The default value is <c>8</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DServer.GetProcessInfo(Godot.Physics2DServer.ProcessInfo)">
            <summary>
            <para>Returns information about the current state of the 2D physics engine. See <see cref="T:Godot.Physics2DServer.ProcessInfo"/> for a list of available states.</para>
            </summary>
        </member>
        <member name="T:Godot.Physics2DShapeQueryParameters">
            <summary>
            <para>This class contains the shape and other parameters for 2D intersection/collision queries.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DShapeQueryParameters.CollisionLayer">
            <summary>
            <para>The physics layer(s) the query will take into account (as a bitmask). See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DShapeQueryParameters.Exclude">
            <summary>
            <para>The list of objects or object <see cref="T:Godot.RID"/>s that will be excluded from collisions.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DShapeQueryParameters.Margin">
            <summary>
            <para>The collision margin for the shape.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DShapeQueryParameters.Motion">
            <summary>
            <para>The motion of the shape being queried for.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DShapeQueryParameters.ShapeRid">
            <summary>
            <para>The queried shape's <see cref="T:Godot.RID"/>. See also <see cref="M:Godot.Physics2DShapeQueryParameters.SetShape(Godot.Resource)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DShapeQueryParameters.Transform">
            <summary>
            <para>The queried shape's transform matrix.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DShapeQueryParameters.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.PhysicsBody2D"/>s into account.</para>
            </summary>
        </member>
        <member name="P:Godot.Physics2DShapeQueryParameters.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.Area2D"/>s into account.</para>
            </summary>
        </member>
        <member name="M:Godot.Physics2DShapeQueryParameters.SetShape(Godot.Resource)">
            <summary>
            <para>Sets the <see cref="T:Godot.Shape2D"/> that will be used for collision/intersection queries.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsBody">
            <summary>
            <para>PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody.GetCollisionExceptions">
            <summary>
            <para>Returns an array of nodes that were added as collision exceptions for this body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody.AddCollisionExceptionWith(Godot.Node)">
            <summary>
            <para>Adds a body to the list of bodies that this body can't collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody.RemoveCollisionExceptionWith(Godot.Node)">
            <summary>
            <para>Removes a body from the list of bodies that this body can't collide with.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsBody2D">
            <summary>
            <para>PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsBody2D.Layers">
            <summary>
            <para>Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layer and collision_mask when modified.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody2D.GetCollisionExceptions">
            <summary>
            <para>Returns an array of nodes that were added as collision exceptions for this body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody2D.AddCollisionExceptionWith(Godot.Node)">
            <summary>
            <para>Adds a body to the list of bodies that this body can't collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsBody2D.RemoveCollisionExceptionWith(Godot.Node)">
            <summary>
            <para>Removes a body from the list of bodies that this body can't collide with.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsDirectBodyState">
            <summary>
            <para>Provides direct access to a physics body in the <see cref="T:Godot.PhysicsServer"/>, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See <see cref="M:Godot.RigidBody._IntegrateForces(Godot.PhysicsDirectBodyState)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.Step">
            <summary>
            <para>The timestep (delta) used for the simulation.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.InverseMass">
            <summary>
            <para>The inverse of the mass of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.TotalAngularDamp">
            <summary>
            <para>The rate at which the body stops rotating, if there are not any other forces moving it.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.TotalLinearDamp">
            <summary>
            <para>The rate at which the body stops moving, if there are not any other forces moving it.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.InverseInertia">
            <summary>
            <para>The inverse of the inertia of the body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.TotalGravity">
            <summary>
            <para>The total gravity vector being currently applied to this body.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.AngularVelocity">
            <summary>
            <para>The body's rotational velocity in axis-angle format. The magnitude of the vector is the rotation rate in radians per second.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.LinearVelocity">
            <summary>
            <para>The body's linear velocity in units per second.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.Sleeping">
            <summary>
            <para>If <c>true</c>, this body is currently sleeping (not active).</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsDirectBodyState.Transform">
            <summary>
            <para>The body's transformation matrix.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetVelocityAtLocalPosition(Godot.Vector3)">
            <summary>
            <para>Returns the body's velocity at the given relative position, including both translation and rotation.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.AddCentralForce(Godot.Vector3)">
            <summary>
            <para>Adds a constant directional force without affecting rotation.</para>
            <para>This is equivalent to <c>add_force(force, Vector3(0,0,0))</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.AddForce(Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.AddTorque(Godot.Vector3)">
            <summary>
            <para>Adds a constant rotational force without affecting position.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.ApplyCentralImpulse(Godot.Vector3)">
            <summary>
            <para>Applies a single directional impulse without affecting rotation.</para>
            <para>This is equivalent to <c>apply_impulse(Vector3(0, 0, 0), impulse)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.ApplyImpulse(Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.ApplyTorqueImpulse(Godot.Vector3)">
            <summary>
            <para>Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector <c>j</c> passed as parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactCount">
            <summary>
            <para>Returns the number of contacts this body has with other bodies.</para>
            <para>Note: By default, this returns 0 unless bodies are configured to monitor contacts. See <see cref="P:Godot.RigidBody.ContactMonitor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactLocalPosition(System.Int32)">
            <summary>
            <para>Returns the local position of the contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactLocalNormal(System.Int32)">
            <summary>
            <para>Returns the local normal at the contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactImpulse(System.Int32)">
            <summary>
            <para>Impulse created by the contact. Only implemented for Bullet physics.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactLocalShape(System.Int32)">
            <summary>
            <para>Returns the local shape index of the collision.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactCollider(System.Int32)">
            <summary>
            <para>Returns the collider's <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactColliderPosition(System.Int32)">
            <summary>
            <para>Returns the contact position in the collider.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactColliderId(System.Int32)">
            <summary>
            <para>Returns the collider's object id.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactColliderObject(System.Int32)">
            <summary>
            <para>Returns the collider object.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactColliderShape(System.Int32)">
            <summary>
            <para>Returns the collider's shape index.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetContactColliderVelocityAtPosition(System.Int32)">
            <summary>
            <para>Returns the linear velocity vector at the collider's contact point.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.IntegrateForces">
            <summary>
            <para>Calls the built-in force integration code.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectBodyState.GetSpaceState">
            <summary>
            <para>Returns the current state of the space, useful for queries.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsDirectSpaceState">
            <summary>
            <para>Direct access object to a space in the <see cref="T:Godot.PhysicsServer"/>. It's used mainly to do queries against objects and areas residing in a given space.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState.IntersectPoint(Godot.Vector3,System.Int32,Godot.Collections.Array,System.UInt32,System.Boolean,System.Boolean)">
            <summary>
            <para>Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:</para>
            <para><c>collider</c>: The colliding object.</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            <para>The number of intersections can be limited with the <c>max_results</c> parameter, to reduce the processing time.</para>
            <para>Additionally, the method can take an <c>exclude</c> array of objects or <see cref="T:Godot.RID"/>s that are to be excluded from collisions, a <c>collision_mask</c> bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with <see cref="T:Godot.PhysicsBody"/>s or <see cref="T:Godot.Area"/>s, respectively.</para>
            </summary>
            <param name="exclude">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState.IntersectRay(Godot.Vector3,Godot.Vector3,Godot.Collections.Array,System.UInt32,System.Boolean,System.Boolean)">
            <summary>
            <para>Intersects a ray in a given space. The returned object is a dictionary with the following fields:</para>
            <para><c>collider</c>: The colliding object.</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>normal</c>: The object's surface normal at the intersection point.</para>
            <para><c>position</c>: The intersection point.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            <para>If the ray did not intersect anything, then an empty dictionary is returned instead.</para>
            <para>Additionally, the method can take an <c>exclude</c> array of objects or <see cref="T:Godot.RID"/>s that are to be excluded from collisions, a <c>collision_mask</c> bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with <see cref="T:Godot.PhysicsBody"/>s or <see cref="T:Godot.Area"/>s, respectively.</para>
            </summary>
            <param name="exclude">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState.IntersectShape(Godot.PhysicsShapeQueryParameters,System.Int32)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters"/> object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:</para>
            <para><c>collider</c>: The colliding object.</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            <para>The number of intersections can be limited with the <c>max_results</c> parameter, to reduce the processing time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState.CastMotion(Godot.PhysicsShapeQueryParameters,Godot.Vector3)">
            <summary>
            <para>Checks how far a <see cref="T:Godot.Shape"/> can move without colliding. All the parameters for the query, including the shape, are supplied through a <see cref="T:Godot.PhysicsShapeQueryParameters"/> object.</para>
            <para>Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of <c>[1.0, 1.0]</c> will be returned.</para>
            <para>Note: Any <see cref="T:Godot.Shape"/>s that the shape is already colliding with e.g. inside of, will be ignored. Use <see cref="M:Godot.PhysicsDirectSpaceState.CollideShape(Godot.PhysicsShapeQueryParameters,System.Int32)"/> to determine the <see cref="T:Godot.Shape"/>s that the shape is already colliding with.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState.CollideShape(Godot.PhysicsShapeQueryParameters,System.Int32)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters"/> object, against the space. The resulting array contains a list of points where the shape intersects another. Like with <see cref="M:Godot.PhysicsDirectSpaceState.IntersectShape(Godot.PhysicsShapeQueryParameters,System.Int32)"/>, the number of returned results can be limited to save processing time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsDirectSpaceState.GetRestInfo(Godot.PhysicsShapeQueryParameters)">
            <summary>
            <para>Checks the intersections of a shape, given through a <see cref="T:Godot.PhysicsShapeQueryParameters"/> object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:</para>
            <para><c>collider_id</c>: The colliding object's ID.</para>
            <para><c>linear_velocity</c>: The colliding object's velocity <see cref="T:Godot.Vector3"/>. If the object is an <see cref="T:Godot.Area"/>, the result is <c>(0, 0, 0)</c>.</para>
            <para><c>normal</c>: The object's surface normal at the intersection point.</para>
            <para><c>point</c>: The intersection point.</para>
            <para><c>rid</c>: The intersecting object's <see cref="T:Godot.RID"/>.</para>
            <para><c>shape</c>: The shape index of the colliding shape.</para>
            <para>If the shape did not intersect anything, then an empty dictionary is returned instead.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsMaterial">
            <summary>
            <para>Provides a means of modifying the collision properties of a <see cref="T:Godot.PhysicsBody"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsMaterial.Friction">
            <summary>
            <para>The body's friction. Values range from <c>0</c> (frictionless) to <c>1</c> (maximum friction).</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsMaterial.Rough">
            <summary>
            <para>If <c>true</c>, the physics engine will use the friction of the object marked as "rough" when two objects collide. If <c>false</c>, the physics engine will use the lowest friction of all colliding objects instead. If <c>true</c> for both colliding objects, the physics engine will use the highest friction.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsMaterial.Bounce">
            <summary>
            <para>The body's bounciness. Values range from <c>0</c> (no bounce) to <c>1</c> (full bounciness).</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsMaterial.Absorbent">
            <summary>
            <para>If <c>true</c>, subtracts the bounciness from the colliding object's bounciness instead of adding it.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsServer">
            <summary>
            <para>PhysicsServer is the server responsible for all 3D physics. It can create many kinds of physics objects, but does not insert them on the node tree.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ProcessInfo.ActiveObjects">
            <summary>
            <para>Constant to get the number of objects that are not sleeping.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ProcessInfo.CollisionPairs">
            <summary>
            <para>Constant to get the number of possible collisions.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ProcessInfo.IslandCount">
            <summary>
            <para>Constant to get the number of space regions where a collision could occur.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaBodyStatus.Added">
            <summary>
            <para>The value of the first parameter and area callback function receives, when an object enters one of its shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaBodyStatus.Removed">
            <summary>
            <para>The value of the first parameter and area callback function receives, when an object exits one of its shapes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyMode.Static">
            <summary>
            <para>Constant for static bodies.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyMode.Kinematic">
            <summary>
            <para>Constant for kinematic bodies.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyMode.Rigid">
            <summary>
            <para>Constant for rigid bodies.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyMode.Character">
            <summary>
            <para>Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.Plane">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.PlaneShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.Ray">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.RayShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.Sphere">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.SphereShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.Box">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.BoxShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.Capsule">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.CapsuleShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.Cylinder">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.CylinderShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.ConvexPolygon">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.ConvexPolygonShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.ConcavePolygon">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.ConcavePolygonShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.Heightmap">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> is a <see cref="T:Godot.HeightMapShape"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ShapeType.Custom">
            <summary>
            <para>This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.PinJointParam.Bias">
            <summary>
            <para>The strength with which the pinned objects try to stay in positional relation to each other.</para>
            <para>The higher, the stronger.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.PinJointParam.Damping">
            <summary>
            <para>The strength with which the pinned objects try to stay in velocity relation to each other.</para>
            <para>The higher, the stronger.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.PinJointParam.ImpulseClamp">
            <summary>
            <para>If above 0, this value is the maximum value for an impulse that this Joint puts on its ends.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SpaceParameter.ContactRecycleRadius">
            <summary>
            <para>Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SpaceParameter.ContactMaxSeparation">
            <summary>
            <para>Constant to set/get the maximum distance a shape can be from another before they are considered separated.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SpaceParameter.BodyMaxAllowedPenetration">
            <summary>
            <para>Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SpaceParameter.BodyLinearVelocitySleepThreshold">
            <summary>
            <para>Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SpaceParameter.BodyAngularVelocitySleepThreshold">
            <summary>
            <para>Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SpaceParameter.BodyTimeToSleep">
            <summary>
            <para>Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SpaceParameter.ConstraintDefaultBias">
            <summary>
            <para>Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ConeTwistJointParam.SwingSpan">
            <summary>
            <para>Swing is rotation from side to side, around the axis perpendicular to the twist axis.</para>
            <para>The swing span defines, how much rotation will not get corrected along the swing axis.</para>
            <para>Could be defined as looseness in the <see cref="T:Godot.ConeTwistJoint"/>.</para>
            <para>If below 0.05, this behavior is locked.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ConeTwistJointParam.TwistSpan">
            <summary>
            <para>Twist is the rotation around the twist axis, this value defined how far the joint can twist.</para>
            <para>Twist is locked if below 0.05.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ConeTwistJointParam.Bias">
            <summary>
            <para>The speed with which the swing or twist will take place.</para>
            <para>The higher, the faster.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ConeTwistJointParam.Softness">
            <summary>
            <para>The ease with which the Joint twists, if it's too low, it takes more force to twist the joint.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.ConeTwistJointParam.Relaxation">
            <summary>
            <para>Defines, how fast the swing- and twist-speed-difference on both sides gets synced.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.JointType.Pin">
            <summary>
            <para>The <see cref="T:Godot.Joint"/> is a <see cref="T:Godot.PinJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.JointType.Hinge">
            <summary>
            <para>The <see cref="T:Godot.Joint"/> is a <see cref="T:Godot.HingeJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.JointType.Slider">
            <summary>
            <para>The <see cref="T:Godot.Joint"/> is a <see cref="T:Godot.SliderJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.JointType.ConeTwist">
            <summary>
            <para>The <see cref="T:Godot.Joint"/> is a <see cref="T:Godot.ConeTwistJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.JointType.Joint6dof">
            <summary>
            <para>The <see cref="T:Godot.Joint"/> is a <see cref="T:Godot.Generic6DOFJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyState.Transform">
            <summary>
            <para>Constant to set/get the current transform matrix of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyState.LinearVelocity">
            <summary>
            <para>Constant to set/get the current linear velocity of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyState.AngularVelocity">
            <summary>
            <para>Constant to set/get the current angular velocity of the body.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyState.Sleeping">
            <summary>
            <para>Constant to sleep/wake up a body, or to get whether it is sleeping.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyState.CanSleep">
            <summary>
            <para>Constant to set/get whether the body can sleep.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyParameter.Bounce">
            <summary>
            <para>Constant to set/get a body's bounce factor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyParameter.Friction">
            <summary>
            <para>Constant to set/get a body's friction.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyParameter.Mass">
            <summary>
            <para>Constant to set/get a body's mass.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyParameter.GravityScale">
            <summary>
            <para>Constant to set/get a body's gravity multiplier.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyParameter.LinearDamp">
            <summary>
            <para>Constant to set/get a body's linear dampening factor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyParameter.AngularDamp">
            <summary>
            <para>Constant to set/get a body's angular dampening factor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.BodyParameter.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.PhysicsServer.BodyParameter"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.LinearLowerLimit">
            <summary>
            <para>The minimum difference between the pivot points' axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.LinearUpperLimit">
            <summary>
            <para>The maximum difference between the pivot points' axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.LinearLimitSoftness">
            <summary>
            <para>A factor that gets applied to the movement across the axes. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.LinearRestitution">
            <summary>
            <para>The amount of restitution on the axes movement. The lower, the more velocity-energy gets lost.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.LinearDamping">
            <summary>
            <para>The amount of damping that happens at the linear motion across the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.LinearMotorTargetVelocity">
            <summary>
            <para>The velocity that the joint's linear motor will attempt to reach.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.LinearMotorForceLimit">
            <summary>
            <para>The maximum force that the linear motor can apply while trying to reach the target velocity.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularLowerLimit">
            <summary>
            <para>The minimum rotation in negative direction to break loose and rotate around the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularUpperLimit">
            <summary>
            <para>The minimum rotation in positive direction to break loose and rotate around the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularLimitSoftness">
            <summary>
            <para>A factor that gets multiplied onto all rotations across the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularDamping">
            <summary>
            <para>The amount of rotational damping across the axes. The lower, the more dampening occurs.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularRestitution">
            <summary>
            <para>The amount of rotational restitution across the axes. The lower, the more restitution occurs.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularForceLimit">
            <summary>
            <para>The maximum amount of force that can occur, when rotating around the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularErp">
            <summary>
            <para>When correcting the crossing of limits in rotation across the axes, this error tolerance factor defines how much the correction gets slowed down. The lower, the slower.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularMotorTargetVelocity">
            <summary>
            <para>Target speed for the motor at the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisParam.AngularMotorForceLimit">
            <summary>
            <para>Maximum acceleration for the motor at the axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearLimitUpper">
            <summary>
            <para>The maximum difference between the pivot points on their X axis before damping happens.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearLimitLower">
            <summary>
            <para>The minimum difference between the pivot points on their X axis before damping happens.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearLimitSoftness">
            <summary>
            <para>A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearLimitRestitution">
            <summary>
            <para>The amount of restitution once the limits are surpassed. The lower, the more velocityenergy gets lost.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearLimitDamping">
            <summary>
            <para>The amount of damping once the slider limits are surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearMotionSoftness">
            <summary>
            <para>A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearMotionRestitution">
            <summary>
            <para>The amount of restitution inside the slider limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearMotionDamping">
            <summary>
            <para>The amount of damping inside the slider limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearOrthogonalSoftness">
            <summary>
            <para>A factor applied to the movement across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearOrthogonalRestitution">
            <summary>
            <para>The amount of restitution when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.LinearOrthogonalDamping">
            <summary>
            <para>The amount of damping when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularLimitUpper">
            <summary>
            <para>The upper limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularLimitLower">
            <summary>
            <para>The lower limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularLimitSoftness">
            <summary>
            <para>A factor applied to the all rotation once the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularLimitRestitution">
            <summary>
            <para>The amount of restitution of the rotation when the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularLimitDamping">
            <summary>
            <para>The amount of damping of the rotation when the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularMotionSoftness">
            <summary>
            <para>A factor that gets applied to the all rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularMotionRestitution">
            <summary>
            <para>The amount of restitution of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularMotionDamping">
            <summary>
            <para>The amount of damping of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularOrthogonalSoftness">
            <summary>
            <para>A factor that gets applied to the all rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularOrthogonalRestitution">
            <summary>
            <para>The amount of restitution of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.AngularOrthogonalDamping">
            <summary>
            <para>The amount of damping of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.SliderJointParam.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.PhysicsServer.SliderJointParam"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointParam.Bias">
            <summary>
            <para>The speed with which the two bodies get pulled together when they move in different directions.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointParam.LimitUpper">
            <summary>
            <para>The maximum rotation across the Hinge.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointParam.LimitLower">
            <summary>
            <para>The minimum rotation across the Hinge.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointParam.LimitBias">
            <summary>
            <para>The speed with which the rotation across the axis perpendicular to the hinge gets corrected.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointParam.LimitRelaxation">
            <summary>
            <para>The lower this value, the more the rotation gets slowed down.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointParam.MotorTargetVelocity">
            <summary>
            <para>Target speed for the motor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointParam.MotorMaxImpulse">
            <summary>
            <para>Maximum acceleration for the motor.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisFlag.LinearLimit">
            <summary>
            <para>If set, linear motion is possible within the given limits.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisFlag.AngularLimit">
            <summary>
            <para>If set, rotational motion is possible.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisFlag.Motor">
            <summary>
            <para>If set, there is a rotational motor across these axes.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.G6DOFJointAxisFlag.LinearMotor">
            <summary>
            <para>If set, there is a linear motor on this axis that targets a specific velocity.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointFlag.UseLimit">
            <summary>
            <para>If <c>true</c>, the Hinge has a maximum and a minimum rotation.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.HingeJointFlag.EnableMotor">
            <summary>
            <para>If <c>true</c>, a motor turns the Hinge.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaSpaceOverrideMode.Disabled">
            <summary>
            <para>This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaSpaceOverrideMode.Combine">
            <summary>
            <para>This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaSpaceOverrideMode.CombineReplace">
            <summary>
            <para>This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaSpaceOverrideMode.Replace">
            <summary>
            <para>This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaSpaceOverrideMode.ReplaceCombine">
            <summary>
            <para>This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaParameter.Gravity">
            <summary>
            <para>Constant to set/get gravity strength in an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaParameter.GravityVector">
            <summary>
            <para>Constant to set/get gravity vector/center in an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaParameter.GravityIsPoint">
            <summary>
            <para>Constant to set/get whether the gravity vector of an area is a direction, or a center point.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaParameter.GravityDistanceScale">
            <summary>
            <para>Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaParameter.GravityPointAttenuation">
            <summary>
            <para>This constant was used to set/get the falloff factor for point gravity. It has been superseded by <see cref="F:Godot.PhysicsServer.AreaParameter.GravityDistanceScale"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaParameter.LinearDamp">
            <summary>
            <para>Constant to set/get the linear dampening factor of an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaParameter.AngularDamp">
            <summary>
            <para>Constant to set/get the angular dampening factor of an area.</para>
            </summary>
        </member>
        <member name="F:Godot.PhysicsServer.AreaParameter.Priority">
            <summary>
            <para>Constant to set/get the priority (order of processing) of an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.ShapeCreate(Godot.PhysicsServer.ShapeType)">
            <summary>
            <para>Creates a shape of a type from <see cref="T:Godot.PhysicsServer.ShapeType"/>. Does not assign it to a body or an area. To do so, you must use <see cref="M:Godot.PhysicsServer.AreaSetShape(Godot.RID,System.Int32,Godot.RID)"/> or <see cref="M:Godot.PhysicsServer.BodySetShape(Godot.RID,System.Int32,Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.ShapeSetData(Godot.RID,System.Object)">
            <summary>
            <para>Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created <see cref="M:Godot.PhysicsServer.ShapeGetType(Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.ShapeGetType(Godot.RID)">
            <summary>
            <para>Returns the type of shape (see <see cref="T:Godot.PhysicsServer.ShapeType"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.ShapeGetData(Godot.RID)">
            <summary>
            <para>Returns the shape data.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SpaceCreate">
            <summary>
            <para>Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with <see cref="M:Godot.PhysicsServer.AreaSetSpace(Godot.RID,Godot.RID)"/>, or to a body with <see cref="M:Godot.PhysicsServer.BodySetSpace(Godot.RID,Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SpaceSetActive(Godot.RID,System.Boolean)">
            <summary>
            <para>Marks a space as active. It will not have an effect, unless it is assigned to an area or body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SpaceIsActive(Godot.RID)">
            <summary>
            <para>Returns whether the space is active.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SpaceSetParam(Godot.RID,Godot.PhysicsServer.SpaceParameter,System.Single)">
            <summary>
            <para>Sets the value for a space parameter. A list of available parameters is on the <see cref="T:Godot.PhysicsServer.SpaceParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SpaceGetParam(Godot.RID,Godot.PhysicsServer.SpaceParameter)">
            <summary>
            <para>Returns the value of a space parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SpaceGetDirectState(Godot.RID)">
            <summary>
            <para>Returns the state of a space, a <see cref="T:Godot.PhysicsDirectSpaceState"/>. This object can be used to make collision/intersection queries.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaCreate">
            <summary>
            <para>Creates an <see cref="T:Godot.Area"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetSpace(Godot.RID,Godot.RID)">
            <summary>
            <para>Assigns a space to the area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaGetSpace(Godot.RID)">
            <summary>
            <para>Returns the space assigned to the area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetSpaceOverrideMode(Godot.RID,Godot.PhysicsServer.AreaSpaceOverrideMode)">
            <summary>
            <para>Sets the space override mode for the area. The modes are described in the <see cref="T:Godot.PhysicsServer.AreaSpaceOverrideMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaGetSpaceOverrideMode(Godot.RID)">
            <summary>
            <para>Returns the space override mode for the area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaAddShape(Godot.RID,Godot.RID,System.Nullable{Godot.Transform},System.Boolean)">
            <summary>
            <para>Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is Transform.Identity</param>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetShape(Godot.RID,System.Int32,Godot.RID)">
            <summary>
            <para>Substitutes a given area shape by another. The old shape is selected by its index, the new one by its <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetShapeTransform(Godot.RID,System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the transform matrix for an area shape.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaGetShapeCount(Godot.RID)">
            <summary>
            <para>Returns the number of shapes assigned to an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaGetShape(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the nth shape of an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaGetShapeTransform(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the transform matrix of a shape within an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaRemoveShape(Godot.RID,System.Int32)">
            <summary>
            <para>Removes a shape from an area. It does not delete the shape, so it can be reassigned later.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaClearShapes(Godot.RID)">
            <summary>
            <para>Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetCollisionLayer(Godot.RID,System.UInt32)">
            <summary>
            <para>Assigns the area to one or many physics layers.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetCollisionMask(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets which physics layers the area will monitor.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetParam(Godot.RID,Godot.PhysicsServer.AreaParameter,System.Object)">
            <summary>
            <para>Sets the value for an area parameter. A list of available parameters is on the <see cref="T:Godot.PhysicsServer.AreaParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetTransform(Godot.RID,Godot.Transform)">
            <summary>
            <para>Sets the transform matrix for an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaGetParam(Godot.RID,Godot.PhysicsServer.AreaParameter)">
            <summary>
            <para>Returns an area parameter value. A list of available parameters is on the <see cref="T:Godot.PhysicsServer.AreaParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaGetTransform(Godot.RID)">
            <summary>
            <para>Returns the transform matrix for an area.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaAttachObjectInstanceId(Godot.RID,System.UInt64)">
            <summary>
            <para>Assigns the area to a descendant of <see cref="T:Godot.Object"/>, so it can exist in the node tree.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaGetObjectInstanceId(Godot.RID)">
            <summary>
            <para>Gets the instance ID of the object the area is assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetMonitorCallback(Godot.RID,Godot.Object,System.String)">
            <summary>
            <para>Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:</para>
            <para>1: <see cref="F:Godot.PhysicsServer.AreaBodyStatus.Added"/> or <see cref="F:Godot.PhysicsServer.AreaBodyStatus.Removed"/>, depending on whether the object entered or exited the area.</para>
            <para>2: <see cref="T:Godot.RID"/> of the object that entered/exited the area.</para>
            <para>3: Instance ID of the object that entered/exited the area.</para>
            <para>4: The shape index of the object that entered/exited the area.</para>
            <para>5: The shape index of the area where the object entered/exited.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaSetRayPickable(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets object pickable with rays.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.AreaIsRayPickable(Godot.RID)">
            <summary>
            <para>If <c>true</c>, area collides with rays.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyCreate(Godot.PhysicsServer.BodyMode,System.Boolean)">
            <summary>
            <para>Creates a physics body. The first parameter can be any value from <see cref="T:Godot.PhysicsServer.BodyMode"/> constants, for the type of body created. Additionally, the body can be created in sleeping state to save processing time.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetSpace(Godot.RID,Godot.RID)">
            <summary>
            <para>Assigns a space to the body (see <see cref="M:Godot.PhysicsServer.SpaceCreate"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetSpace(Godot.RID)">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the space assigned to a body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetMode(Godot.RID,Godot.PhysicsServer.BodyMode)">
            <summary>
            <para>Sets the body mode, from one of the <see cref="T:Godot.PhysicsServer.BodyMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetMode(Godot.RID)">
            <summary>
            <para>Returns the body mode.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetCollisionLayer(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the physics layer or layers a body belongs to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetCollisionLayer(Godot.RID)">
            <summary>
            <para>Returns the physics layer or layers a body belongs to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetCollisionMask(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the physics layer or layers a body can collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetCollisionMask(Godot.RID)">
            <summary>
            <para>Returns the physics layer or layers a body can collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyAddShape(Godot.RID,Godot.RID,System.Nullable{Godot.Transform},System.Boolean)">
            <summary>
            <para>Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is Transform.Identity</param>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetShape(Godot.RID,System.Int32,Godot.RID)">
            <summary>
            <para>Substitutes a given body shape by another. The old shape is selected by its index, the new one by its <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetShapeTransform(Godot.RID,System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the transform matrix for a body shape.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetShapeCount(Godot.RID)">
            <summary>
            <para>Returns the number of shapes assigned to a body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetShape(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the nth shape of a body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetShapeTransform(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the transform matrix of a body shape.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyRemoveShape(Godot.RID,System.Int32)">
            <summary>
            <para>Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyClearShapes(Godot.RID)">
            <summary>
            <para>Removes all shapes from a body.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyAttachObjectInstanceId(Godot.RID,System.UInt32)">
            <summary>
            <para>Assigns the area to a descendant of <see cref="T:Godot.Object"/>, so it can exist in the node tree.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetObjectInstanceId(Godot.RID)">
            <summary>
            <para>Gets the instance ID of the object the area is assigned to.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetEnableContinuousCollisionDetection(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the continuous collision detection mode is enabled.</para>
            <para>Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyIsContinuousCollisionDetectionEnabled(Godot.RID)">
            <summary>
            <para>If <c>true</c>, the continuous collision detection mode is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetParam(Godot.RID,Godot.PhysicsServer.BodyParameter,System.Single)">
            <summary>
            <para>Sets a body parameter. A list of available parameters is on the <see cref="T:Godot.PhysicsServer.BodyParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetParam(Godot.RID,Godot.PhysicsServer.BodyParameter)">
            <summary>
            <para>Returns the value of a body parameter. A list of available parameters is on the <see cref="T:Godot.PhysicsServer.BodyParameter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetState(Godot.RID,Godot.PhysicsServer.BodyState,System.Object)">
            <summary>
            <para>Sets a body state (see <see cref="T:Godot.PhysicsServer.BodyState"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetState(Godot.RID,Godot.PhysicsServer.BodyState)">
            <summary>
            <para>Returns a body state.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyApplyImpulse(Godot.RID,Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Gives the body a push at a <c>position</c> in the direction of the <c>impulse</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyApplyTorqueImpulse(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Gives the body a push to rotate it.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetAxisVelocity(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyAddCollisionException(Godot.RID,Godot.RID)">
            <summary>
            <para>Adds a body to the list of bodies exempt from collisions.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyRemoveCollisionException(Godot.RID,Godot.RID)">
            <summary>
            <para>Removes a body from the list of bodies exempt from collisions.</para>
            <para>Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetMaxContactsReported(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetMaxContactsReported(Godot.RID)">
            <summary>
            <para>Returns the maximum contacts that can be reported. See <see cref="M:Godot.PhysicsServer.BodySetMaxContactsReported(Godot.RID,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetOmitForceIntegration(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets whether a body uses a callback function to calculate its own physics (see <see cref="M:Godot.PhysicsServer.BodySetForceIntegrationCallback(Godot.RID,Godot.Object,System.String,System.Object)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyIsOmittingForceIntegration(Godot.RID)">
            <summary>
            <para>Returns whether a body uses a callback function to calculate its own physics (see <see cref="M:Godot.PhysicsServer.BodySetForceIntegrationCallback(Godot.RID,Godot.Object,System.String,System.Object)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetForceIntegrationCallback(Godot.RID,Godot.Object,System.String,System.Object)">
            <summary>
            <para>Sets the function used to calculate physics for an object, if that object allows it (see <see cref="M:Godot.PhysicsServer.BodySetOmitForceIntegration(Godot.RID,System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodySetRayPickable(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets the body pickable with rays if <c>enabled</c> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyIsRayPickable(Godot.RID)">
            <summary>
            <para>If <c>true</c>, the body can be detected by rays.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.BodyTestMotion(Godot.RID,Godot.Transform,Godot.Vector3,System.Boolean,Godot.PhysicsTestMotionResult,System.Boolean,Godot.Collections.Array)">
            <summary>
            <para>Returns <c>true</c> if a collision would result from moving in the given direction from a given point in space. <see cref="T:Godot.PhysicsTestMotionResult"/> can be passed to return additional information in.</para>
            </summary>
            <param name="exclude">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.PhysicsServer.BodyGetDirectState(Godot.RID)">
            <summary>
            <para>Returns the <see cref="T:Godot.PhysicsDirectBodyState"/> of the body. Returns <c>null</c> if the body is destroyed or removed from the physics space.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.JointCreatePin(Godot.RID,Godot.Vector3,Godot.RID,Godot.Vector3)">
            <summary>
            <para>Creates a <see cref="T:Godot.PinJoint"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.PinJointSetParam(Godot.RID,Godot.PhysicsServer.PinJointParam,System.Single)">
            <summary>
            <para>Sets a pin_joint parameter (see <see cref="T:Godot.PhysicsServer.PinJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.PinJointGetParam(Godot.RID,Godot.PhysicsServer.PinJointParam)">
            <summary>
            <para>Gets a pin_joint parameter (see <see cref="T:Godot.PhysicsServer.PinJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.PinJointSetLocalA(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets position of the joint in the local space of body a of the joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.PinJointGetLocalA(Godot.RID)">
            <summary>
            <para>Returns position of the joint in the local space of body a of the joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.PinJointSetLocalB(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets position of the joint in the local space of body b of the joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.PinJointGetLocalB(Godot.RID)">
            <summary>
            <para>Returns position of the joint in the local space of body b of the joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.JointCreateHinge(Godot.RID,Godot.Transform,Godot.RID,Godot.Transform)">
            <summary>
            <para>Creates a <see cref="T:Godot.HingeJoint"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.HingeJointSetParam(Godot.RID,Godot.PhysicsServer.HingeJointParam,System.Single)">
            <summary>
            <para>Sets a hinge_joint parameter (see <see cref="T:Godot.PhysicsServer.HingeJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.HingeJointGetParam(Godot.RID,Godot.PhysicsServer.HingeJointParam)">
            <summary>
            <para>Gets a hinge_joint parameter (see <see cref="T:Godot.PhysicsServer.HingeJointParam"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.HingeJointSetFlag(Godot.RID,Godot.PhysicsServer.HingeJointFlag,System.Boolean)">
            <summary>
            <para>Sets a hinge_joint flag (see <see cref="T:Godot.PhysicsServer.HingeJointFlag"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.HingeJointGetFlag(Godot.RID,Godot.PhysicsServer.HingeJointFlag)">
            <summary>
            <para>Gets a hinge_joint flag (see <see cref="T:Godot.PhysicsServer.HingeJointFlag"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.JointCreateSlider(Godot.RID,Godot.Transform,Godot.RID,Godot.Transform)">
            <summary>
            <para>Creates a <see cref="T:Godot.SliderJoint"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SliderJointSetParam(Godot.RID,Godot.PhysicsServer.SliderJointParam,System.Single)">
            <summary>
            <para>Gets a slider_joint parameter (see <see cref="T:Godot.PhysicsServer.SliderJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SliderJointGetParam(Godot.RID,Godot.PhysicsServer.SliderJointParam)">
            <summary>
            <para>Gets a slider_joint parameter (see <see cref="T:Godot.PhysicsServer.SliderJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.JointCreateConeTwist(Godot.RID,Godot.Transform,Godot.RID,Godot.Transform)">
            <summary>
            <para>Creates a <see cref="T:Godot.ConeTwistJoint"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.ConeTwistJointSetParam(Godot.RID,Godot.PhysicsServer.ConeTwistJointParam,System.Single)">
            <summary>
            <para>Sets a cone_twist_joint parameter (see <see cref="T:Godot.PhysicsServer.ConeTwistJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.ConeTwistJointGetParam(Godot.RID,Godot.PhysicsServer.ConeTwistJointParam)">
            <summary>
            <para>Gets a cone_twist_joint parameter (see <see cref="T:Godot.PhysicsServer.ConeTwistJointParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.JointGetType(Godot.RID)">
            <summary>
            <para>Returns the type of the Joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.JointSetSolverPriority(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the priority value of the Joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.JointGetSolverPriority(Godot.RID)">
            <summary>
            <para>Gets the priority value of the Joint.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.JointCreateGeneric6dof(Godot.RID,Godot.Transform,Godot.RID,Godot.Transform)">
            <summary>
            <para>Creates a <see cref="T:Godot.Generic6DOFJoint"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.Generic6dofJointSetParam(Godot.RID,Godot.Vector3.Axis,Godot.PhysicsServer.G6DOFJointAxisParam,System.Single)">
            <summary>
            <para>Sets a generic_6_DOF_joint parameter (see <see cref="T:Godot.PhysicsServer.G6DOFJointAxisParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.Generic6dofJointGetParam(Godot.RID,Godot.Vector3.Axis,Godot.PhysicsServer.G6DOFJointAxisParam)">
            <summary>
            <para>Gets a generic_6_DOF_joint parameter (see <see cref="T:Godot.PhysicsServer.G6DOFJointAxisParam"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.Generic6dofJointSetFlag(Godot.RID,Godot.Vector3.Axis,Godot.PhysicsServer.G6DOFJointAxisFlag,System.Boolean)">
            <summary>
            <para>Sets a generic_6_DOF_joint flag (see <see cref="T:Godot.PhysicsServer.G6DOFJointAxisFlag"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.Generic6dofJointGetFlag(Godot.RID,Godot.Vector3.Axis,Godot.PhysicsServer.G6DOFJointAxisFlag)">
            <summary>
            <para>Gets a generic_6_DOF_joint flag (see <see cref="T:Godot.PhysicsServer.G6DOFJointAxisFlag"/> constants).</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.FreeRid(Godot.RID)">
            <summary>
            <para>Destroys an object created by the PhysicsServer.</para>
            <para>Note: See <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> for details on how to handle RIDs for freed objects.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SetActive(System.Boolean)">
            <summary>
            <para>Activates or deactivates the 3D physics engine.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.SetCollisionIterations(System.Int32)">
            <summary>
            <para>Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. The default value is <c>8</c>.</para>
            <para>Note: Only has an effect when using the GodotPhysics engine, not the default Bullet physics engine.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsServer.GetProcessInfo(Godot.PhysicsServer.ProcessInfo)">
            <summary>
            <para>Returns information about the current state of the 3D physics engine. See <see cref="T:Godot.PhysicsServer.ProcessInfo"/> for a list of available states. Only implemented for Godot Physics.</para>
            </summary>
        </member>
        <member name="T:Godot.PhysicsShapeQueryParameters">
            <summary>
            <para>This class contains the shape and other parameters for 3D intersection/collision queries.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters.CollisionMask">
            <summary>
            <para>The physics layer(s) the query will take into account (as a bitmask). See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters.Exclude">
            <summary>
            <para>The list of objects or object <see cref="T:Godot.RID"/>s that will be excluded from collisions.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters.Margin">
            <summary>
            <para>The collision margin for the shape.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters.ShapeRid">
            <summary>
            <para>The queried shape's <see cref="T:Godot.RID"/>. See also <see cref="M:Godot.PhysicsShapeQueryParameters.SetShape(Godot.Resource)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters.Transform">
            <summary>
            <para>The queried shape's transform matrix.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.PhysicsBody"/>s into account.</para>
            </summary>
        </member>
        <member name="P:Godot.PhysicsShapeQueryParameters.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, the query will take <see cref="T:Godot.Area"/>s into account.</para>
            </summary>
        </member>
        <member name="M:Godot.PhysicsShapeQueryParameters.SetShape(Godot.Resource)">
            <summary>
            <para>Sets the <see cref="T:Godot.Shape"/> that will be used for collision/intersection queries.</para>
            </summary>
        </member>
        <member name="T:Godot.PinJoint">
            <summary>
            <para>Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. See also <see cref="T:Godot.Generic6DOFJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.PinJoint.Param.Bias">
            <summary>
            <para>The force with which the pinned objects stay in positional relation to each other. The higher, the stronger.</para>
            </summary>
        </member>
        <member name="F:Godot.PinJoint.Param.Damping">
            <summary>
            <para>The force with which the pinned objects stay in velocity relation to each other. The higher, the stronger.</para>
            </summary>
        </member>
        <member name="F:Godot.PinJoint.Param.ImpulseClamp">
            <summary>
            <para>If above 0, this value is the maximum value for an impulse that this Joint produces.</para>
            </summary>
        </member>
        <member name="P:Godot.PinJoint.Params__bias">
            <summary>
            <para>The force with which the pinned objects stay in positional relation to each other. The higher, the stronger.</para>
            </summary>
        </member>
        <member name="P:Godot.PinJoint.Params__damping">
            <summary>
            <para>The force with which the pinned objects stay in velocity relation to each other. The higher, the stronger.</para>
            </summary>
        </member>
        <member name="P:Godot.PinJoint.Params__impulseClamp">
            <summary>
            <para>If above 0, this value is the maximum value for an impulse that this Joint produces.</para>
            </summary>
        </member>
        <member name="M:Godot.PinJoint.SetParam(Godot.PinJoint.Param,System.Single)">
            <summary>
            <para>Sets the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.PinJoint.GetParam(Godot.PinJoint.Param)">
            <summary>
            <para>Returns the value of the specified parameter.</para>
            </summary>
        </member>
        <member name="T:Godot.PinJoint2D">
            <summary>
            <para>Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together.</para>
            </summary>
        </member>
        <member name="P:Godot.PinJoint2D.Softness">
            <summary>
            <para>The higher this value, the more the bond to the pinned partner can flex.</para>
            </summary>
        </member>
        <member name="T:Godot.PlaneMesh">
            <summary>
            <para>Class representing a planar <see cref="T:Godot.PrimitiveMesh"/>. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, use <see cref="T:Godot.QuadMesh"/> instead.</para>
            <para>Note: When using a large textured <see cref="T:Godot.PlaneMesh"/> (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase <see cref="P:Godot.PlaneMesh.SubdivideDepth"/> and <see cref="P:Godot.PlaneMesh.SubdivideWidth"/> until you no longer notice UV jittering.</para>
            </summary>
        </member>
        <member name="P:Godot.PlaneMesh.Size">
            <summary>
            <para>Size of the generated plane.</para>
            </summary>
        </member>
        <member name="P:Godot.PlaneMesh.SubdivideWidth">
            <summary>
            <para>Number of subdivision along the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PlaneMesh.SubdivideDepth">
            <summary>
            <para>Number of subdivision along the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PlaneMesh.CenterOffset">
            <summary>
            <para>Offset from the origin of the generated plane. Useful for particles.</para>
            </summary>
        </member>
        <member name="T:Godot.PlaneShape">
            <summary>
            <para>An infinite plane shape for 3D collisions. Note that the <see cref="T:Godot.Plane"/>'s normal matters; anything "below" the plane will collide with it. If the <see cref="T:Godot.PlaneShape"/> is used in a <see cref="T:Godot.PhysicsBody"/>, it will cause colliding objects placed "below" it to teleport "above" the plane.</para>
            </summary>
        </member>
        <member name="P:Godot.PlaneShape.Plane">
            <summary>
            <para>The <see cref="T:Godot.Plane"/> used by the <see cref="T:Godot.PlaneShape"/> for collision.</para>
            </summary>
        </member>
        <member name="M:Godot.PluginScript.New(System.Object[])">
            <summary>
            <para>Returns a new instance of the script.</para>
            </summary>
        </member>
        <member name="T:Godot.PointMesh">
            <summary>
            <para>The PointMesh is made from a single point. Instead of relying on triangles, points are rendered as a single rectangle on the screen with a constant size. They are intended to be used with Particle systems, but can be used as a cheap way to render constant size billboarded sprites (for example in a point cloud).</para>
            <para>PointMeshes, must be used with a material that has a point size. Point size can be accessed in a shader with <c>POINT_SIZE</c>, or in a <see cref="T:Godot.SpatialMaterial"/> by setting <see cref="P:Godot.SpatialMaterial.FlagsUsePointSize"/> and the variable <see cref="P:Godot.SpatialMaterial.ParamsPointSize"/>.</para>
            <para>When using PointMeshes, properties that normally alter vertices will be ignored, including billboard mode, grow, and cull face.</para>
            </summary>
        </member>
        <member name="T:Godot.Polygon2D">
            <summary>
            <para>A Polygon2D is defined by a set of points. Each point is connected to the next, with the final point being connected to the first, resulting in a closed polygon. Polygon2Ds can be filled with color (solid or gradient) or filled with a given texture.</para>
            <para>Note: By default, Godot can only draw up to 4,096 polygon points at a time. To increase this limit, open the Project Settings and increase <c>ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb</c> and <c>ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.Color">
            <summary>
            <para>The polygon's fill color. If <c>texture</c> is defined, it will be multiplied by this color. It will also be the default color for vertices not set in <c>vertex_colors</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.Offset">
            <summary>
            <para>The offset applied to each vertex.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.Antialiased">
            <summary>
            <para>If <c>true</c>, attempts to perform antialiasing for polygon edges by drawing a thin OpenGL smooth line on the edges.</para>
            <para>Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the <a href="https://github.com/godot-extended-libraries/godot-antialiased-line2d">Antialiased Line2D</a> add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.Texture">
            <summary>
            <para>The polygon's fill texture. Use <c>uv</c> to set texture coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.TextureOffset">
            <summary>
            <para>Amount to offset the polygon's <c>texture</c>. If <c>(0, 0)</c> the texture's origin (its top-left corner) will be placed at the polygon's <c>position</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.TextureScale">
            <summary>
            <para>Amount to multiply the <c>uv</c> coordinates when using a <c>texture</c>. Larger values make the texture smaller, and vice versa.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.TextureRotationDegrees">
            <summary>
            <para>The texture's rotation in degrees.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.TextureRotation">
            <summary>
            <para>The texture's rotation in radians.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.InvertEnable">
            <summary>
            <para>If <c>true</c>, polygon will be inverted, containing the area outside the defined points and extending to the <c>invert_border</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.InvertBorder">
            <summary>
            <para>Added padding applied to the bounding box when using <c>invert</c>. Setting this value too small may result in a "Bad Polygon" error.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.Polygon">
            <summary>
            <para>The polygon's list of vertices. The final point will be connected to the first.</para>
            <para>Note: This returns a copy of the <see cref="T:Godot.Vector2"/> rather than a reference.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.Uv">
            <summary>
            <para>Texture coordinates for each vertex of the polygon. There should be one <c>uv</c> per polygon vertex. If there are fewer, undefined vertices will use <c>(0, 0)</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.VertexColors">
            <summary>
            <para>Color for each vertex. Colors are interpolated between vertices, resulting in smooth gradients. There should be one per polygon vertex. If there are fewer, undefined vertices will use <c>color</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Polygon2D.Polygons">
            <summary>
            <para>The list of polygons, in case more than one is being represented. Every individual polygon is stored as a <see cref="T:System.Int32"/> where each <see cref="T:System.Int32"/> is an index to a point in <see cref="P:Godot.Polygon2D.Polygon"/>. If empty, this property will be ignored, and the resulting single polygon will be composed of all points in <see cref="P:Godot.Polygon2D.Polygon"/>, using the order they are stored in.</para>
            </summary>
        </member>
        <member name="M:Godot.Polygon2D.AddBone(Godot.NodePath,System.Single[])">
            <summary>
            <para>Adds a bone with the specified <c>path</c> and <c>weights</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Polygon2D.GetBoneCount">
            <summary>
            <para>Returns the number of bones in this <see cref="T:Godot.Polygon2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Polygon2D.GetBonePath(System.Int32)">
            <summary>
            <para>Returns the path to the node associated with the specified bone.</para>
            </summary>
        </member>
        <member name="M:Godot.Polygon2D.GetBoneWeights(System.Int32)">
            <summary>
            <para>Returns the height values of the specified bone.</para>
            </summary>
        </member>
        <member name="M:Godot.Polygon2D.EraseBone(System.Int32)">
            <summary>
            <para>Removes the specified bone from this <see cref="T:Godot.Polygon2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Polygon2D.ClearBones">
            <summary>
            <para>Removes all bones from this <see cref="T:Godot.Polygon2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Polygon2D.SetBonePath(System.Int32,Godot.NodePath)">
            <summary>
            <para>Sets the path to the node associated with the specified bone.</para>
            </summary>
        </member>
        <member name="M:Godot.Polygon2D.SetBoneWeights(System.Int32,System.Single[])">
            <summary>
            <para>Sets the weight values for the specified bone.</para>
            </summary>
        </member>
        <member name="T:Godot.Popup">
            <summary>
            <para>Popup is a base <see cref="T:Godot.Control"/> used to show dialogs and popups. It's a subwindow and modal by default (see <see cref="T:Godot.Control"/>) and has helpers for custom popup behavior. All popup methods ensure correct placement within the viewport.</para>
            </summary>
        </member>
        <member name="F:Godot.Popup.NotificationPostPopup">
            <summary>
            <para>Notification sent right after the popup is shown.</para>
            </summary>
        </member>
        <member name="F:Godot.Popup.NotificationPopupHide">
            <summary>
            <para>Notification sent right after the popup is hidden.</para>
            </summary>
        </member>
        <member name="P:Godot.Popup.PopupExclusive">
            <summary>
            <para>If <c>true</c>, the popup will not be hidden when a click event occurs outside of it, or when it receives the <c>ui_cancel</c> action event.</para>
            <para>Note: Enabling this property doesn't affect the Close or Cancel buttons' behavior in dialogs that inherit from this class. As a workaround, you can use <see cref="M:Godot.WindowDialog.GetCloseButton"/> or <see cref="M:Godot.ConfirmationDialog.GetCancel"/> and hide the buttons in question by setting their <see cref="P:Godot.CanvasItem.Visible"/> property to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Popup.SetAsMinsize">
            <summary>
            <para>Shrink popup to keep to the minimum size of content.</para>
            </summary>
        </member>
        <member name="M:Godot.Popup.PopupCentered(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Popup (show the control in modal form) in the center of the screen relative to its current canvas transform, at the current size, or at a size determined by <c>size</c>.</para>
            </summary>
            <param name="size">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Popup.PopupCenteredRatio(System.Single)">
            <summary>
            <para>Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, scaled at a ratio of size of the screen.</para>
            </summary>
        </member>
        <member name="M:Godot.Popup.PopupCenteredMinsize(System.Nullable{Godot.Vector2})">
            <summary>
            <para>Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, ensuring the size is never smaller than <c>minsize</c>.</para>
            </summary>
            <param name="minsize">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Popup.PopupCenteredClamped(System.Nullable{Godot.Vector2},System.Single)">
            <summary>
            <para>Popup (show the control in modal form) in the center of the screen relative to the current canvas transform, clamping the size to <c>size</c>, then ensuring the popup is no larger than the viewport size multiplied by <c>fallback_ratio</c>.</para>
            </summary>
            <param name="size">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Popup.Popup_(System.Nullable{Godot.Rect2})">
            <summary>
            <para>Popup (show the control in modal form).</para>
            </summary>
            <param name="bounds">If the parameter is null, then the default value is new Rect2(new Vector2(0, 0), new Vector2(0, 0))</param>
        </member>
        <member name="T:Godot.PopupDialog">
            <summary>
            <para>PopupDialog is a base class for popup dialogs, along with <see cref="T:Godot.WindowDialog"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.PopupMenu">
            <summary>
            <para><see cref="T:Godot.PopupMenu"/> is a <see cref="T:Godot.Control"/> that displays a list of options. They are popular in toolbars or context menus.</para>
            <para>Incremental search: Like <see cref="T:Godot.ItemList"/> and <see cref="T:Godot.Tree"/>, <see cref="T:Godot.PopupMenu"/> supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing <c>ProjectSettings.gui/timers/incremental_search_max_interval_msec</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.PopupMenu.HideOnItemSelection">
            <summary>
            <para>If <c>true</c>, hides the <see cref="T:Godot.PopupMenu"/> when an item is selected.</para>
            </summary>
        </member>
        <member name="P:Godot.PopupMenu.HideOnCheckableItemSelection">
            <summary>
            <para>If <c>true</c>, hides the <see cref="T:Godot.PopupMenu"/> when a checkbox or radio button is selected.</para>
            </summary>
        </member>
        <member name="P:Godot.PopupMenu.HideOnStateItemSelection">
            <summary>
            <para>If <c>true</c>, hides the <see cref="T:Godot.PopupMenu"/> when a state item is selected.</para>
            </summary>
        </member>
        <member name="P:Godot.PopupMenu.SubmenuPopupDelay">
            <summary>
            <para>Sets the delay time in seconds for the submenu item to popup on mouse hovering. If the popup menu is added as a child of another (acting as a submenu), it will inherit the delay time of the parent menu item.</para>
            </summary>
        </member>
        <member name="P:Godot.PopupMenu.AllowSearch">
            <summary>
            <para>If <c>true</c>, allows navigating <see cref="T:Godot.PopupMenu"/> with letter keys.</para>
            </summary>
        </member>
        <member name="P:Godot.PopupMenu.MaxHeight">
            <summary>
            <para>If non-zero, the <c>PopupMenu</c> will be resized vertically to that maximum value, showing a scrollbar if the content doesn't fit.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddItem(System.String,System.Int32,System.UInt32)">
            <summary>
            <para>Adds a new item with text <c>label</c>.</para>
            <para>An <c>id</c> can optionally be provided, as well as an accelerator (<c>accel</c>). If no <c>id</c> is provided, one will be created from the index. If no <c>accel</c> is provided then the default <c>0</c> will be assigned to it. See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddIconItem(Godot.Texture,System.String,System.Int32,System.UInt32)">
            <summary>
            <para>Adds a new item with text <c>label</c> and icon <c>texture</c>.</para>
            <para>An <c>id</c> can optionally be provided, as well as an accelerator (<c>accel</c>). If no <c>id</c> is provided, one will be created from the index. If no <c>accel</c> is provided then the default <c>0</c> will be assigned to it. See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddCheckItem(System.String,System.Int32,System.UInt32)">
            <summary>
            <para>Adds a new checkable item with text <c>label</c>.</para>
            <para>An <c>id</c> can optionally be provided, as well as an accelerator (<c>accel</c>). If no <c>id</c> is provided, one will be created from the index. If no <c>accel</c> is provided then the default <c>0</c> will be assigned to it. See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            <para>Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See <see cref="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)"/> for more info on how to control it.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddIconCheckItem(Godot.Texture,System.String,System.Int32,System.UInt32)">
            <summary>
            <para>Adds a new checkable item with text <c>label</c> and icon <c>texture</c>.</para>
            <para>An <c>id</c> can optionally be provided, as well as an accelerator (<c>accel</c>). If no <c>id</c> is provided, one will be created from the index. If no <c>accel</c> is provided then the default <c>0</c> will be assigned to it. See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            <para>Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See <see cref="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)"/> for more info on how to control it.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddRadioCheckItem(System.String,System.Int32,System.UInt32)">
            <summary>
            <para>Adds a new radio check button with text <c>label</c>.</para>
            <para>An <c>id</c> can optionally be provided, as well as an accelerator (<c>accel</c>). If no <c>id</c> is provided, one will be created from the index. If no <c>accel</c> is provided then the default <c>0</c> will be assigned to it. See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            <para>Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See <see cref="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)"/> for more info on how to control it.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddIconRadioCheckItem(Godot.Texture,System.String,System.Int32,System.UInt32)">
            <summary>
            <para>Same as <see cref="M:Godot.PopupMenu.AddIconCheckItem(Godot.Texture,System.String,System.Int32,System.UInt32)"/>, but uses a radio check button.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddMultistateItem(System.String,System.Int32,System.Int32,System.Int32,System.UInt32)">
            <summary>
            <para>Adds a new multistate item with text <c>label</c>.</para>
            <para>Contrarily to normal binary items, multistate items can have more than two states, as defined by <c>max_states</c>. Each press or activate of the item will increase the state by one. The default value is defined by <c>default_state</c>.</para>
            <para>An <c>id</c> can optionally be provided, as well as an accelerator (<c>accel</c>). If no <c>id</c> is provided, one will be created from the index. If no <c>accel</c> is provided then the default <c>0</c> will be assigned to it. See <see cref="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)"/> for more info on accelerators.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddShortcut(Godot.ShortCut,System.Int32,System.Boolean)">
            <summary>
            <para>Adds a <see cref="T:Godot.ShortCut"/>.</para>
            <para>An <c>id</c> can optionally be provided. If no <c>id</c> is provided, one will be created from the index.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddIconShortcut(Godot.Texture,Godot.ShortCut,System.Int32,System.Boolean)">
            <summary>
            <para>Adds a new item and assigns the specified <see cref="T:Godot.ShortCut"/> and icon <c>texture</c> to it. Sets the label of the checkbox to the <see cref="T:Godot.ShortCut"/>'s name.</para>
            <para>An <c>id</c> can optionally be provided. If no <c>id</c> is provided, one will be created from the index.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddCheckShortcut(Godot.ShortCut,System.Int32,System.Boolean)">
            <summary>
            <para>Adds a new checkable item and assigns the specified <see cref="T:Godot.ShortCut"/> to it. Sets the label of the checkbox to the <see cref="T:Godot.ShortCut"/>'s name.</para>
            <para>An <c>id</c> can optionally be provided. If no <c>id</c> is provided, one will be created from the index.</para>
            <para>Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See <see cref="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)"/> for more info on how to control it.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddIconCheckShortcut(Godot.Texture,Godot.ShortCut,System.Int32,System.Boolean)">
            <summary>
            <para>Adds a new checkable item and assigns the specified <see cref="T:Godot.ShortCut"/> and icon <c>texture</c> to it. Sets the label of the checkbox to the <see cref="T:Godot.ShortCut"/>'s name.</para>
            <para>An <c>id</c> can optionally be provided. If no <c>id</c> is provided, one will be created from the index.</para>
            <para>Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See <see cref="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)"/> for more info on how to control it.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddRadioCheckShortcut(Godot.ShortCut,System.Int32,System.Boolean)">
            <summary>
            <para>Adds a new radio check button and assigns a <see cref="T:Godot.ShortCut"/> to it. Sets the label of the checkbox to the <see cref="T:Godot.ShortCut"/>'s name.</para>
            <para>An <c>id</c> can optionally be provided. If no <c>id</c> is provided, one will be created from the index.</para>
            <para>Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually. See <see cref="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)"/> for more info on how to control it.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddIconRadioCheckShortcut(Godot.Texture,Godot.ShortCut,System.Int32,System.Boolean)">
            <summary>
            <para>Same as <see cref="M:Godot.PopupMenu.AddIconCheckShortcut(Godot.Texture,Godot.ShortCut,System.Int32,System.Boolean)"/>, but uses a radio check button.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddSubmenuItem(System.String,System.String,System.Int32)">
            <summary>
            <para>Adds an item that will act as a submenu of the parent <see cref="T:Godot.PopupMenu"/> node when clicked. The <c>submenu</c> argument is the name of the child <see cref="T:Godot.PopupMenu"/> node that will be shown when the item is clicked.</para>
            <para>An <c>id</c> can optionally be provided. If no <c>id</c> is provided, one will be created from the index.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemText(System.Int32,System.String)">
            <summary>
            <para>Sets the text of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemIcon(System.Int32,Godot.Texture)">
            <summary>
            <para>Replaces the <see cref="T:Godot.Texture"/> icon of the specified <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemChecked(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the checkstate status of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemId(System.Int32,System.Int32)">
            <summary>
            <para>Sets the <c>id</c> of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemAccelerator(System.Int32,System.UInt32)">
            <summary>
            <para>Sets the accelerator of the item at index <c>idx</c>. Accelerators are special combinations of keys that activate the item, no matter which control is focused.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemMetadata(System.Int32,System.Object)">
            <summary>
            <para>Sets the metadata of an item, which may be of any type. You can later get it with <see cref="M:Godot.PopupMenu.GetItemMetadata(System.Int32)"/>, which provides a simple way of assigning context data to items.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>Enables/disables the item at index <c>idx</c>. When it is disabled, it can't be selected and its action can't be invoked.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemSubmenu(System.Int32,System.String)">
            <summary>
            <para>Sets the submenu of the item at index <c>idx</c>. The submenu is the name of a child <see cref="T:Godot.PopupMenu"/> node that would be shown when the item is clicked.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemAsSeparator(System.Int32,System.Boolean)">
            <summary>
            <para>Mark the item at index <c>idx</c> as a separator, which means that it would be displayed as a line. If <c>false</c>, sets the type of the item to plain text.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemAsCheckable(System.Int32,System.Boolean)">
            <summary>
            <para>Sets whether the item at index <c>idx</c> has a checkbox. If <c>false</c>, sets the type of the item to plain text.</para>
            <para>Note: Checkable items just display a checkmark, but don't have any built-in checking behavior and must be checked/unchecked manually.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemAsRadioCheckable(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the type of the item at the specified index <c>idx</c> to radio button. If <c>false</c>, sets the type of the item to plain text.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemTooltip(System.Int32,System.String)">
            <summary>
            <para>Sets the <see cref="T:System.String"/> tooltip of the item at the specified index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemShortcut(System.Int32,Godot.ShortCut,System.Boolean)">
            <summary>
            <para>Sets a <see cref="T:Godot.ShortCut"/> for the specified item <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemMultistate(System.Int32,System.Int32)">
            <summary>
            <para>Sets the state of a multistate item. See <see cref="M:Godot.PopupMenu.AddMultistateItem(System.String,System.Int32,System.Int32,System.Int32,System.UInt32)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetItemShortcutDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>Disables the <see cref="T:Godot.ShortCut"/> of the specified index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.ToggleItemChecked(System.Int32)">
            <summary>
            <para>Toggles the check state of the item of the specified index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.ToggleItemMultistate(System.Int32)">
            <summary>
            <para>Cycle to the next state of a multistate item. See <see cref="M:Godot.PopupMenu.AddMultistateItem(System.String,System.Int32,System.Int32,System.Int32,System.UInt32)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemText(System.Int32)">
            <summary>
            <para>Returns the text of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemIcon(System.Int32)">
            <summary>
            <para>Returns the icon of the item at index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.IsItemChecked(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at index <c>idx</c> is checked.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemId(System.Int32)">
            <summary>
            <para>Returns the id of the item at index <c>idx</c>. <c>id</c> can be manually assigned, while index can not.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemIndex(System.Int32)">
            <summary>
            <para>Returns the index of the item containing the specified <c>id</c>. Index is automatically assigned to each item by the engine. Index can not be set manually.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemAccelerator(System.Int32)">
            <summary>
            <para>Returns the accelerator of the item at index <c>idx</c>. Accelerators are special combinations of keys that activate the item, no matter which control is focused.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemMetadata(System.Int32)">
            <summary>
            <para>Returns the metadata of the specified item, which might be of any type. You can set it with <see cref="M:Godot.PopupMenu.SetItemMetadata(System.Int32,System.Object)"/>, which provides a simple way of assigning context data to items.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.IsItemDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at index <c>idx</c> is disabled. When it is disabled it can't be selected, or its action invoked.</para>
            <para>See <see cref="M:Godot.PopupMenu.SetItemDisabled(System.Int32,System.Boolean)"/> for more info on how to disable an item.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemSubmenu(System.Int32)">
            <summary>
            <para>Returns the submenu name of the item at index <c>idx</c>. See <see cref="M:Godot.PopupMenu.AddSubmenuItem(System.String,System.String,System.Int32)"/> for more info on how to add a submenu.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.IsItemSeparator(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item is a separator. If it is, it will be displayed as a line. See <see cref="M:Godot.PopupMenu.AddSeparator(System.String,System.Int32)"/> for more info on how to add a separator.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.IsItemCheckable(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at index <c>idx</c> is checkable in some way, i.e. if it has a checkbox or radio button.</para>
            <para>Note: Checkable items just display a checkmark or radio button, but don't have any built-in checking behavior and must be checked/unchecked manually.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.IsItemRadioCheckable(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the item at index <c>idx</c> has radio button-style checkability.</para>
            <para>Note: This is purely cosmetic; you must add the logic for checking/unchecking items in radio groups.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.IsItemShortcutDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the specified item's shortcut is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemTooltip(System.Int32)">
            <summary>
            <para>Returns the tooltip associated with the specified index <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemShortcut(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.ShortCut"/> associated with the specified <c>idx</c> item.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetCurrentIndex(System.Int32)">
            <summary>
            <para>Sets the currently focused item as the given <c>index</c>.</para>
            <para>Passing <c>-1</c> as the index makes so that no item is focused.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetCurrentIndex">
            <summary>
            <para>Returns the index of the currently focused item. Returns <c>-1</c> if no item is focused.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.GetItemCount">
            <summary>
            <para>Returns the number of items in the <see cref="T:Godot.PopupMenu"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.RemoveItem(System.Int32)">
            <summary>
            <para>Removes the item at index <c>idx</c> from the menu.</para>
            <para>Note: The indices of items after the removed item will be shifted by one.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.AddSeparator(System.String,System.Int32)">
            <summary>
            <para>Adds a separator between items. Separators also occupy an index, which you can set by using the <c>id</c> parameter.</para>
            <para>A <c>label</c> can optionally be provided, which will appear at the center of the separator.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.Clear">
            <summary>
            <para>Removes all items from the <see cref="T:Godot.PopupMenu"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.SetHideOnWindowLoseFocus(System.Boolean)">
            <summary>
            <para>Hides the <see cref="T:Godot.PopupMenu"/> when the window loses focus.</para>
            </summary>
        </member>
        <member name="M:Godot.PopupMenu.IsHideOnWindowLoseFocus">
            <summary>
            <para>Returns <c>true</c> if the popup will be hidden when the window loses focus or not.</para>
            </summary>
        </member>
        <member name="T:Godot.PopupPanel">
            <summary>
            <para>Class for displaying popups with a panel background. In some cases it might be simpler to use than <see cref="T:Godot.Popup"/>, since it provides a configurable background. If you are making windows, better check <see cref="T:Godot.WindowDialog"/>.</para>
            <para>If any <see cref="T:Godot.Control"/> node is added as a child of this <see cref="T:Godot.PopupPanel"/>, it will be stretched to fit the panel's size (similar to how <see cref="T:Godot.PanelContainer"/> works).</para>
            </summary>
        </member>
        <member name="T:Godot.Portal">
            <summary>
            <para><see cref="T:Godot.Portal"/>s are a special type of <see cref="T:Godot.MeshInstance"/> that allow the portal culling system to 'see' from one room to the next. They often correspond to doors and windows in level geometry. By only allowing <see cref="T:Godot.Camera"/>s to see through portals, this allows the system to cull out all the objects in rooms that cannot be seen through portals. This is a form of occlusion culling, and can greatly increase performance.</para>
            <para>There are some limitations to the form of portals:</para>
            <para>They must be single sided convex polygons, and usually you would orientate their front faces outward from the <see cref="T:Godot.Room"/> they are placed in. The vertices should be positioned on a single plane (although their positioning does not have to be perfect).</para>
            <para>There is no need to place an opposite portal in an adjacent room, links are made two-way automatically.</para>
            </summary>
        </member>
        <member name="P:Godot.Portal.PortalActive">
            <summary>
            <para>Visibility through <see cref="T:Godot.Portal"/>s can be turned on and off at runtime - this is useful for having closable doors.</para>
            </summary>
        </member>
        <member name="P:Godot.Portal.TwoWay">
            <summary>
            <para>Portals default to being two way - see through in both directions, however you can make them one way, visible from the source room only.</para>
            </summary>
        </member>
        <member name="P:Godot.Portal.LinkedRoom">
            <summary>
            <para>This is a shortcut for setting the linked <see cref="T:Godot.Room"/> in the name of the <see cref="T:Godot.Portal"/> (the name is used during conversion).</para>
            </summary>
        </member>
        <member name="P:Godot.Portal.UseDefaultMargin">
            <summary>
            <para>In most cases you will want to use the default <see cref="T:Godot.Portal"/> margin in your portals (this is set in the <see cref="T:Godot.RoomManager"/>).</para>
            <para>If you want to override this default, set this value to <c>false</c>, and the local <see cref="P:Godot.Portal.PortalMargin"/> will take effect.</para>
            </summary>
        </member>
        <member name="P:Godot.Portal.PortalMargin">
            <summary>
            <para>Some objects are so big that they may be present in more than one <see cref="T:Godot.Room"/> ('sprawling'). As we often don't want objects that *just* breach the edges to be assigned to neighbouring rooms, you can assign an extra margin through the <see cref="T:Godot.Portal"/> to allow objects to breach without sprawling.</para>
            </summary>
        </member>
        <member name="P:Godot.Portal.Points">
            <summary>
            <para>The points defining the shape of the <see cref="T:Godot.Portal"/> polygon (which should be convex).</para>
            <para>These are defined in 2D, with <c>0,0</c> being the origin of the <see cref="T:Godot.Portal"/> node's <see cref="P:Godot.Spatial.GlobalTransform"/>.</para>
            <para>Note: These raw points are sanitized for winding order internally.</para>
            </summary>
        </member>
        <member name="M:Godot.Portal.SetPoint(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets individual points. Primarily for use by the editor.</para>
            <para>Note: This function will not resize the point array. Set <see cref="P:Godot.Portal.Points"/> to set the number of points.</para>
            </summary>
        </member>
        <member name="T:Godot.Position2D">
            <summary>
            <para>Generic 2D position hint for editing. It's just like a plain <see cref="T:Godot.Node2D"/>, but it displays as a cross in the 2D editor at all times. You can set cross' visual size by using the gizmo in the 2D editor while the node is selected.</para>
            </summary>
        </member>
        <member name="T:Godot.Position3D">
            <summary>
            <para>Generic 3D position hint for editing. It's just like a plain <see cref="T:Godot.Spatial"/>, but it displays as a cross in the 3D editor at all times.</para>
            </summary>
        </member>
        <member name="T:Godot.PrimitiveMesh">
            <summary>
            <para>Base class for all primitive meshes. Handles applying a <see cref="T:Godot.Material"/> to a primitive mesh. Examples include <see cref="T:Godot.CapsuleMesh"/>, <see cref="T:Godot.CubeMesh"/>, <see cref="T:Godot.CylinderMesh"/>, <see cref="T:Godot.PlaneMesh"/>, <see cref="T:Godot.PrismMesh"/>, <see cref="T:Godot.QuadMesh"/>, and <see cref="T:Godot.SphereMesh"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PrimitiveMesh.Material">
            <summary>
            <para>The current <see cref="T:Godot.Material"/> of the primitive mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.PrimitiveMesh.CustomAabb">
            <summary>
            <para>Overrides the <see cref="T:Godot.AABB"/> with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.</para>
            </summary>
        </member>
        <member name="P:Godot.PrimitiveMesh.FlipFaces">
            <summary>
            <para>If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.</para>
            <para>This gives the same result as using <see cref="F:Godot.SpatialMaterial.CullMode.Back"/> in <see cref="P:Godot.SpatialMaterial.ParamsCullMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.PrimitiveMesh.GetMeshArrays">
            <summary>
            <para>Returns mesh arrays used to constitute surface of <see cref="T:Godot.Mesh"/>. The result can be passed to <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)"/> to create a new surface. For example:</para>
            <para><code>
            var c := CylinderMesh.new()
            var arr_mesh := ArrayMesh.new()
            arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.PrismMesh">
            <summary>
            <para>Class representing a prism-shaped <see cref="T:Godot.PrimitiveMesh"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.PrismMesh.LeftToRight">
            <summary>
            <para>Displacement of the upper edge along the X axis. 0.0 positions edge straight above the bottom-left edge.</para>
            </summary>
        </member>
        <member name="P:Godot.PrismMesh.Size">
            <summary>
            <para>Size of the prism.</para>
            </summary>
        </member>
        <member name="P:Godot.PrismMesh.SubdivideWidth">
            <summary>
            <para>Number of added edge loops along the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PrismMesh.SubdivideHeight">
            <summary>
            <para>Number of added edge loops along the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.PrismMesh.SubdivideDepth">
            <summary>
            <para>Number of added edge loops along the Z axis.</para>
            </summary>
        </member>
        <member name="T:Godot.ProceduralSky">
            <summary>
            <para>ProceduralSky provides a way to create an effective background quickly by defining procedural parameters for the sun, the sky and the ground. The sky and ground are very similar, they are defined by a color at the horizon, another color, and finally an easing curve to interpolate between these two colors. Similarly, the sun is described by a position in the sky, a color, and an easing curve. However, the sun also defines a minimum and maximum angle, these two values define at what distance the easing curve begins and ends from the sun, and thus end up defining the size of the sun in the sky.</para>
            <para>The ProceduralSky is updated on the CPU after the parameters change. It is stored in a texture and then displayed as a background in the scene. This makes it relatively unsuitable for real-time updates during gameplay. However, with a small enough texture size, it can still be updated relatively frequently, as it is updated on a background thread when multi-threading is available.</para>
            </summary>
        </member>
        <member name="F:Godot.ProceduralSky.TextureSizeEnum.Size256">
            <summary>
            <para>Sky texture will be 256x128.</para>
            </summary>
        </member>
        <member name="F:Godot.ProceduralSky.TextureSizeEnum.Size512">
            <summary>
            <para>Sky texture will be 512x256.</para>
            </summary>
        </member>
        <member name="F:Godot.ProceduralSky.TextureSizeEnum.Size1024">
            <summary>
            <para>Sky texture will be 1024x512. This is the default size.</para>
            </summary>
        </member>
        <member name="F:Godot.ProceduralSky.TextureSizeEnum.Size2048">
            <summary>
            <para>Sky texture will be 2048x1024.</para>
            </summary>
        </member>
        <member name="F:Godot.ProceduralSky.TextureSizeEnum.Size4096">
            <summary>
            <para>Sky texture will be 4096x2048.</para>
            </summary>
        </member>
        <member name="F:Godot.ProceduralSky.TextureSizeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.ProceduralSky.TextureSizeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SkyTopColor">
            <summary>
            <para>Color of the sky at the top.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SkyHorizonColor">
            <summary>
            <para>Color of the sky at the horizon.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SkyCurve">
            <summary>
            <para>How quickly the <see cref="P:Godot.ProceduralSky.SkyHorizonColor"/> fades into the <see cref="P:Godot.ProceduralSky.SkyTopColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SkyEnergy">
            <summary>
            <para>Amount of energy contribution from the sky.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.GroundBottomColor">
            <summary>
            <para>Color of the ground at the bottom.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.GroundHorizonColor">
            <summary>
            <para>Color of the ground at the horizon.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.GroundCurve">
            <summary>
            <para>How quickly the <see cref="P:Godot.ProceduralSky.GroundHorizonColor"/> fades into the <see cref="P:Godot.ProceduralSky.GroundBottomColor"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.GroundEnergy">
            <summary>
            <para>Amount of energy contribution from the ground.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SunColor">
            <summary>
            <para>The sun's color.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SunLatitude">
            <summary>
            <para>The sun's height using polar coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SunLongitude">
            <summary>
            <para>The direction of the sun using polar coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SunAngleMin">
            <summary>
            <para>Distance from sun where it goes from solid to starting to fade.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SunAngleMax">
            <summary>
            <para>Distance from center of sun where it fades out completely.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SunCurve">
            <summary>
            <para>How quickly the sun fades away between <see cref="P:Godot.ProceduralSky.SunAngleMin"/> and <see cref="P:Godot.ProceduralSky.SunAngleMax"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.SunEnergy">
            <summary>
            <para>Amount of energy contribution from the sun.</para>
            </summary>
        </member>
        <member name="P:Godot.ProceduralSky.TextureSize">
            <summary>
            <para>Size of <see cref="T:Godot.Texture"/> that the ProceduralSky will generate. The size is set using <see cref="T:Godot.ProceduralSky.TextureSizeEnum"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.ProgressBar">
            <summary>
            <para>General-purpose progress bar. Shows fill percentage from right to left.</para>
            </summary>
        </member>
        <member name="P:Godot.ProgressBar.PercentVisible">
            <summary>
            <para>If <c>true</c>, the fill percentage is displayed on the bar.</para>
            </summary>
        </member>
        <member name="T:Godot.ProjectSettings">
            <summary>
            <para>Contains global variables accessible from everywhere. Use <see cref="M:Godot.ProjectSettings.GetSetting(System.String)"/>, <see cref="M:Godot.ProjectSettings.SetSetting(System.String,System.Object)"/> or <see cref="M:Godot.ProjectSettings.HasSetting(System.String)"/> to access them. Variables stored in <c>project.godot</c> are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.</para>
            <para>When naming a Project Settings property, use the full path to the setting including the category. For example, <c>"application/config/name"</c> for the project name. Category and property names can be viewed in the Project Settings dialog.</para>
            <para>Feature tags: Project settings can be overridden for specific platforms and configurations (debug, release, ...) using <a href="$DOCS_URL/tutorials/export/feature_tags.html">feature tags</a>.</para>
            <para>Overriding: Any project setting can be overridden by creating a file named <c>override.cfg</c> in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' <a href="$DOCS_URL/tutorials/export/feature_tags.html">feature tags</a> in account. Therefore, make sure to also override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.HasSetting(System.String)">
            <summary>
            <para>Returns <c>true</c> if a configuration value is present.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.SetSetting(System.String,System.Object)">
            <summary>
            <para>Sets the value of a setting.</para>
            <para>Example:</para>
            <para><code>
            ProjectSettings.set_setting("application/config/name", "Example")
            </code></para>
            <para>This can also be used to erase custom project settings. To do this change the setting value to <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.GetSetting(System.String)">
            <summary>
            <para>Returns the value of a setting.</para>
            <para>Example:</para>
            <para><code>
            print(ProjectSettings.get_setting("application/config/name"))
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.SetOrder(System.String,System.Int32)">
            <summary>
            <para>Sets the order of a configuration value (influences when saved to the config file).</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.GetOrder(System.String)">
            <summary>
            <para>Returns the order of a configuration value (influences when saved to the config file).</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.SetInitialValue(System.String,System.Object)">
            <summary>
            <para>Sets the specified property's initial value. This is the value the property reverts to.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.AddPropertyInfo(Godot.Collections.Dictionary)">
            <summary>
            <para>Adds a custom property info to a property. The dictionary must contain:</para>
            <para>- <c>name</c>: <see cref="T:System.String"/> (the property's name)</para>
            <para>- <c>type</c>: <see cref="T:System.Int32"/> (see <see cref="T:Godot.Variant.Type"/>)</para>
            <para>- optionally <c>hint</c>: <see cref="T:System.Int32"/> (see <see cref="T:Godot.PropertyHint"/>) and <c>hint_string</c>: <see cref="T:System.String"/></para>
            <para>Example:</para>
            <para><code>
            ProjectSettings.set("category/property_name", 0)
            
            var property_info = {
                "name": "category/property_name",
                "type": TYPE_INT,
                "hint": PROPERTY_HINT_ENUM,
                "hint_string": "one,two,three"
            }
            
            ProjectSettings.add_property_info(property_info)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.Clear(System.String)">
            <summary>
            <para>Clears the whole configuration (not recommended, may break things).</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.LocalizePath(System.String)">
            <summary>
            <para>Returns the localized path (starting with <c>res://</c>) corresponding to the absolute, native OS <c>path</c>. See also <see cref="M:Godot.ProjectSettings.GlobalizePath(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.GlobalizePath(System.String)">
            <summary>
            <para>Returns the absolute, native OS path corresponding to the localized <c>path</c> (starting with <c>res://</c> or <c>user://</c>). The returned path will vary depending on the operating system and user preferences. See <a href="$DOCS_URL/tutorials/io/data_paths.html">File paths in Godot projects</a> to see what those paths convert to. See also <see cref="M:Godot.ProjectSettings.LocalizePath(System.String)"/>.</para>
            <para>Note: <see cref="M:Godot.ProjectSettings.GlobalizePath(System.String)"/> with <c>res://</c> will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:</para>
            <para><code>
            var path = ""
            if OS.has_feature("editor"):
                # Running from an editor binary.
                # `path` will contain the absolute path to `hello.txt` located in the project root.
                path = ProjectSettings.globalize_path("res://hello.txt")
            else:
                # Running from an exported project.
                # `path` will contain the absolute path to `hello.txt` next to the executable.
                # This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
                # but is close enough in spirit.
                path = OS.get_executable_path().get_base_dir().plus_file("hello.txt")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.Save">
            <summary>
            <para>Saves the configuration to the <c>project.godot</c> file.</para>
            <para>Note: This method is intended to be used by editor plugins, as modified <see cref="T:Godot.ProjectSettings"/> can't be loaded back in the running app. If you want to change project settings in exported projects, use <see cref="M:Godot.ProjectSettings.SaveCustom(System.String)"/> to save <c>override.cfg</c> file.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.LoadResourcePack(System.String,System.Boolean,System.Int32)">
            <summary>
            <para>Loads the contents of the .pck or .zip file specified by <c>pack</c> into the resource filesystem (<c>res://</c>). Returns <c>true</c> on success.</para>
            <para>Note: If a file from <c>pack</c> shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from <c>pack</c> unless <c>replace_files</c> is set to <c>false</c>.</para>
            <para>Note: The optional <c>offset</c> parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.PropertyCanRevert(System.String)">
            <summary>
            <para>Returns <c>true</c> if the specified property exists and its initial value differs from the current value.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.PropertyGetRevert(System.String)">
            <summary>
            <para>Returns the specified property's initial value. Returns <c>null</c> if the property does not exist.</para>
            </summary>
        </member>
        <member name="M:Godot.ProjectSettings.SaveCustom(System.String)">
            <summary>
            <para>Saves the configuration to a custom file. The file extension must be <c>.godot</c> (to save in text-based <see cref="T:Godot.ConfigFile"/> format) or <c>.binary</c> (to save in binary format). You can also save <c>override.cfg</c> file, which is also text, but can be used in exported projects unlike other formats.</para>
            </summary>
        </member>
        <member name="T:Godot.PropertyTweener">
            <summary>
            <para><see cref="T:Godot.PropertyTweener"/> is used to interpolate a property in an object. See <see cref="M:Godot.SceneTreeTween.TweenProperty(Godot.Object,Godot.NodePath,System.Object,System.Single)"/> for more usage information.</para>
            <para>Note: <see cref="M:Godot.SceneTreeTween.TweenProperty(Godot.Object,Godot.NodePath,System.Object,System.Single)"/> is the only correct way to create <see cref="T:Godot.PropertyTweener"/>. Any <see cref="T:Godot.PropertyTweener"/> created manually will not function correctly.</para>
            </summary>
        </member>
        <member name="M:Godot.PropertyTweener.From(System.Object)">
            <summary>
            <para>Sets a custom initial value to the <see cref="T:Godot.PropertyTweener"/>. Example:</para>
            <para><code>
            var tween = get_tree().create_tween()
            tween.tween_property(self, "position", Vector2(200, 100), 1).from(Vector2(100, 100) #this will move the node from position (100, 100) to (200, 100)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.PropertyTweener.FromCurrent">
            <summary>
            <para>Makes the <see cref="T:Godot.PropertyTweener"/> use the current property value (i.e. at the time of creating this <see cref="T:Godot.PropertyTweener"/>) as a starting point. This is equivalent of using <see cref="M:Godot.PropertyTweener.From(System.Object)"/> with the current value. These two calls will do the same:</para>
            <para><code>
            tween.tween_property(self, "position", Vector2(200, 100), 1).from(position)
            tween.tween_property(self, "position", Vector2(200, 100), 1).from_current()
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.PropertyTweener.AsRelative">
            <summary>
            <para>When called, the final value will be used as a relative value instead. Example:</para>
            <para><code>
            var tween = get_tree().create_tween()
            tween.tween_property(self, "position", Vector2.RIGHT * 100, 1).as_relative() #the node will move by 100 pixels to the right
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.PropertyTweener.SetTrans(Godot.Tween.TransitionType)">
            <summary>
            <para>Sets the type of used transition from <see cref="T:Godot.Tween.TransitionType"/>. If not set, the default transition is used from the <see cref="T:Godot.SceneTreeTween"/> that contains this Tweener.</para>
            </summary>
        </member>
        <member name="M:Godot.PropertyTweener.SetEase(Godot.Tween.EaseType)">
            <summary>
            <para>Sets the type of used easing from <see cref="T:Godot.Tween.EaseType"/>. If not set, the default easing is used from the <see cref="T:Godot.SceneTreeTween"/> that contains this Tweener.</para>
            </summary>
        </member>
        <member name="M:Godot.PropertyTweener.SetDelay(System.Single)">
            <summary>
            <para>Sets the time in seconds after which the <see cref="T:Godot.PropertyTweener"/> will start interpolating. By default there's no delay.</para>
            </summary>
        </member>
        <member name="T:Godot.ProximityGroup">
            <summary>
            <para>General-purpose proximity detection node. <see cref="T:Godot.ProximityGroup"/> can be used for approximate distance checks, which are faster than exact distance checks using <c>Vector3.distance_to</c> or <c>Vector3.distance_squared_to</c>.</para>
            <para><see cref="T:Godot.ProximityGroup"/> nodes are automatically grouped together, as long as they share the same <see cref="P:Godot.ProximityGroup.GroupName"/> and intersect with each other. By calling the <see cref="M:Godot.ProximityGroup.Broadcast(System.String,System.Object)"/>, you can invoke a specified method with various parameters to all intersecting members.</para>
            <para><see cref="T:Godot.ProximityGroup"/> is cuboid-shaped and consists of a cluster of <see cref="T:Godot.Vector3"/> coordinates. The coordinates are automatically calculated by calling <see cref="P:Godot.ProximityGroup.GridRadius"/>. To allow <see cref="T:Godot.ProximityGroup"/> to find its peers (and perform automatic grouping), you need to define its <see cref="P:Godot.ProximityGroup.GroupName"/> to a non-empty <see cref="T:System.String"/>. As soon as this object's shape intersects with another <see cref="T:Godot.ProximityGroup"/> object' shape, and both share the same <see cref="P:Godot.ProximityGroup.GroupName"/>, they will belong together for as long as they intersect.</para>
            <para>Since <see cref="T:Godot.ProximityGroup"/> doesn't rely the physics engine, you don't need to add any other node as a child (unlike <see cref="T:Godot.PhysicsBody"/>).</para>
            <para>The <see cref="T:Godot.ProximityGroup"/> uses the <see cref="T:Godot.SceneTree"/> groups in the background by calling the method <see cref="M:Godot.Node.AddToGroup(System.String,System.Boolean)"/> internally. The <see cref="T:Godot.SceneTree"/> group names are constructed by combining the <see cref="P:Godot.ProximityGroup.GroupName"/> with its coordinates, which are calculated using the <see cref="P:Godot.ProximityGroup.GridRadius"/> you defined beforehand.</para>
            <para>Example: A <see cref="T:Godot.ProximityGroup"/> node named <c>"PlanetEarth"</c> at position <c>Vector3(6, 6, 6)</c> with a <see cref="P:Godot.ProximityGroup.GroupName"/> set to <c>"planets"</c> and a <see cref="P:Godot.ProximityGroup.GridRadius"/> of <c>Vector3(1, 2, 3)</c> will create the following <see cref="T:Godot.SceneTree"/> group names:</para>
            <para><code>
            - "planets|5|4|3"
            - "planets|5|4|4"
            - "planets|5|4|5"
            - "planets|5|4|6"
            - "planets|5|4|7"
            - "planets|5|4|8"
            - "planets|5|4|9"
            - ...
            </code></para>
            <para>If there is another <see cref="T:Godot.ProximityGroup"/> named <c>"PlanetMars"</c> with group name <c>"planets"</c>, and one of its coordinates is <c>Vector3(5, 4, 7)</c>, it would normally create the <see cref="T:Godot.SceneTree"/> group called <c>"planets|5|4|7"</c>. However, since this group name already exists, this <see cref="T:Godot.ProximityGroup"/> object will be added to the existing one. <c>"PlanetEarth"</c> is already in this group. As long as both nodes don't change their transform and stop intersecting (or exit the scene tree), they are grouped together. As long as this intersection exists, any call to <see cref="M:Godot.ProximityGroup.Broadcast(System.String,System.Object)"/> will affect both <see cref="T:Godot.ProximityGroup"/> nodes.</para>
            <para>There are 3 caveats to keep in mind when using <see cref="T:Godot.ProximityGroup"/>:</para>
            <para>- The larger the grid radius, the more coordinates and the more <see cref="T:Godot.SceneTree"/> groups are created. This can have a performance impact if too many groups are created.</para>
            <para>- If the <see cref="T:Godot.ProximityGroup"/> node is transformed in any way (or is removed from the scene tree), the groupings will have to be recalculated. This can also have a performance impact.</para>
            <para>- If your <see cref="P:Godot.ProximityGroup.GridRadius"/> is smaller than <c>Vector3(1, 1, 1)</c>, it will be rounded up to <c>Vector3(1, 1, 1)</c>. Therefore, small grid radius values may lead to unwanted groupings.</para>
            <para>Note: <see cref="T:Godot.ProximityGroup"/> will be removed in Godot 4.0 in favor of more effective and faster <see cref="T:Godot.VisibilityNotifier"/> functionality. For most use cases, <c>Vector3.distance_to</c> or <c>Vector3.distance_squared_to</c> are fast enough too, especially if you call them less often using a <see cref="T:Godot.Timer"/> node.</para>
            </summary>
        </member>
        <member name="F:Godot.ProximityGroup.DispatchModeEnum.Proxy">
            <summary>
            <para>This <see cref="T:Godot.ProximityGroup"/>'s parent will be target of <see cref="M:Godot.ProximityGroup.Broadcast(System.String,System.Object)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ProximityGroup.DispatchModeEnum.Signal">
            <summary>
            <para>This <see cref="T:Godot.ProximityGroup"/> will emit the <c>broadcast</c> signal when calling the <see cref="M:Godot.ProximityGroup.Broadcast(System.String,System.Object)"/> method.</para>
            </summary>
        </member>
        <member name="P:Godot.ProximityGroup.GroupName">
            <summary>
            <para>Specify the common group name, to let other <see cref="T:Godot.ProximityGroup"/> nodes know, if they should be auto-grouped with this node in case they intersect with each other.</para>
            <para>For example, if you have a <see cref="T:Godot.ProximityGroup"/> node named <c>"Earth"</c> and another called <c>"Mars"</c>, with both nodes having <c>"planet"</c> as their <see cref="P:Godot.ProximityGroup.GroupName"/>. Give both planets a significantly larger <see cref="P:Godot.ProximityGroup.GridRadius"/> than their actual radius, position them close enough and they'll be automatically grouped.</para>
            </summary>
        </member>
        <member name="P:Godot.ProximityGroup.DispatchMode">
            <summary>
            <para>Specifies which node gets contacted on a call of method <see cref="M:Godot.ProximityGroup.Broadcast(System.String,System.Object)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ProximityGroup.GridRadius">
            <summary>
            <para>The size of the space in 3D units. This also sets the amount of coordinates required to calculate whether two <see cref="T:Godot.ProximityGroup"/> nodes are intersecting or not. Smaller <see cref="P:Godot.ProximityGroup.GridRadius"/> values can be used for more precise proximity checks at the cost of performance, since more groups will be created.</para>
            </summary>
        </member>
        <member name="M:Godot.ProximityGroup.Broadcast(System.String,System.Object)">
            <summary>
            <para>Calls on all intersecting <see cref="T:Godot.ProximityGroup"/> the given method and parameters.</para>
            <para>If the <see cref="P:Godot.ProximityGroup.DispatchMode"/> is set to <see cref="F:Godot.ProximityGroup.DispatchModeEnum.Proxy"/> (the default), all calls are delegated to their respective parent <see cref="T:Godot.Node"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.QuadMesh">
            <summary>
            <para>Class representing a square <see cref="T:Godot.PrimitiveMesh"/>. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this default rotation is more suited for use with billboarded materials. Unlike <see cref="T:Godot.PlaneMesh"/>, this mesh doesn't provide subdivision options.</para>
            </summary>
        </member>
        <member name="P:Godot.QuadMesh.Size">
            <summary>
            <para>Size on the X and Y axes.</para>
            </summary>
        </member>
        <member name="P:Godot.QuadMesh.CenterOffset">
            <summary>
            <para>Offset of the generated Quad. Useful for particles.</para>
            </summary>
        </member>
        <member name="T:Godot.RandomNumberGenerator">
            <summary>
            <para>RandomNumberGenerator is a class for generating pseudo-random numbers. It currently uses <a href="http://www.pcg-random.org/">PCG32</a>.</para>
            <para>Note: The underlying algorithm is an implementation detail. As a result, it should not be depended upon for reproducible random streams across Godot versions.</para>
            <para>To generate a random float number (within a given range) based on a time-dependant seed:</para>
            <para><code>
            var rng = RandomNumberGenerator.new()
            func _ready():
                rng.randomize()
                var my_random_number = rng.randf_range(-10.0, 10.0)
            </code></para>
            <para>Note: The default values of <see cref="P:Godot.RandomNumberGenerator.Seed"/> and <see cref="P:Godot.RandomNumberGenerator.State"/> properties are pseudo-random, and changes when calling <see cref="M:Godot.RandomNumberGenerator.Randomize"/>. The <c>0</c> value documented here is a placeholder, and not the actual default seed.</para>
            </summary>
        </member>
        <member name="P:Godot.RandomNumberGenerator.Seed">
            <summary>
            <para>Initializes the random number generator state based on the given seed value. A given seed will give a reproducible sequence of pseudo-random numbers.</para>
            <para>Note: The RNG does not have an avalanche effect, and can output similar random streams given similar seeds. Consider using a hash function to improve your seed quality if they're sourced externally.</para>
            <para>Note: Setting this property produces a side effect of changing the internal <see cref="P:Godot.RandomNumberGenerator.State"/>, so make sure to initialize the seed before modifying the <see cref="P:Godot.RandomNumberGenerator.State"/>:</para>
            <para><code>
            var rng = RandomNumberGenerator.new()
            rng.seed = hash("Godot")
            rng.state = 100 # Restore to some previously saved state.
            </code></para>
            <para>Warning: the getter of this property returns the previous <see cref="P:Godot.RandomNumberGenerator.State"/>, and not the initial seed value, which is going to be fixed in Godot 4.0.</para>
            </summary>
        </member>
        <member name="P:Godot.RandomNumberGenerator.State">
            <summary>
            <para>The current state of the random number generator. Save and restore this property to restore the generator to a previous state:</para>
            <para><code>
            var rng = RandomNumberGenerator.new()
            print(rng.randf())
            var saved_state = rng.state # Store current state.
            print(rng.randf()) # Advance internal state.
            rng.state = saved_state # Restore the state.
            print(rng.randf()) # Prints the same value as in previous.
            </code></para>
            <para>Note: Do not set state to arbitrary values, since the random number generator requires the state to have certain qualities to behave properly. It should only be set to values that came from the state property itself. To initialize the random number generator with arbitrary input, use <see cref="P:Godot.RandomNumberGenerator.Seed"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.RandomNumberGenerator.Randi">
            <summary>
            <para>Generates a pseudo-random 32-bit unsigned integer between <c>0</c> and <c>4294967295</c> (inclusive).</para>
            </summary>
        </member>
        <member name="M:Godot.RandomNumberGenerator.Randf">
            <summary>
            <para>Generates a pseudo-random float between <c>0.0</c> and <c>1.0</c> (inclusive).</para>
            </summary>
        </member>
        <member name="M:Godot.RandomNumberGenerator.Randfn(System.Single,System.Single)">
            <summary>
            <para>Generates a <a href="https://en.wikipedia.org/wiki/Normal_distribution">normally-distributed</a> pseudo-random number, using Box-Muller transform with the specified <c>mean</c> and a standard <c>deviation</c>. This is also called Gaussian distribution.</para>
            </summary>
        </member>
        <member name="M:Godot.RandomNumberGenerator.RandfRange(System.Single,System.Single)">
            <summary>
            <para>Generates a pseudo-random float between <c>from</c> and <c>to</c> (inclusive).</para>
            </summary>
        </member>
        <member name="M:Godot.RandomNumberGenerator.RandiRange(System.Int32,System.Int32)">
            <summary>
            <para>Generates a pseudo-random 32-bit signed integer between <c>from</c> and <c>to</c> (inclusive).</para>
            </summary>
        </member>
        <member name="M:Godot.RandomNumberGenerator.Randomize">
            <summary>
            <para>Setups a time-based seed to generator.</para>
            </summary>
        </member>
        <member name="T:Godot.Range">
            <summary>
            <para>Range is a base class for <see cref="T:Godot.Control"/> nodes that change a floating-point <see cref="P:Godot.Range.Value"/> between a <see cref="P:Godot.Range.MinValue"/> and <see cref="P:Godot.Range.MaxValue"/>, using a configured <see cref="P:Godot.Range.Step"/> and <see cref="P:Godot.Range.Page"/> size. See e.g. <see cref="T:Godot.ScrollBar"/> and <see cref="T:Godot.Slider"/> for examples of higher level nodes using Range.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.MinValue">
            <summary>
            <para>Minimum value. Range is clamped if <c>value</c> is less than <c>min_value</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.MaxValue">
            <summary>
            <para>Maximum value. Range is clamped if <c>value</c> is greater than <c>max_value</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.Step">
            <summary>
            <para>If greater than 0, <c>value</c> will always be rounded to a multiple of <c>step</c>. If <c>rounded</c> is also <c>true</c>, <c>value</c> will first be rounded to a multiple of <c>step</c> then rounded to the nearest integer.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.Page">
            <summary>
            <para>Page size. Used mainly for <see cref="T:Godot.ScrollBar"/>. ScrollBar's length is its size multiplied by <c>page</c> over the difference between <c>min_value</c> and <c>max_value</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.Value">
            <summary>
            <para>Range's current value. Changing this property (even via code) will trigger <c>value_changed</c> signal. Use <see cref="M:Godot.Range.SetValueNoSignal(System.Double)"/> if you want to avoid it.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.Ratio">
            <summary>
            <para>The value mapped between 0 and 1.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.ExpEdit">
            <summary>
            <para>If <c>true</c>, and <c>min_value</c> is greater than 0, <c>value</c> will be represented exponentially rather than linearly.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.Rounded">
            <summary>
            <para>If <c>true</c>, <c>value</c> will always be rounded to the nearest integer.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.AllowGreater">
            <summary>
            <para>If <c>true</c>, <see cref="P:Godot.Range.Value"/> may be greater than <see cref="P:Godot.Range.MaxValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Range.AllowLesser">
            <summary>
            <para>If <c>true</c>, <see cref="P:Godot.Range.Value"/> may be less than <see cref="P:Godot.Range.MinValue"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Range.SetValueNoSignal(System.Double)">
            <summary>
            <para>Sets the <see cref="T:Godot.Range"/>'s current value to the specified <see cref="P:Godot.Range.Value"/>, without emitting the <c>value_changed</c> signal.</para>
            </summary>
        </member>
        <member name="M:Godot.Range.Share(Godot.Node)">
            <summary>
            <para>Binds two <see cref="T:Godot.Range"/>s together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group.</para>
            </summary>
        </member>
        <member name="M:Godot.Range.Unshare">
            <summary>
            <para>Stops the <see cref="T:Godot.Range"/> from sharing its member variables with any other.</para>
            </summary>
        </member>
        <member name="T:Godot.RayCast">
            <summary>
            <para>A RayCast represents a line from its origin to its destination position, <c>cast_to</c>. It is used to query the 3D space in order to find the closest object along the path of the ray.</para>
            <para>RayCast can ignore some objects by adding them to the exception list via <c>add_exception</c> or by setting proper filtering with collision layers and masks.</para>
            <para>RayCast can be configured to report collisions with <see cref="T:Godot.Area"/>s (<see cref="P:Godot.RayCast.CollideWithAreas"/>) and/or <see cref="T:Godot.PhysicsBody"/>s (<see cref="P:Godot.RayCast.CollideWithBodies"/>).</para>
            <para>Only enabled raycasts will be able to query the space and report collisions.</para>
            <para>RayCast calculates intersection every physics frame (see <see cref="T:Godot.Node"/>), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use <see cref="M:Godot.RayCast.ForceRaycastUpdate"/> after adjusting the raycast.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast.Enabled">
            <summary>
            <para>If <c>true</c>, collisions will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast.ExcludeParent">
            <summary>
            <para>If <c>true</c>, collisions will be ignored for this RayCast's immediate parent.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast.CastTo">
            <summary>
            <para>The ray's destination point, relative to the RayCast's <c>position</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast.CollisionMask">
            <summary>
            <para>The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.Area"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.PhysicsBody"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast.DebugShapeCustomColor">
            <summary>
            <para>The custom color to use to draw the shape in the editor and at run-time if Visible Collision Shapes is enabled in the Debug menu. This color will be highlighted at run-time if the <see cref="T:Godot.RayCast"/> is colliding with something.</para>
            <para>If set to <c>Color(0.0, 0.0, 0.0)</c> (by default), the color set in <c>ProjectSettings.debug/shapes/collision/shape_color</c> is used.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast.DebugShapeThickness">
            <summary>
            <para>If set to <c>1</c>, a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the <see cref="T:Godot.RayCast"/>. Requires Visible Collision Shapes to be enabled in the Debug menu for the debug shape to be visible at run-time.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.IsColliding">
            <summary>
            <para>Returns whether any object is intersecting with the ray's vector (considering the vector length).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.ForceRaycastUpdate">
            <summary>
            <para>Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next <c>_physics_process</c> call, for example if the ray or its parent has changed state.</para>
            <para>Note: <c>enabled</c> is not required for this to work.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.GetCollider">
            <summary>
            <para>Returns the first object that the ray intersects, or <c>null</c> if no object is intersecting the ray (i.e. <see cref="M:Godot.RayCast.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.GetColliderShape">
            <summary>
            <para>Returns the shape ID of the first object that the ray intersects, or <c>0</c> if no object is intersecting the ray (i.e. <see cref="M:Godot.RayCast.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.GetCollisionPoint">
            <summary>
            <para>Returns the collision point at which the ray intersects the closest object.</para>
            <para>Note: This point is in the global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.GetCollisionNormal">
            <summary>
            <para>Returns the normal of the intersecting object's shape at the collision point.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.AddExceptionRid(Godot.RID)">
            <summary>
            <para>Adds a collision exception so the ray does not report collisions with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.AddException(Godot.Object)">
            <summary>
            <para>Adds a collision exception so the ray does not report collisions with the specified node.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.RemoveExceptionRid(Godot.RID)">
            <summary>
            <para>Removes a collision exception so the ray does report collisions with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.RemoveException(Godot.Object)">
            <summary>
            <para>Removes a collision exception so the ray does report collisions with the specified node.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.ClearExceptions">
            <summary>
            <para>Removes all collision exceptions for this ray.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the bit index passed to the <c>value</c> passed.</para>
            <para>Note: Bit indexes range from 0-19.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the bit index passed is turned on.</para>
            <para>Note: Bit indices range from 0-19.</para>
            </summary>
        </member>
        <member name="T:Godot.RayCast2D">
            <summary>
            <para>A RayCast represents a line from its origin to its destination position, <c>cast_to</c>. It is used to query the 2D space in order to find the closest object along the path of the ray.</para>
            <para>RayCast2D can ignore some objects by adding them to the exception list via <c>add_exception</c>, by setting proper filtering with collision layers, or by filtering object types with type masks.</para>
            <para>RayCast2D can be configured to report collisions with <see cref="T:Godot.Area2D"/>s (<see cref="P:Godot.RayCast2D.CollideWithAreas"/>) and/or <see cref="T:Godot.PhysicsBody2D"/>s (<see cref="P:Godot.RayCast2D.CollideWithBodies"/>).</para>
            <para>Only enabled raycasts will be able to query the space and report collisions.</para>
            <para>RayCast2D calculates intersection every physics frame (see <see cref="T:Godot.Node"/>), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use <see cref="M:Godot.RayCast2D.ForceRaycastUpdate"/> after adjusting the raycast.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast2D.Enabled">
            <summary>
            <para>If <c>true</c>, collisions will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast2D.ExcludeParent">
            <summary>
            <para>If <c>true</c>, the parent node will be excluded from collision detection.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast2D.CastTo">
            <summary>
            <para>The ray's destination point, relative to the RayCast's <c>position</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast2D.CollisionMask">
            <summary>
            <para>The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast2D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.Area2D"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.RayCast2D.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.PhysicsBody2D"/>s will be reported.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.IsColliding">
            <summary>
            <para>Returns whether any object is intersecting with the ray's vector (considering the vector length).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.ForceRaycastUpdate">
            <summary>
            <para>Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next <c>_physics_process</c> call, for example if the ray or its parent has changed state.</para>
            <para>Note: <c>enabled</c> is not required for this to work.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.GetCollider">
            <summary>
            <para>Returns the first object that the ray intersects, or <c>null</c> if no object is intersecting the ray (i.e. <see cref="M:Godot.RayCast2D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.GetColliderShape">
            <summary>
            <para>Returns the shape ID of the first object that the ray intersects, or <c>0</c> if no object is intersecting the ray (i.e. <see cref="M:Godot.RayCast2D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.GetCollisionPoint">
            <summary>
            <para>Returns the collision point at which the ray intersects the closest object.</para>
            <para>Note: This point is in the global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.GetCollisionNormal">
            <summary>
            <para>Returns the normal of the intersecting object's shape at the collision point.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.AddExceptionRid(Godot.RID)">
            <summary>
            <para>Adds a collision exception so the ray does not report collisions with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.AddException(Godot.Object)">
            <summary>
            <para>Adds a collision exception so the ray does not report collisions with the specified node.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.RemoveExceptionRid(Godot.RID)">
            <summary>
            <para>Removes a collision exception so the ray does report collisions with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.RemoveException(Godot.Object)">
            <summary>
            <para>Removes a collision exception so the ray does report collisions with the specified node.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.ClearExceptions">
            <summary>
            <para>Removes all collision exceptions for this ray.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.</para>
            </summary>
        </member>
        <member name="M:Godot.RayCast2D.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns an individual bit on the collision mask.</para>
            </summary>
        </member>
        <member name="T:Godot.RayShape">
            <summary>
            <para>Ray shape for 3D collisions, which can be set into a <see cref="T:Godot.PhysicsBody"/> or <see cref="T:Godot.Area"/>. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.</para>
            </summary>
        </member>
        <member name="P:Godot.RayShape.Length">
            <summary>
            <para>The ray's length.</para>
            </summary>
        </member>
        <member name="P:Godot.RayShape.SlipsOnSlope">
            <summary>
            <para>If <c>true</c>, allow the shape to return the correct normal.</para>
            </summary>
        </member>
        <member name="T:Godot.RayShape2D">
            <summary>
            <para>Ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.</para>
            </summary>
        </member>
        <member name="P:Godot.RayShape2D.Length">
            <summary>
            <para>The ray's length.</para>
            </summary>
        </member>
        <member name="P:Godot.RayShape2D.SlipsOnSlope">
            <summary>
            <para>If <c>true</c>, allow the shape to return the correct normal.</para>
            </summary>
        </member>
        <member name="T:Godot.RectangleShape2D">
            <summary>
            <para>Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D objects.</para>
            </summary>
        </member>
        <member name="P:Godot.RectangleShape2D.Extents">
            <summary>
            <para>The rectangle's half extents. The width and height of this shape is twice the half extents.</para>
            </summary>
        </member>
        <member name="T:Godot.Reference">
            <summary>
            <para>Base class for any object that keeps a reference count. <see cref="T:Godot.Resource"/> and many other helper objects inherit this class.</para>
            <para>Unlike other <see cref="T:Godot.Object"/> types, References keep an internal reference counter so that they are automatically released when no longer in use, and only then. References therefore do not need to be freed manually with <see cref="M:Godot.Object.Free"/>.</para>
            <para>In the vast majority of use cases, instantiating and using <see cref="T:Godot.Reference"/>-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused.</para>
            <para>Note: In C#, references will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free references that are no longer in use. This means that unused references will linger on for a while before being removed.</para>
            </summary>
        </member>
        <member name="M:Godot.Reference.InitRef">
            <summary>
            <para>Initializes the internal reference counter. Use this only if you really know what you are doing.</para>
            <para>Returns whether the initialization was successful.</para>
            </summary>
        </member>
        <member name="M:Godot.Reference.Reference_">
            <summary>
            <para>Increments the internal reference counter. Use this only if you really know what you are doing.</para>
            <para>Returns <c>true</c> if the increment was successful, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.Reference.Unreference">
            <summary>
            <para>Decrements the internal reference counter. Use this only if you really know what you are doing.</para>
            <para>Returns <c>true</c> if the decrement was successful, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="T:Godot.ReferenceRect">
            <summary>
            <para>A rectangle box that displays only a <see cref="P:Godot.ReferenceRect.BorderColor"/> border color around its rectangle. <see cref="T:Godot.ReferenceRect"/> has no fill <see cref="T:Godot.Color"/>. If you need to display a rectangle filled with a solid color, consider using <see cref="T:Godot.ColorRect"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.ReferenceRect.BorderColor">
            <summary>
            <para>Sets the border <see cref="T:Godot.Color"/> of the <see cref="T:Godot.ReferenceRect"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ReferenceRect.BorderWidth">
            <summary>
            <para>Sets the border width of the <see cref="T:Godot.ReferenceRect"/>. The border grows both inwards and outwards with respect to the rectangle box.</para>
            </summary>
        </member>
        <member name="P:Godot.ReferenceRect.EditorOnly">
            <summary>
            <para>If set to <c>true</c>, the <see cref="T:Godot.ReferenceRect"/> will only be visible while in editor. Otherwise, <see cref="T:Godot.ReferenceRect"/> will be visible in game.</para>
            </summary>
        </member>
        <member name="T:Godot.ReflectionProbe">
            <summary>
            <para>Capture its surroundings as a dual paraboloid image, and stores versions of it with increasing levels of blur to simulate different material roughnesses.</para>
            <para>The <see cref="T:Godot.ReflectionProbe"/> is used to create high-quality reflections at a low performance cost (when <see cref="P:Godot.ReflectionProbe.UpdateMode"/> is <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Once"/>). <see cref="T:Godot.ReflectionProbe"/>s can be blended together and with the rest of the scene smoothly. <see cref="T:Godot.ReflectionProbe"/>s can also be combined with <see cref="T:Godot.GIProbe"/> and screen-space reflections (<see cref="P:Godot.Environment.SsReflectionsEnabled"/>) to get more accurate reflections in specific areas. <see cref="T:Godot.ReflectionProbe"/>s render all objects within their <see cref="P:Godot.ReflectionProbe.CullMask"/>, so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them as-is.</para>
            <para>Note: Unlike <see cref="T:Godot.GIProbe"/>, <see cref="T:Godot.ReflectionProbe"/>s only source their environment from a <see cref="T:Godot.WorldEnvironment"/> node. If you specify an <see cref="T:Godot.Environment"/> resource within a <see cref="T:Godot.Camera"/> node, it will be ignored by the <see cref="T:Godot.ReflectionProbe"/>. This can lead to incorrect lighting within the <see cref="T:Godot.ReflectionProbe"/>.</para>
            <para>Note: By default, Godot will only render 16 reflection probes. If you need more, increase the number of atlas subdivisions. This setting can be found in <c>ProjectSettings.rendering/quality/reflections/atlas_subdiv</c>.</para>
            <para>Note: The GLES2 backend will only display two reflection probes at the same time for a single mesh. If possible, split up large meshes that span over multiple reflection probes into smaller ones.</para>
            </summary>
        </member>
        <member name="F:Godot.ReflectionProbe.UpdateModeEnum.Once">
            <summary>
            <para>Update the probe once on the next frame (recommended for most objects). The corresponding radiance map will be generated over the following six frames. This takes more time to update than <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Always"/>, but it has a lower performance cost and can result in higher-quality reflections. The ReflectionProbe is updated when its transform changes, but not when nearby geometry changes. You can force a <see cref="T:Godot.ReflectionProbe"/> update by moving the <see cref="T:Godot.ReflectionProbe"/> slightly in any direction.</para>
            </summary>
        </member>
        <member name="F:Godot.ReflectionProbe.UpdateModeEnum.Always">
            <summary>
            <para>Update the probe every frame. This provides better results for fast-moving dynamic objects (such as cars). However, it has a significant performance cost. Due to the cost, it's recommended to only use one ReflectionProbe with <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Always"/> at most per scene. For all other use cases, use <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Once"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.UpdateMode">
            <summary>
            <para>Sets how frequently the <see cref="T:Godot.ReflectionProbe"/> is updated. Can be <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Once"/> or <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Always"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.Intensity">
            <summary>
            <para>Defines the reflection intensity. Intensity modulates the strength of the reflection.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.MaxDistance">
            <summary>
            <para>The maximum distance away from the <see cref="T:Godot.ReflectionProbe"/> an object can be before it is culled. Decrease this to improve performance, especially when using the <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Always"/> <see cref="P:Godot.ReflectionProbe.UpdateMode"/>.</para>
            <para>Note: The maximum reflection distance is always at least equal to the <see cref="P:Godot.ReflectionProbe.Extents"/>. This means that decreasing <see cref="P:Godot.ReflectionProbe.MaxDistance"/> will not always cull objects from reflections, especially if the reflection probe's <see cref="P:Godot.ReflectionProbe.Extents"/> are already large.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.Extents">
            <summary>
            <para>The size of the reflection probe. The larger the extents the more space covered by the probe which will lower the perceived resolution. It is best to keep the extents only as large as you need them.</para>
            <para>Note: To better fit areas that are not aligned to the grid, you can rotate the <see cref="T:Godot.ReflectionProbe"/> node.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.OriginOffset">
            <summary>
            <para>Sets the origin offset to be used when this <see cref="T:Godot.ReflectionProbe"/> is in <see cref="P:Godot.ReflectionProbe.BoxProjection"/> mode. This can be set to a non-zero value to ensure a reflection fits a rectangle-shaped room, while reducing the amount of objects that "get in the way" of the reflection.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.BoxProjection">
            <summary>
            <para>If <c>true</c>, enables box projection. This makes reflections look more correct in rectangle-shaped rooms by offsetting the reflection center depending on the camera's location.</para>
            <para>Note: To better fit rectangle-shaped rooms that are not aligned to the grid, you can rotate the <see cref="T:Godot.ReflectionProbe"/> node.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.EnableShadows">
            <summary>
            <para>If <c>true</c>, computes shadows in the reflection probe. This makes the reflection probe slower to render; you may want to disable this if using the <see cref="F:Godot.ReflectionProbe.UpdateModeEnum.Always"/> <see cref="P:Godot.ReflectionProbe.UpdateMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.CullMask">
            <summary>
            <para>Sets the cull mask which determines what objects are drawn by this probe. Every <see cref="T:Godot.VisualInstance"/> with a layer included in this cull mask will be rendered by the probe. To improve performance, it is best to only include large objects which are likely to take up a lot of space in the reflection.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.InteriorEnable">
            <summary>
            <para>If <c>true</c>, reflections will ignore sky contribution. Ambient lighting is then controlled by the <c>interior_ambient_*</c> properties.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.InteriorAmbientColor">
            <summary>
            <para>Sets the ambient light color to be used when this probe is set to <see cref="P:Godot.ReflectionProbe.InteriorEnable"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.InteriorAmbientEnergy">
            <summary>
            <para>Sets the energy multiplier for this reflection probe's ambient light contribution when set to <see cref="P:Godot.ReflectionProbe.InteriorEnable"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ReflectionProbe.InteriorAmbientContrib">
            <summary>
            <para>Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to <see cref="P:Godot.ReflectionProbe.InteriorEnable"/>. Useful so that ambient light matches the color of the room.</para>
            </summary>
        </member>
        <member name="T:Godot.RegEx">
            <summary>
            <para>A regular expression (or regex) is a compact language that can be used to recognise strings that follow a specific pattern, such as URLs, email addresses, complete sentences, etc. For instance, a regex of <c>ab[0-9]</c> would find any string that is <c>ab</c> followed by any number from <c>0</c> to <c>9</c>. For a more in-depth look, you can easily find various tutorials and detailed explanations on the Internet.</para>
            <para>To begin, the RegEx object needs to be compiled with the search pattern using <see cref="M:Godot.RegEx.Compile(System.String)"/> before it can be used.</para>
            <para><code>
            var regex = RegEx.new()
            regex.compile("\\w-(\\d+)")
            </code></para>
            <para>The search pattern must be escaped first for GDScript before it is escaped for the expression. For example, <c>compile("\\d+")</c> would be read by RegEx as <c>\d+</c>. Similarly, <c>compile("\"(?:\\\\.|[^\"])*\"")</c> would be read as <c>"(?:\\.|[^"])*"</c>.</para>
            <para>Using <see cref="M:Godot.RegEx.Search(System.String,System.Int32,System.Int32)"/>, you can find the pattern within the given text. If a pattern is found, <see cref="T:Godot.RegExMatch"/> is returned and you can retrieve details of the results using methods such as <see cref="M:Godot.RegExMatch.GetString(System.Object)"/> and <see cref="M:Godot.RegExMatch.GetStart(System.Object)"/>.</para>
            <para><code>
            var regex = RegEx.new()
            regex.compile("\\w-(\\d+)")
            var result = regex.search("abc n-0123")
            if result:
                print(result.get_string()) # Would print n-0123
            </code></para>
            <para>The results of capturing groups <c>()</c> can be retrieved by passing the group number to the various methods in <see cref="T:Godot.RegExMatch"/>. Group 0 is the default and will always refer to the entire pattern. In the above example, calling <c>result.get_string(1)</c> would give you <c>0123</c>.</para>
            <para>This version of RegEx also supports named capturing groups, and the names can be used to retrieve the results. If two or more groups have the same name, the name would only refer to the first one with a match.</para>
            <para><code>
            var regex = RegEx.new()
            regex.compile("d(?&lt;digit&gt;[0-9]+)|x(?&lt;digit&gt;[0-9a-f]+)")
            var result = regex.search("the number is x2f")
            if result:
                print(result.get_string("digit")) # Would print 2f
            </code></para>
            <para>If you need to process multiple results, <see cref="M:Godot.RegEx.SearchAll(System.String,System.Int32,System.Int32)"/> generates a list of all non-overlapping results. This can be combined with a <c>for</c> loop for convenience.</para>
            <para><code>
            for result in regex.search_all("d01, d03, d0c, x3f and x42"):
                print(result.get_string("digit"))
            # Would print 01 03 0 3f 42
            </code></para>
            <para>Example of splitting a string using a RegEx:</para>
            <para><code>
            var regex = RegEx.new()
            regex.compile("\\S+") # Negated whitespace character class.
            var results = []
            for result in regex.search_all("One  Two \n\tThree"):
                results.push_back(result.get_string())
            # The `results` array now contains "One", "Two", "Three".
            </code></para>
            <para>Note: Godot's regex implementation is based on the <a href="https://www.pcre.org/">PCRE2</a> library. You can view the full pattern reference <a href="https://www.pcre.org/current/doc/html/pcre2pattern.html">here</a>.</para>
            <para>Tip: You can use <a href="https://regexr.com/">Regexr</a> to test regular expressions online.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.Clear">
            <summary>
            <para>This method resets the state of the object, as if it was freshly created. Namely, it unassigns the regular expression of this object.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.Compile(System.String)">
            <summary>
            <para>Compiles and assign the search pattern to use. Returns <see cref="F:Godot.Error.Ok"/> if the compilation is successful. If an error is encountered, details are printed to standard output and an error is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.Search(System.String,System.Int32,System.Int32)">
            <summary>
            <para>Searches the text for the compiled pattern. Returns a <see cref="T:Godot.RegExMatch"/> container of the first matching result if found, otherwise <c>null</c>.</para>
            <para>The region to search within can be specified with <c>offset</c> and <c>end</c>. This is useful when searching for another match in the same <c>subject</c> by calling this method again after a previous success. Setting these parameters differs from passing over a shortened string. For example, the start anchor <c>^</c> is not affected by <c>offset</c>, and the character before <c>offset</c> will be checked for the word boundary <c>\b</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.SearchAll(System.String,System.Int32,System.Int32)">
            <summary>
            <para>Searches the text for the compiled pattern. Returns an array of <see cref="T:Godot.RegExMatch"/> containers for each non-overlapping result. If no results were found, an empty array is returned instead.</para>
            <para>The region to search within can be specified with <c>offset</c> and <c>end</c>. This is useful when searching for another match in the same <c>subject</c> by calling this method again after a previous success. Setting these parameters differs from passing over a shortened string. For example, the start anchor <c>^</c> is not affected by <c>offset</c>, and the character before <c>offset</c> will be checked for the word boundary <c>\b</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.Sub(System.String,System.String,System.Boolean,System.Int32,System.Int32)">
            <summary>
            <para>Searches the text for the compiled pattern and replaces it with the specified string. Escapes and backreferences such as <c>$1</c> and <c>$name</c> are expanded and resolved. By default, only the first instance is replaced, but it can be changed for all instances (global replacement).</para>
            <para>The region to search within can be specified with <c>offset</c> and <c>end</c>. This is useful when searching for another match in the same <c>subject</c> by calling this method again after a previous success. Setting these parameters differs from passing over a shortened string. For example, the start anchor <c>^</c> is not affected by <c>offset</c>, and the character before <c>offset</c> will be checked for the word boundary <c>\b</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.IsValid">
            <summary>
            <para>Returns whether this object has a valid search pattern assigned.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.GetPattern">
            <summary>
            <para>Returns the original search pattern that was compiled.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.GetGroupCount">
            <summary>
            <para>Returns the number of capturing groups in compiled pattern.</para>
            </summary>
        </member>
        <member name="M:Godot.RegEx.GetNames">
            <summary>
            <para>Returns an array of names of named capturing groups in the compiled pattern. They are ordered by appearance.</para>
            </summary>
        </member>
        <member name="T:Godot.RegExMatch">
            <summary>
            <para>Contains the results of a single <see cref="T:Godot.RegEx"/> match returned by <see cref="M:Godot.RegEx.Search(System.String,System.Int32,System.Int32)"/> and <see cref="M:Godot.RegEx.SearchAll(System.String,System.Int32,System.Int32)"/>. It can be used to find the position and range of the match and its capturing groups, and it can extract its substring for you.</para>
            </summary>
        </member>
        <member name="P:Godot.RegExMatch.Subject">
            <summary>
            <para>The source string used with the search pattern to find this matching result.</para>
            </summary>
        </member>
        <member name="P:Godot.RegExMatch.Names">
            <summary>
            <para>A dictionary of named groups and its corresponding group number. Only groups that were matched are included. If multiple groups have the same name, that name would refer to the first matching one.</para>
            </summary>
        </member>
        <member name="P:Godot.RegExMatch.Strings">
            <summary>
            <para>An <see cref="T:Godot.Collections.Array"/> of the match and its capturing groups.</para>
            </summary>
        </member>
        <member name="M:Godot.RegExMatch.GetGroupCount">
            <summary>
            <para>Returns the number of capturing groups.</para>
            </summary>
        </member>
        <member name="M:Godot.RegExMatch.GetString(System.Object)">
            <summary>
            <para>Returns the substring of the match from the source string. Capturing groups can be retrieved by providing its group number as an integer or its string name (if it's a named group). The default value of 0 refers to the whole pattern.</para>
            <para>Returns an empty string if the group did not match or doesn't exist.</para>
            </summary>
            <param name="name">If the parameter is null, then the default value is (object)0</param>
        </member>
        <member name="M:Godot.RegExMatch.GetStart(System.Object)">
            <summary>
            <para>Returns the starting position of the match within the source string. The starting position of capturing groups can be retrieved by providing its group number as an integer or its string name (if it's a named group). The default value of 0 refers to the whole pattern.</para>
            <para>Returns -1 if the group did not match or doesn't exist.</para>
            </summary>
            <param name="name">If the parameter is null, then the default value is (object)0</param>
        </member>
        <member name="M:Godot.RegExMatch.GetEnd(System.Object)">
            <summary>
            <para>Returns the end position of the match within the source string. The end position of capturing groups can be retrieved by providing its group number as an integer or its string name (if it's a named group). The default value of 0 refers to the whole pattern.</para>
            <para>Returns -1 if the group did not match or doesn't exist.</para>
            </summary>
            <param name="name">If the parameter is null, then the default value is (object)0</param>
        </member>
        <member name="T:Godot.RemoteTransform">
            <summary>
            <para>RemoteTransform pushes its own <see cref="T:Godot.Transform"/> to another <see cref="T:Godot.Spatial"/> derived Node (called the remote node) in the scene.</para>
            <para>It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform.RemotePath">
            <summary>
            <para>The <see cref="T:Godot.NodePath"/> to the remote node, relative to the RemoteTransform's position in the scene.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform.UseGlobalCoordinates">
            <summary>
            <para>If <c>true</c>, global coordinates are used. If <c>false</c>, local coordinates are used.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform.UpdatePosition">
            <summary>
            <para>If <c>true</c>, the remote node's position is updated.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform.UpdateRotation">
            <summary>
            <para>If <c>true</c>, the remote node's rotation is updated.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform.UpdateScale">
            <summary>
            <para>If <c>true</c>, the remote node's scale is updated.</para>
            </summary>
        </member>
        <member name="M:Godot.RemoteTransform.ForceUpdateCache">
            <summary>
            <para><see cref="T:Godot.RemoteTransform"/> caches the remote node. It may not notice if the remote node disappears; <see cref="M:Godot.RemoteTransform.ForceUpdateCache"/> forces it to update the cache again.</para>
            </summary>
        </member>
        <member name="T:Godot.RemoteTransform2D">
            <summary>
            <para>RemoteTransform2D pushes its own <see cref="T:Godot.Transform2D"/> to another <see cref="T:Godot.CanvasItem"/> derived Node (called the remote node) in the scene.</para>
            <para>It can be set to update another Node's position, rotation and/or scale. It can use either global or local coordinates.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform2D.RemotePath">
            <summary>
            <para>The <see cref="T:Godot.NodePath"/> to the remote node, relative to the RemoteTransform2D's position in the scene.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform2D.UseGlobalCoordinates">
            <summary>
            <para>If <c>true</c>, global coordinates are used. If <c>false</c>, local coordinates are used.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform2D.UpdatePosition">
            <summary>
            <para>If <c>true</c>, the remote node's position is updated.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform2D.UpdateRotation">
            <summary>
            <para>If <c>true</c>, the remote node's rotation is updated.</para>
            </summary>
        </member>
        <member name="P:Godot.RemoteTransform2D.UpdateScale">
            <summary>
            <para>If <c>true</c>, the remote node's scale is updated.</para>
            </summary>
        </member>
        <member name="M:Godot.RemoteTransform2D.ForceUpdateCache">
            <summary>
            <para><see cref="T:Godot.RemoteTransform2D"/> caches the remote node. It may not notice if the remote node disappears; <see cref="M:Godot.RemoteTransform2D.ForceUpdateCache"/> forces it to update the cache again.</para>
            </summary>
        </member>
        <member name="T:Godot.Resource">
            <summary>
            <para>Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from <see cref="T:Godot.Reference"/>, resources are reference-counted and freed when no longer in use. They are also cached once loaded from disk, so that any further attempts to load a resource from a given path will return the same reference (all this in contrast to a <see cref="T:Godot.Node"/>, which is not reference-counted and can be instanced from disk as many times as desired). Resources can be saved externally on disk or bundled into another object, such as a <see cref="T:Godot.Node"/> or another resource.</para>
            <para>Note: In C#, resources will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free resources that are no longer in use. This means that unused resources will linger on for a while before being removed.</para>
            </summary>
        </member>
        <member name="P:Godot.Resource.ResourceLocalToScene">
            <summary>
            <para>If <c>true</c>, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.</para>
            </summary>
        </member>
        <member name="P:Godot.Resource.ResourcePath">
            <summary>
            <para>The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.</para>
            </summary>
        </member>
        <member name="P:Godot.Resource.ResourceName">
            <summary>
            <para>The name of the resource. This is an optional identifier. If <see cref="P:Godot.Resource.ResourceName"/> is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the <see cref="P:Godot.Resource.ResourceName"/> will be displayed as the tab name in the script editor.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource._SetupLocalToScene">
            <summary>
            <para>Virtual function which can be overridden to customize the behavior value of <see cref="M:Godot.Resource.SetupLocalToScene"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.TakeOverPath(System.String)">
            <summary>
            <para>Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting <see cref="P:Godot.Resource.ResourcePath"/>, as the latter would error out if another resource was already cached for the given path.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.GetRid">
            <summary>
            <para>Returns the RID of the resource (or an empty RID). Many resources (such as <see cref="T:Godot.Texture"/>, <see cref="T:Godot.Mesh"/>, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.GetLocalScene">
            <summary>
            <para>If <see cref="P:Godot.Resource.ResourceLocalToScene"/> is enabled and the resource was loaded from a <see cref="T:Godot.PackedScene"/> instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.SetupLocalToScene">
            <summary>
            <para>This method is called when a resource with <see cref="P:Godot.Resource.ResourceLocalToScene"/> enabled is loaded from a <see cref="T:Godot.PackedScene"/> instantiation. Its behavior can be customized by overriding <see cref="M:Godot.Resource._SetupLocalToScene"/> from script.</para>
            <para>For most resources, this method performs no base logic. <see cref="T:Godot.ViewportTexture"/> performs custom logic to properly set the proxy texture and flags in the local viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.EmitChanged">
            <summary>
            <para>Emits the <c>changed</c> signal.</para>
            <para>If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties).</para>
            <para>The method is equivalent to:</para>
            <para><code>
            emit_signal("changed")
            </code></para>
            <para>Note: This method is called automatically for built-in resources.</para>
            </summary>
        </member>
        <member name="M:Godot.Resource.Duplicate(System.Boolean)">
            <summary>
            <para>Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn't have default values.</para>
            <para>By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing <c>true</c> to the <c>subresources</c> argument which will copy the subresources.</para>
            <para>Note: If <c>subresources</c> is <c>true</c>, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.</para>
            <para>Note: When duplicating a resource, only <c>export</c>ed properties are copied. Other properties will be set to their default value in the new resource.</para>
            </summary>
        </member>
        <member name="T:Godot.ResourceFormatLoader">
            <summary>
            <para>Godot loads resources in the editor or in exported games using ResourceFormatLoaders. They are queried automatically via the <see cref="T:Godot.ResourceLoader"/> singleton, or when a resource with internal dependencies is loaded. Each file type may load as a different resource type, so multiple ResourceFormatLoaders are registered in the engine.</para>
            <para>Extending this class allows you to define your own loader. Be sure to respect the documented return types and values. You should give it a global class name with <c>class_name</c> for it to be registered. Like built-in ResourceFormatLoaders, it will be called automatically when loading resources of its handled type(s). You may also implement a <see cref="T:Godot.ResourceFormatSaver"/>.</para>
            <para>Note: You can also extend <see cref="!:Godot.EditorImportPlugin"/> if the resource type you need exists but Godot is unable to load its format. Choosing one way over another depends on if the format is suitable or not for the final exported game. For example, it's better to import <c>.png</c> textures as <c>.stex</c> (<see cref="T:Godot.StreamTexture"/>) first, so they can be loaded with better efficiency on the graphics card.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatLoader.GetDependencies(System.String,System.String)">
            <summary>
            <para>If implemented, gets the dependencies of a given resource. If <c>add_types</c> is <c>true</c>, paths should be appended <c>::TypeName</c>, where <c>TypeName</c> is the class name of the dependency.</para>
            <para>Note: Custom resource types defined by scripts aren't known by the <see cref="T:Godot.ClassDB"/>, so you might just return <c>"Resource"</c> for them.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatLoader.GetRecognizedExtensions">
            <summary>
            <para>Gets the list of extensions for files this loader is able to read.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatLoader.GetResourceType(System.String)">
            <summary>
            <para>Gets the class name of the resource associated with the given path. If the loader cannot handle it, it should return <c>""</c>.</para>
            <para>Note: Custom resource types defined by scripts aren't known by the <see cref="T:Godot.ClassDB"/>, so you might just return <c>"Resource"</c> for them.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatLoader.HandlesType(System.String)">
            <summary>
            <para>Tells which resource class this loader can load.</para>
            <para>Note: Custom resource types defined by scripts aren't known by the <see cref="T:Godot.ClassDB"/>, so you might just handle <c>"Resource"</c> for them.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatLoader.Load(System.String,System.String,System.Boolean)">
            <summary>
            <para>Loads a resource when the engine finds this loader to be compatible. If the loaded resource is the result of an import, <c>original_path</c> will target the source file. If <c>no_subresource_cache</c> is true, sub-resources should not be cached. Returns a <see cref="T:Godot.Resource"/> object on success, or an <see cref="T:Godot.Error"/> constant in case of failure.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatLoader.RenameDependencies(System.String,System.String)">
            <summary>
            <para>If implemented, renames dependencies within the given resource and saves it. <c>renames</c> is a dictionary <c>{ String =&gt; String }</c> mapping old dependency paths to new paths.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> on success, or an <see cref="T:Godot.Error"/> constant in case of failure.</para>
            </summary>
        </member>
        <member name="T:Godot.ResourceFormatSaver">
            <summary>
            <para>The engine can save resources when you do it from the editor, or when you use the <see cref="T:Godot.ResourceSaver"/> singleton. This is accomplished thanks to multiple <see cref="T:Godot.ResourceFormatSaver"/>s, each handling its own format and called automatically by the engine.</para>
            <para>By default, Godot saves resources as <c>.tres</c> (text-based), <c>.res</c> (binary) or another built-in format, but you can choose to create your own format by extending this class. Be sure to respect the documented return types and values. You should give it a global class name with <c>class_name</c> for it to be registered. Like built-in ResourceFormatSavers, it will be called automatically when saving resources of its recognized type(s). You may also implement a <see cref="T:Godot.ResourceFormatLoader"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatSaver.GetRecognizedExtensions(Godot.Resource)">
            <summary>
            <para>Returns the list of extensions available for saving the resource object, provided it is recognized (see <see cref="M:Godot.ResourceFormatSaver.Recognize(Godot.Resource)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatSaver.Recognize(Godot.Resource)">
            <summary>
            <para>Returns whether the given resource object can be saved by this saver.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceFormatSaver.Save(System.String,Godot.Resource,System.Int32)">
            <summary>
            <para>Saves the given resource object to a file at the target <c>path</c>. <c>flags</c> is a bitmask composed with <see cref="T:Godot.ResourceSaver.SaverFlags"/> constants.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> on success, or an <see cref="T:Godot.Error"/> constant in case of failure.</para>
            </summary>
        </member>
        <member name="T:Godot.ResourceImporter">
            <summary>
            <para>This is the base class for the resource importers implemented in core. To implement your own resource importers using editor plugins, see <see cref="!:Godot.EditorImportPlugin"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceImporter.ImportOrder.Default">
            <summary>
            <para>The default import order.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceImporter.ImportOrder.Scene">
            <summary>
            <para>The import order for scenes, which ensures scenes are imported after all other core resources such as textures. Custom importers should generally have an import order lower than <c>100</c> to avoid issues when importing scenes that rely on custom resources.</para>
            </summary>
        </member>
        <member name="T:Godot.ResourceInteractiveLoader">
            <summary>
            <para>Interactive <see cref="T:Godot.Resource"/> loader. This object is returned by <see cref="T:Godot.ResourceLoader"/> when performing an interactive load. It allows loading resources with high granularity, which makes it mainly useful for displaying loading bars or percentages.</para>
            </summary>
        </member>
        <member name="P:Godot.ResourceInteractiveLoader.NoSubresourceCache">
            <summary>
            <para>Configures whether nested resources, if included, should not be cached.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceInteractiveLoader.GetResource">
            <summary>
            <para>Returns the loaded resource if the load operation completed successfully, <c>null</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceInteractiveLoader.Poll">
            <summary>
            <para>Polls the loading operation, i.e. loads a data chunk up to the next stage.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> if the poll is successful but the load operation has not finished yet (intermediate stage). This means <see cref="M:Godot.ResourceInteractiveLoader.Poll"/> will have to be called again until the last stage is completed.</para>
            <para>Returns <see cref="F:Godot.Error.FileEof"/> if the load operation has completed successfully. The loaded resource can be obtained by calling <see cref="M:Godot.ResourceInteractiveLoader.GetResource"/>.</para>
            <para>Returns another <see cref="T:Godot.Error"/> code if the poll has failed.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceInteractiveLoader.Wait">
            <summary>
            <para>Polls the loading operation successively until the resource is completely loaded or a <see cref="M:Godot.ResourceInteractiveLoader.Poll"/> fails.</para>
            <para>Returns <see cref="F:Godot.Error.FileEof"/> if the load operation has completed successfully. The loaded resource can be obtained by calling <see cref="M:Godot.ResourceInteractiveLoader.GetResource"/>.</para>
            <para>Returns another <see cref="T:Godot.Error"/> code if a poll has failed, aborting the operation.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceInteractiveLoader.GetStage">
            <summary>
            <para>Returns the load stage. The total amount of stages can be queried with <see cref="M:Godot.ResourceInteractiveLoader.GetStageCount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceInteractiveLoader.GetStageCount">
            <summary>
            <para>Returns the total amount of stages (calls to <see cref="M:Godot.ResourceInteractiveLoader.Poll"/>) needed to completely load this resource.</para>
            </summary>
        </member>
        <member name="T:Godot.ResourcePreloader">
            <summary>
            <para>This node is used to preload sub-resources inside a scene, so when the scene is loaded, all the resources are ready to use and can be retrieved from the preloader.</para>
            <para>GDScript has a simplified <c>@GDScript.preload</c> built-in method which can be used in most situations, leaving the use of <see cref="T:Godot.ResourcePreloader"/> for more advanced scenarios.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourcePreloader.AddResource(System.String,Godot.Resource)">
            <summary>
            <para>Adds a resource to the preloader with the given <c>name</c>. If a resource with the given <c>name</c> already exists, the new resource will be renamed to "<c>name</c> N" where N is an incrementing number starting from 2.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourcePreloader.RemoveResource(System.String)">
            <summary>
            <para>Removes the resource associated to <c>name</c> from the preloader.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourcePreloader.RenameResource(System.String,System.String)">
            <summary>
            <para>Renames a resource inside the preloader from <c>name</c> to <c>newname</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourcePreloader.HasResource(System.String)">
            <summary>
            <para>Returns <c>true</c> if the preloader contains a resource associated to <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourcePreloader.GetResource(System.String)">
            <summary>
            <para>Returns the resource associated to <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourcePreloader.GetResourceList">
            <summary>
            <para>Returns the list of resources inside the preloader.</para>
            </summary>
        </member>
        <member name="T:Godot.RichTextEffect">
            <summary>
            <para>A custom effect for use with <see cref="T:Godot.RichTextLabel"/>.</para>
            <para>Note: For a <see cref="T:Godot.RichTextEffect"/> to be usable, a BBCode tag must be defined as a member variable called <c>bbcode</c> in the script.</para>
            <para><code>
            # The RichTextEffect will be usable like this: `[example]Some text[/example]`
            var bbcode = "example"
            </code></para>
            <para>Note: As soon as a <see cref="T:Godot.RichTextLabel"/> contains at least one <see cref="T:Godot.RichTextEffect"/>, it will continuously process the effect unless the project is paused. This may impact battery life negatively.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextEffect._ProcessCustomFx(Godot.CharFXTransform)">
            <summary>
            <para>Override this method to modify properties in <c>char_fx</c>. The method must return <c>true</c> if the character could be transformed successfully. If the method returns <c>false</c>, it will skip transformation to avoid displaying broken text.</para>
            </summary>
        </member>
        <member name="T:Godot.RichTextLabel">
            <summary>
            <para>Rich text can contain custom text, fonts, images and some basic formatting. The label manages these as an internal tag stack. It also adapts itself to given width/heights.</para>
            <para>Note: Assignments to <see cref="P:Godot.RichTextLabel.BbcodeText"/> clear the tag stack and reconstruct it from the property's contents. Any edits made to <see cref="P:Godot.RichTextLabel.BbcodeText"/> will erase previous edits made from other manual sources such as <see cref="M:Godot.RichTextLabel.AppendBbcode(System.String)"/> and the <c>push_*</c> / <see cref="M:Godot.RichTextLabel.Pop"/> methods.</para>
            <para>Note: RichTextLabel doesn't support entangled BBCode tags. For example, instead of using <c>[b]bold[i]bold italic[/b]italic[/i]</c>, use <c>[b]bold[i]bold italic[/i][/b][i]italic[/i]</c>.</para>
            <para>Note: <c>push_*/pop</c> functions won't affect BBCode.</para>
            <para>Note: Unlike <see cref="T:Godot.Label"/>, RichTextLabel doesn't have a property to horizontally align text to the center. Instead, enable <see cref="P:Godot.RichTextLabel.BbcodeEnabled"/> and surround the text in a <c>[center]</c> tag as follows: <c>[center]Example[/center]</c>. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the <see cref="P:Godot.RichTextLabel.FitContentHeight"/> property.</para>
            <para>Note: Unicode characters after <c>0xffff</c> (such as most emoji) are not supported on Windows. They will display as unknown characters instead. This will be resolved in Godot 4.0.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.Align.Left">
            <summary>
            <para>Makes text left aligned.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.Align.Center">
            <summary>
            <para>Makes text centered.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.Align.Right">
            <summary>
            <para>Makes text right aligned.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.Align.Fill">
            <summary>
            <para>Makes text fill width.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.ListType.Numbers">
            <summary>
            <para>Each list item has a number marker.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.ListType.Letters">
            <summary>
            <para>Each list item has a letter marker.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.ListType.Dots">
            <summary>
            <para>Each list item has a filled circle marker.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.InlineAlign.Top">
            <summary>
            <para>Aligns top of the inline image to the top of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.InlineAlign.Center">
            <summary>
            <para>Aligns center of the inline image to the center of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.InlineAlign.Baseline">
            <summary>
            <para>Aligns bottom of the inline image to the baseline of the text.</para>
            </summary>
        </member>
        <member name="F:Godot.RichTextLabel.InlineAlign.Bottom">
            <summary>
            <para>Aligns bottom of the inline image to the bottom of the text.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.BbcodeEnabled">
            <summary>
            <para>If <c>true</c>, the label uses BBCode formatting.</para>
            <para>Note: Trying to alter the <see cref="T:Godot.RichTextLabel"/>'s text with <see cref="M:Godot.RichTextLabel.AddText(System.String)"/> will reset this to <c>false</c>. Use instead <see cref="M:Godot.RichTextLabel.AppendBbcode(System.String)"/> to preserve BBCode formatting.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.BbcodeText">
            <summary>
            <para>The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited.</para>
            <para>Note: It is unadvised to use the <c>+=</c> operator with <c>bbcode_text</c> (e.g. <c>bbcode_text += "some string"</c>) as it replaces the whole text and can cause slowdowns. It will also erase all BBCode that was added to stack using <c>push_*</c> methods. Use <see cref="M:Godot.RichTextLabel.AppendBbcode(System.String)"/> for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.VisibleCharacters">
            <summary>
            <para>The restricted number of characters to display in the label. If <c>-1</c>, all characters will be displayed.</para>
            <para>Note: Setting this property updates <see cref="P:Godot.RichTextLabel.PercentVisible"/> based on current <see cref="M:Godot.RichTextLabel.GetTotalCharacterCount"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.PercentVisible">
            <summary>
            <para>The range of characters to display, as a <see cref="T:System.Single"/> between 0.0 and 1.0. When assigned an out of range value, it's the same as assigning 1.0.</para>
            <para>Note: Setting this property updates <see cref="P:Godot.RichTextLabel.VisibleCharacters"/> based on current <see cref="M:Godot.RichTextLabel.GetTotalCharacterCount"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.MetaUnderlined">
            <summary>
            <para>If <c>true</c>, the label underlines meta tags such as <c>[url]{text}[/url]</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.TabSize">
            <summary>
            <para>The number of spaces associated with a single tab length. Does not affect <c>\t</c> in text tags, only indent tags.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.Text">
            <summary>
            <para>The raw text of the label.</para>
            <para>When set, clears the tag stack and adds a raw text tag to the top of it. Does not parse BBCodes. Does not modify <see cref="P:Godot.RichTextLabel.BbcodeText"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.FitContentHeight">
            <summary>
            <para>If <c>true</c>, the label's height will be automatically updated to fit its content.</para>
            <para>Note: This property is used as a workaround to fix issues with <see cref="T:Godot.RichTextLabel"/> in <see cref="T:Godot.Container"/>s, but it's unreliable in some cases and will be removed in future versions.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.ScrollActive">
            <summary>
            <para>If <c>true</c>, the scrollbar is visible. Setting this to <c>false</c> does not block scrolling completely. See <see cref="M:Godot.RichTextLabel.ScrollToLine(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.ScrollFollowing">
            <summary>
            <para>If <c>true</c>, the window scrolls down to display new content automatically.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.SelectionEnabled">
            <summary>
            <para>If <c>true</c>, the label allows text selection.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.OverrideSelectedFontColor">
            <summary>
            <para>If <c>true</c>, the label uses the custom font color.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.DeselectOnFocusLossEnabled">
            <summary>
            <para>If <c>true</c>, the selected text will be deselected when focus is lost.</para>
            </summary>
        </member>
        <member name="P:Godot.RichTextLabel.CustomEffects">
            <summary>
            <para>The currently installed custom effects. This is an array of <see cref="T:Godot.RichTextEffect"/>s.</para>
            <para>To add a custom effect, it's more convenient to use <see cref="M:Godot.RichTextLabel.InstallEffect(System.Object)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.AddText(System.String)">
            <summary>
            <para>Adds raw non-BBCode-parsed text to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.AddImage(Godot.Texture,System.Int32,System.Int32,Godot.RichTextLabel.InlineAlign)">
            <summary>
            <para>Adds an image's opening and closing tags to the tag stack, optionally providing a <c>width</c> and <c>height</c> to resize the image.</para>
            <para>If <c>width</c> or <c>height</c> is set to 0, the image size will be adjusted in order to keep the original aspect ratio.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.Newline">
            <summary>
            <para>Adds a newline tag to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.RemoveLine(System.Int32)">
            <summary>
            <para>Removes a line of content from the label. Returns <c>true</c> if the line exists.</para>
            <para>The <c>line</c> argument is the index of the line to remove, it can take values in the interval <c>[0, get_line_count() - 1]</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushFont(Godot.Font)">
            <summary>
            <para>Adds a <c>[font]</c> tag to the tag stack. Overrides default fonts for its duration.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushNormal">
            <summary>
            <para>Adds a <c>[font]</c> tag with a normal font to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushBold">
            <summary>
            <para>Adds a <c>[font]</c> tag with a bold font to the tag stack. This is the same as adding a <c>[b]</c> tag if not currently in a <c>[i]</c> tag.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushBoldItalics">
            <summary>
            <para>Adds a <c>[font]</c> tag with a bold italics font to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushItalics">
            <summary>
            <para>Adds a <c>[font]</c> tag with a italics font to the tag stack. This is the same as adding a <c>[i]</c> tag if not currently in a <c>[b]</c> tag.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushMono">
            <summary>
            <para>Adds a <c>[font]</c> tag with a monospace font to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushColor(Godot.Color)">
            <summary>
            <para>Adds a <c>[color]</c> tag to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushAlign(Godot.RichTextLabel.Align)">
            <summary>
            <para>Adds an <c>[align]</c> tag based on the given <c>align</c> value. See <see cref="T:Godot.RichTextLabel.Align"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushIndent(System.Int32)">
            <summary>
            <para>Adds an <c>[indent]</c> tag to the tag stack. Multiplies <c>level</c> by current <see cref="P:Godot.RichTextLabel.TabSize"/> to determine new margin length.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushList(Godot.RichTextLabel.ListType)">
            <summary>
            <para>Adds a <c>[list]</c> tag to the tag stack. Similar to the BBCodes <c>[ol]</c> or <c>[ul]</c>, but supports more list types. Not fully implemented!</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushMeta(System.Object)">
            <summary>
            <para>Adds a <c>[meta]</c> tag to the tag stack. Similar to the BBCode <c>[url=something]{text}[/url]</c>, but supports non-<see cref="T:System.String"/> metadata types.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushUnderline">
            <summary>
            <para>Adds a <c>[u]</c> tag to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushStrikethrough">
            <summary>
            <para>Adds a <c>[s]</c> tag to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushTable(System.Int32)">
            <summary>
            <para>Adds a <c>[table=columns]</c> tag to the tag stack.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.SetTableColumnExpand(System.Int32,System.Boolean,System.Int32)">
            <summary>
            <para>Edits the selected column's expansion options. If <c>expand</c> is <c>true</c>, the column expands in proportion to its expansion ratio versus the other columns' ratios.</para>
            <para>For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width would expand 30 and 40 pixels, respectively.</para>
            <para>If <c>expand</c> is <c>false</c>, the column will not contribute to the total ratio.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.PushCell">
            <summary>
            <para>Adds a <c>[cell]</c> tag to the tag stack. Must be inside a <c>[table]</c> tag. See <see cref="M:Godot.RichTextLabel.PushTable(System.Int32)"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.Pop">
            <summary>
            <para>Terminates the current tag. Use after <c>push_*</c> methods to close BBCodes manually. Does not need to follow <c>add_*</c> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.Clear">
            <summary>
            <para>Clears the tag stack and sets <see cref="P:Godot.RichTextLabel.BbcodeText"/> to an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetSelectedText">
            <summary>
            <para>Returns the current selection text. Does not include BBCodes.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.Deselect">
            <summary>
            <para>Clears the current selection.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetVScroll">
            <summary>
            <para>Returns the vertical scrollbar.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.ScrollToLine(System.Int32)">
            <summary>
            <para>Scrolls the window's top line to match <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.ParseBbcode(System.String)">
            <summary>
            <para>The assignment version of <see cref="M:Godot.RichTextLabel.AppendBbcode(System.String)"/>. Clears the tag stack and inserts the new content.</para>
            <para>Note: This method internals' can't possibly fail, but an error code is returned for backwards compatibility, which will always be <see cref="F:Godot.Error.Ok"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.AppendBbcode(System.String)">
            <summary>
            <para>Parses <c>bbcode</c> and adds tags to the tag stack as needed.</para>
            <para>Note: Using this method, you can't close a tag that was opened in a previous <see cref="M:Godot.RichTextLabel.AppendBbcode(System.String)"/> call. This is done to improve performance, especially when updating large RichTextLabels since rebuilding the whole BBCode every time would be slower. If you absolutely need to close a tag in a future method call, append the <see cref="P:Godot.RichTextLabel.BbcodeText"/> instead of using <see cref="M:Godot.RichTextLabel.AppendBbcode(System.String)"/>.</para>
            <para>Note: This method internals' can't possibly fail, but an error code is returned for backwards compatibility, which will always be <see cref="F:Godot.Error.Ok"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetTotalCharacterCount">
            <summary>
            <para>Returns the total number of characters from text tags. Does not include BBCodes.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetLineCount">
            <summary>
            <para>Returns the total number of newlines in the tag stack's text tags. Considers wrapped text as one line.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetVisibleLineCount">
            <summary>
            <para>Returns the number of visible lines.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.GetContentHeight">
            <summary>
            <para>Returns the height of the content.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.ParseExpressionsForValues(System.String[])">
            <summary>
            <para>Parses BBCode parameter <c>expressions</c> into a dictionary.</para>
            </summary>
        </member>
        <member name="M:Godot.RichTextLabel.InstallEffect(System.Object)">
            <summary>
            <para>Installs a custom effect. <c>effect</c> should be a valid <see cref="T:Godot.RichTextEffect"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody">
            <summary>
            <para>This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.</para>
            <para>A RigidBody has 4 behavior <see cref="P:Godot.RigidBody.Mode"/>s: Rigid, Static, Character, and Kinematic.</para>
            <para>Note: Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use <see cref="M:Godot.RigidBody._IntegrateForces(Godot.PhysicsDirectBodyState)"/>, which allows you to directly access the physics state.</para>
            <para>If you need to override the default physics behavior, you can write a custom force integration function. See <see cref="P:Godot.RigidBody.CustomIntegrator"/>.</para>
            <para>With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the <see cref="T:Godot.CollisionShape"/> centers.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody.ModeEnum.Rigid">
            <summary>
            <para>Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody.ModeEnum.Static">
            <summary>
            <para>Static mode. The body behaves like a <see cref="T:Godot.StaticBody"/>, and can only move by user code.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody.ModeEnum.Character">
            <summary>
            <para>Character body mode. This behaves like a rigid body, but can not rotate.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody.ModeEnum.Kinematic">
            <summary>
            <para>Kinematic body mode. The body behaves like a <see cref="T:Godot.KinematicBody"/>, and can only move by user code.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.Mode">
            <summary>
            <para>The body mode. See <see cref="T:Godot.RigidBody.ModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.Mass">
            <summary>
            <para>The body's mass.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.Weight">
            <summary>
            <para>The body's weight based on its mass and the global 3D gravity. Global values are set in Project &gt; Project Settings &gt; Physics &gt; 3d.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.Friction">
            <summary>
            <para>The body's friction, from 0 (frictionless) to 1 (max friction).</para>
            <para>Deprecated, use <see cref="P:Godot.PhysicsMaterial.Friction"/> instead via <see cref="P:Godot.RigidBody.PhysicsMaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.Bounce">
            <summary>
            <para>The body's bounciness. Values range from <c>0</c> (no bounce) to <c>1</c> (full bounciness).</para>
            <para>Deprecated, use <see cref="P:Godot.PhysicsMaterial.Bounce"/> instead via <see cref="P:Godot.RigidBody.PhysicsMaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.PhysicsMaterialOverride">
            <summary>
            <para>The physics material override for the body.</para>
            <para>If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.GravityScale">
            <summary>
            <para>This is multiplied by the global 3D gravity setting found in Project &gt; Project Settings &gt; Physics &gt; 3d to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.CustomIntegrator">
            <summary>
            <para>If <c>true</c>, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the <see cref="M:Godot.RigidBody._IntegrateForces(Godot.PhysicsDirectBodyState)"/> function, if defined.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.ContinuousCd">
            <summary>
            <para>If <c>true</c>, continuous collision detection is used.</para>
            <para>Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.ContactsReported">
            <summary>
            <para>The maximum number of contacts that will be recorded. Requires <see cref="P:Godot.RigidBody.ContactMonitor"/> to be set to <c>true</c>.</para>
            <para>Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.ContactMonitor">
            <summary>
            <para>If <c>true</c>, the RigidBody will emit signals when it collides with another RigidBody. See also <see cref="P:Godot.RigidBody.ContactsReported"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.Sleeping">
            <summary>
            <para>If <c>true</c>, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the <see cref="M:Godot.RigidBody.ApplyImpulse(Godot.Vector3,Godot.Vector3)"/> or <see cref="M:Godot.RigidBody.AddForce(Godot.Vector3,Godot.Vector3)"/> methods.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.CanSleep">
            <summary>
            <para>If <c>true</c>, the body can enter sleep mode when there is no movement. See <see cref="P:Godot.RigidBody.Sleeping"/>.</para>
            <para>Note: A RigidBody3D will never enter sleep mode automatically if its <see cref="P:Godot.RigidBody.Mode"/> is <see cref="F:Godot.RigidBody.ModeEnum.Character"/>. It can still be put to sleep manually by setting its <see cref="P:Godot.RigidBody.Sleeping"/> property to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.AxisLockLinearX">
            <summary>
            <para>Lock the body's movement in the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.AxisLockLinearY">
            <summary>
            <para>Lock the body's movement in the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.AxisLockLinearZ">
            <summary>
            <para>Lock the body's movement in the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.AxisLockAngularX">
            <summary>
            <para>Lock the body's rotation in the X axis.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.AxisLockAngularY">
            <summary>
            <para>Lock the body's rotation in the Y axis.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.AxisLockAngularZ">
            <summary>
            <para>Lock the body's rotation in the Z axis.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.LinearVelocity">
            <summary>
            <para>The body's linear velocity in units per second. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use <see cref="M:Godot.RigidBody._IntegrateForces(Godot.PhysicsDirectBodyState)"/> as your process loop for precise control of the body state.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.LinearDamp">
            <summary>
            <para>The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0 it will be added to any linear damp derived from the world or areas.</para>
            <para>See <c>ProjectSettings.physics/3d/default_linear_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.AngularVelocity">
            <summary>
            <para>The body's rotational velocity in axis-angle format. The magnitude of the vector is the rotation rate in radians per second.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody.AngularDamp">
            <summary>
            <para>Damps the body's rotational forces. If this value is different from -1.0 it will be added to any angular damp derived from the world or areas.</para>
            <para>See <c>ProjectSettings.physics/3d/default_angular_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody._IntegrateForces(Godot.PhysicsDirectBodyState)">
            <summary>
            <para>Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the <see cref="P:Godot.RigidBody.CustomIntegrator"/> property allows you to disable the default behavior and do fully custom force integration for a body.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.GetInverseInertiaTensor">
            <summary>
            <para>Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the RigidBody.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.SetAxisVelocity(Godot.Vector3)">
            <summary>
            <para>Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.AddCentralForce(Godot.Vector3)">
            <summary>
            <para>Adds a constant directional force (i.e. acceleration) without affecting rotation.</para>
            <para>This is equivalent to <c>add_force(force, Vector3(0,0,0))</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.AddForce(Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Adds a constant directional force (i.e. acceleration).</para>
            <para>The position uses the rotation of the global coordinate system, but is centered at the object's origin.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.AddTorque(Godot.Vector3)">
            <summary>
            <para>Adds a constant rotational force (i.e. a motor) without affecting position.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.ApplyCentralImpulse(Godot.Vector3)">
            <summary>
            <para>Applies a directional impulse without affecting rotation.</para>
            <para>This is equivalent to <c>apply_impulse(Vector3(0,0,0), impulse)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.ApplyImpulse(Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.ApplyTorqueImpulse(Godot.Vector3)">
            <summary>
            <para>Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the <c>impulse</c> vector passed.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.SetAxisLock(Godot.PhysicsServer.BodyAxis,System.Boolean)">
            <summary>
            <para>Locks the specified linear or rotational axis.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.GetAxisLock(Godot.PhysicsServer.BodyAxis)">
            <summary>
            <para>Returns <c>true</c> if the specified linear or rotational axis is locked.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody.GetCollidingBodies">
            <summary>
            <para>Returns a list of the bodies colliding with this one. Requires <see cref="P:Godot.RigidBody.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody.ContactsReported"/> to be set high enough to detect all the collisions.</para>
            <para>Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="T:Godot.RigidBody2D">
            <summary>
            <para>This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.</para>
            <para>A RigidBody2D has 4 behavior <see cref="P:Godot.RigidBody2D.Mode"/>s: Rigid, Static, Character, and Kinematic.</para>
            <para>Note: You should not change a RigidBody2D's <c>position</c> or <c>linear_velocity</c> every frame or even very often. If you need to directly affect the body's state, use <see cref="M:Godot.RigidBody2D._IntegrateForces(Godot.Physics2DDirectBodyState)"/>, which allows you to directly access the physics state.</para>
            <para>Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.</para>
            <para>If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See <see cref="P:Godot.RigidBody2D.CustomIntegrator"/>.</para>
            <para>The center of mass is always located at the node's origin without taking into account the <see cref="T:Godot.CollisionShape2D"/> centroid offsets.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.ModeEnum.Rigid">
            <summary>
            <para>Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.ModeEnum.Static">
            <summary>
            <para>Static mode. The body behaves like a <see cref="T:Godot.StaticBody2D"/> and does not move.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.ModeEnum.Character">
            <summary>
            <para>Character mode. Similar to <see cref="F:Godot.RigidBody2D.ModeEnum.Rigid"/>, but the body can not rotate.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.ModeEnum.Kinematic">
            <summary>
            <para>Kinematic mode. The body behaves like a <see cref="T:Godot.KinematicBody2D"/>, and must be moved by code.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.CCDMode.Disabled">
            <summary>
            <para>Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.CCDMode.CastRay">
            <summary>
            <para>Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.</para>
            </summary>
        </member>
        <member name="F:Godot.RigidBody2D.CCDMode.CastShape">
            <summary>
            <para>Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.Mode">
            <summary>
            <para>The body's mode. See <see cref="T:Godot.RigidBody2D.ModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.Mass">
            <summary>
            <para>The body's mass.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.Inertia">
            <summary>
            <para>The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.Weight">
            <summary>
            <para>The body's weight based on its mass and the Default Gravity value in Project &gt; Project Settings &gt; Physics &gt; 2d.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.Friction">
            <summary>
            <para>The body's friction. Values range from <c>0</c> (frictionless) to <c>1</c> (maximum friction).</para>
            <para>Deprecated, use <see cref="P:Godot.PhysicsMaterial.Friction"/> instead via <see cref="P:Godot.RigidBody2D.PhysicsMaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.Bounce">
            <summary>
            <para>The body's bounciness. Values range from <c>0</c> (no bounce) to <c>1</c> (full bounciness).</para>
            <para>Deprecated, use <see cref="P:Godot.PhysicsMaterial.Bounce"/> instead via <see cref="P:Godot.RigidBody2D.PhysicsMaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.PhysicsMaterialOverride">
            <summary>
            <para>The physics material override for the body.</para>
            <para>If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.GravityScale">
            <summary>
            <para>Multiplies the gravity applied to the body. The body's gravity is calculated from the Default Gravity value in Project &gt; Project Settings &gt; Physics &gt; 2d and/or any additional gravity vector applied by <see cref="T:Godot.Area2D"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.CustomIntegrator">
            <summary>
            <para>If <c>true</c>, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the <see cref="M:Godot.RigidBody2D._IntegrateForces(Godot.Physics2DDirectBodyState)"/> function.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.ContinuousCd">
            <summary>
            <para>Continuous collision detection mode.</para>
            <para>Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See <see cref="T:Godot.RigidBody2D.CCDMode"/> for details.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.ContactsReported">
            <summary>
            <para>The maximum number of contacts that will be recorded. Requires <see cref="P:Godot.RigidBody2D.ContactMonitor"/> to be set to <c>true</c>.</para>
            <para>Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end).</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.ContactMonitor">
            <summary>
            <para>If <c>true</c>, the body will emit signals when it collides with another RigidBody2D. See also <see cref="P:Godot.RigidBody2D.ContactsReported"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.Sleeping">
            <summary>
            <para>If <c>true</c>, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the <see cref="M:Godot.RigidBody2D.ApplyImpulse(Godot.Vector2,Godot.Vector2)"/> or <see cref="M:Godot.RigidBody2D.AddForce(Godot.Vector2,Godot.Vector2)"/> methods.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.CanSleep">
            <summary>
            <para>If <c>true</c>, the body can enter sleep mode when there is no movement. See <see cref="P:Godot.RigidBody2D.Sleeping"/>.</para>
            <para>Note: A RigidBody2D will never enter sleep mode automatically if its <see cref="P:Godot.RigidBody2D.Mode"/> is <see cref="F:Godot.RigidBody2D.ModeEnum.Character"/>. It can still be put to sleep manually by setting its <see cref="P:Godot.RigidBody2D.Sleeping"/> property to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.LinearVelocity">
            <summary>
            <para>The body's linear velocity in pixels per second. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use <see cref="M:Godot.RigidBody2D._IntegrateForces(Godot.Physics2DDirectBodyState)"/> as your process loop for precise control of the body state.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.LinearDamp">
            <summary>
            <para>Damps the body's <see cref="P:Godot.RigidBody2D.LinearVelocity"/>. If <c>-1</c>, the body will use the Default Linear Damp in Project &gt; Project Settings &gt; Physics &gt; 2d. If greater than <c>-1</c> it will be added to the default project value.</para>
            <para>See <c>ProjectSettings.physics/2d/default_linear_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.AngularVelocity">
            <summary>
            <para>The body's rotational velocity in radians per second.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.AngularDamp">
            <summary>
            <para>Damps the body's <see cref="P:Godot.RigidBody2D.AngularVelocity"/>. If <c>-1</c>, the body will use the Default Angular Damp defined in Project &gt; Project Settings &gt; Physics &gt; 2d. If greater than <c>-1</c> it will be added to the default project value.</para>
            <para>See <c>ProjectSettings.physics/2d/default_angular_damp</c> for more details about damping.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.AppliedForce">
            <summary>
            <para>The body's total applied force.</para>
            </summary>
        </member>
        <member name="P:Godot.RigidBody2D.AppliedTorque">
            <summary>
            <para>The body's total applied torque.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D._IntegrateForces(Godot.Physics2DDirectBodyState)">
            <summary>
            <para>Allows you to read and safely modify the simulation state for the object. Use this instead of <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> if you need to directly change the body's <c>position</c> or other physics properties. By default, it works in addition to the usual physics behavior, but <see cref="P:Godot.RigidBody2D.CustomIntegrator"/> allows you to disable the default behavior and write custom force integration for a body.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.SetAxisVelocity(Godot.Vector2)">
            <summary>
            <para>Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.ApplyCentralImpulse(Godot.Vector2)">
            <summary>
            <para>Applies a directional impulse without affecting rotation.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.ApplyImpulse(Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.ApplyTorqueImpulse(System.Single)">
            <summary>
            <para>Applies a rotational impulse to the body.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.AddCentralForce(Godot.Vector2)">
            <summary>
            <para>Adds a constant directional force without affecting rotation.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.AddForce(Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.AddTorque(System.Single)">
            <summary>
            <para>Adds a constant rotational force.</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.TestMotion(Godot.Vector2,System.Boolean,System.Single,Godot.Physics2DTestMotionResult)">
            <summary>
            <para>Returns <c>true</c> if a collision would result from moving in the given vector. <c>margin</c> increases the size of the shapes involved in the collision detection, and <c>result</c> is an object of type <see cref="T:Godot.Physics2DTestMotionResult"/>, which contains additional information about the collision (should there be one).</para>
            </summary>
        </member>
        <member name="M:Godot.RigidBody2D.GetCollidingBodies">
            <summary>
            <para>Returns a list of the bodies colliding with this one. Requires <see cref="P:Godot.RigidBody2D.ContactMonitor"/> to be set to <c>true</c> and <see cref="P:Godot.RigidBody2D.ContactsReported"/> to be set high enough to detect all the collisions.</para>
            <para>Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.</para>
            </summary>
        </member>
        <member name="T:Godot.Room">
            <summary>
            <para>The <see cref="T:Godot.Portal"/> culling system requires levels to be built using objects grouped together by location in areas called <see cref="T:Godot.Room"/>s. In many cases these will correspond to actual rooms in buildings, but not necessarily (a canyon area may be treated as a room).</para>
            <para>Any <see cref="T:Godot.VisualInstance"/> that is a child or grandchild of a <see cref="T:Godot.Room"/> will be assigned to that room, if the <c>portal_mode</c> of that <see cref="T:Godot.VisualInstance"/> is set to <c>STATIC</c> (does not move) or <c>DYNAMIC</c> (moves only within the room).</para>
            <para>Internally the room boundary must form a convex hull, and by default this is determined automatically by the geometry of the objects you place within the room.</para>
            <para>You can alternatively precisely specify a manual bound. If you place a <see cref="T:Godot.MeshInstance"/> with a name prefixed by <c>Bound_</c>, it will turn off the bound generation from geometry, and instead use the vertices of this MeshInstance to directly calculate a convex hull during the conversion stage (see <see cref="T:Godot.RoomManager"/>).</para>
            <para>In order to see from one room into an adjacent room, <see cref="T:Godot.Portal"/>s must be placed over non-occluded openings between rooms. These will often be placed over doors and windows.</para>
            </summary>
        </member>
        <member name="P:Godot.Room.UseDefaultSimplify">
            <summary>
            <para>The room hull simplification can either use the default value set in the <see cref="T:Godot.RoomManager"/>, or override this and use the per room setting.</para>
            </summary>
        </member>
        <member name="P:Godot.Room.RoomSimplify">
            <summary>
            <para>The <c>simplify</c> value determines to what degree room hulls (bounds) are simplified, by removing similar planes. A value of 0 gives no simplification, 1 gives maximum simplification.</para>
            </summary>
        </member>
        <member name="P:Godot.Room.Points">
            <summary>
            <para>If <c>points</c> are set, the <see cref="T:Godot.Room"/> bounding convex hull will be built from these points. If no points are set, the room bound will either be derived from a manual bound (<see cref="T:Godot.MeshInstance"/> with name prefix <c>Bound_</c>), or from the geometry within the room.</para>
            <para>Note that you can use the <c>Generate Points</c> editor button to get started. This will use either the geometry or manual bound to generate the room hull, and save the resulting points, allowing you to edit them to further refine the bound.</para>
            </summary>
        </member>
        <member name="M:Godot.Room.SetPoint(System.Int32,Godot.Vector3)">
            <summary>
            <para>Sets individual points. Primarily for use by the editor.</para>
            <para>Note: This function will not resize the point array. Set <see cref="P:Godot.Room.Points"/> to set the number of points.</para>
            </summary>
        </member>
        <member name="T:Godot.RoomGroup">
            <summary>
            <para>Although <see cref="T:Godot.Room"/> behavior can be specified individually, sometimes it is faster and more convenient to write functionality for a group of rooms.</para>
            <para><see cref="T:Godot.RoomGroup"/>s should be placed as children of the room list (the parent <see cref="T:Godot.Node"/> of your <see cref="T:Godot.Room"/>s), and <see cref="T:Godot.Room"/>s should be placed in turn as children of a <see cref="T:Godot.RoomGroup"/> in order to assign them to the RoomGroup.</para>
            <para>A <see cref="T:Godot.RoomGroup"/> can for example be used to specify <see cref="T:Godot.Room"/>s that are outside, and switch on or off a directional light, sky, or rain effect as the player enters / exits the area.</para>
            <para><see cref="T:Godot.RoomGroup"/>s receive gameplay callbacks when the <c>gameplay_monitor</c> is switched on, as <c>signal</c>s or <c>notification</c>s as they enter and exit the gameplay area (see <see cref="T:Godot.RoomManager"/> for details).</para>
            </summary>
        </member>
        <member name="P:Godot.RoomGroup.RoomgroupPriority">
            <summary>
            <para>This priority will be applied to <see cref="T:Godot.Room"/>s within the group. The <see cref="T:Godot.Room"/> priority allows the use of internal rooms, rooms within another room or rooms.</para>
            <para>When the <see cref="T:Godot.Camera"/> is within more than one room (regular and internal), the higher priority room will take precedence. So with for example, a house inside a terrain 'room', you would make the house higher priority, so that when the camera is within the house, the house is used as the source room, but outside the house, the terrain room would be used instead.</para>
            </summary>
        </member>
        <member name="T:Godot.RoomManager">
            <summary>
            <para>In order to utilize the portal occlusion culling system, you must build your level using <see cref="T:Godot.Room"/>s and <see cref="T:Godot.Portal"/>s. Before these can be used at runtime, they must undergo a short conversion process to build the <c>room graph</c>, runtime data needed for portal culling. The <c>room graph</c> is controlled by the <see cref="T:Godot.RoomManager"/> node, and the <see cref="T:Godot.RoomManager"/> also contains settings that are common throughout the portal system.</para>
            </summary>
        </member>
        <member name="F:Godot.RoomManager.PVSMode.Disabled">
            <summary>
            <para>Use only <see cref="T:Godot.Portal"/>s at runtime to determine visibility. PVS will not be generated at <see cref="T:Godot.Room"/>s conversion, and gameplay notifications cannot be used.</para>
            </summary>
        </member>
        <member name="F:Godot.RoomManager.PVSMode.Partial">
            <summary>
            <para>Use a combination of PVS and <see cref="T:Godot.Portal"/>s to determine visibility (this is usually fastest and most accurate).</para>
            </summary>
        </member>
        <member name="F:Godot.RoomManager.PVSMode.Full">
            <summary>
            <para>Use only the PVS (potentially visible set) of <see cref="T:Godot.Room"/>s to determine visibility.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.Active">
            <summary>
            <para>Switches the portal culling system on and off.</para>
            <para>It is important to note that when portal culling is active, it is responsible for all the 3d culling. Some editor visual debugging helpers may not be available when active, so switching the active flag is intended to be used to ensure your <see cref="T:Godot.Room"/> / <see cref="T:Godot.Portal"/> layout works within the editor.</para>
            <para>Switching to <c>active</c> will have no effect when the <c>room graph</c> is unloaded (the rooms have not yet been converted).</para>
            <para>Note: For efficiency, the portal system is designed to work with only the core visual object types. In particular, only nodes derived from <see cref="T:Godot.VisualInstance"/> are expected to show when the system is active.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.Roomlist">
            <summary>
            <para>For the <see cref="T:Godot.Room"/> conversion process to succeed, you must point the <see cref="T:Godot.RoomManager"/> to the parent <see cref="T:Godot.Node"/> of your <see cref="T:Godot.Room"/>s and <see cref="T:Godot.RoomGroup"/>s, which we refer to as the <c>roomlist</c> (the roomlist is not a special node type, it is normally just a <see cref="T:Godot.Spatial"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.PvsMode">
            <summary>
            <para>Optionally during conversion the potentially visible set (PVS) of rooms that are potentially visible from each room can be calculated. This can be used either to aid in dynamic portal culling, or to totally replace portal culling.</para>
            <para>In <c>Full</c> PVS Mode, all objects within the potentially visible rooms will be frustum culled, and rendered if they are within the view frustum.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.GameplayMonitor">
            <summary>
            <para>When using a partial or full PVS, the gameplay monitor allows you to receive callbacks when roaming objects or rooms enter or exit the gameplay area. The gameplay area is defined as either the primary, or secondary PVS.</para>
            <para>These callbacks allow you to, for example, reduce processing for objects that are far from the player, or turn on and off AI.</para>
            <para>You can either choose to receive callbacks as notifications through the <c>_notification</c> function, or as signals.</para>
            <para><c>NOTIFICATION_ENTER_GAMEPLAY</c></para>
            <para><c>NOTIFICATION_EXIT_GAMEPLAY</c></para>
            <para>Signals: <c>"gameplay_entered"</c>, <c>"gameplay_exited"</c></para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.UseSecondaryPvs">
            <summary>
            <para>When receiving gameplay callbacks when objects enter and exit gameplay, the gameplay area can be defined by either the primary PVS (potentially visible set) of <see cref="T:Godot.Room"/>s, or the secondary PVS (the primary PVS and their neighbouring <see cref="T:Godot.Room"/>s).</para>
            <para>Sometimes using the larger gameplay area of the secondary PVS may be preferable.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.MergeMeshes">
            <summary>
            <para>If enabled, the system will attempt to merge similar meshes (particularly in terms of materials) within <see cref="T:Godot.Room"/>s during conversion. This can significantly reduce the number of drawcalls and state changes required during rendering, albeit at a cost of reduced culling granularity.</para>
            <para>Note: This operates at runtime during the conversion process, and will only operate on exported or running projects, in order to prevent accidental alteration to the scene and loss of data.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.ShowMargins">
            <summary>
            <para>Shows the <see cref="T:Godot.Portal"/> margins when the portal gizmo is used in the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.DebugSprawl">
            <summary>
            <para>Large objects can 'sprawl' over (be present in) more than one room. It can be useful to visualize which objects are sprawling outside the current room.</para>
            <para>Toggling this setting turns this debug view on and off.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.OverlapWarningThreshold">
            <summary>
            <para>When converting rooms, the editor will warn you if overlap is detected between rooms. Overlap can interfere with determining the room that cameras and objects are within. A small amount can be acceptable, depending on your level. Here you can alter the threshold at which the editor warning appears. There are no other side effects.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.PreviewCamera">
            <summary>
            <para>Portal culling normally operates using the current <see cref="T:Godot.Camera"/> / <see cref="T:Godot.Camera"/>s, however for debugging purposes within the editor, you can use this setting to override this behavior and force it to use a particular camera to get a better idea of what the occlusion culling is doing.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.PortalDepthLimit">
            <summary>
            <para>Portal rendering is recursive - each time a portal is seen through an earlier portal there is some cost. For this reason, and to prevent the possibility of infinite loops, this setting provides a hard limit on the recursion depth.</para>
            <para>Note: This value is unused when using <c>Full</c> PVS mode.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.RoomSimplify">
            <summary>
            <para>During the conversion process, the geometry of objects within <see cref="T:Godot.Room"/>s, or a custom specified manual bound, are used to generate a convex hull bound.</para>
            <para>This convex hull is required in the visibility system, and is used for many purposes. Most importantly, it is used to decide whether the <see cref="T:Godot.Camera"/> (or an object) is within a <see cref="T:Godot.Room"/>. The convex hull generating algorithm is good, but occasionally it can create too many (or too few) planes to give a good representation of the room volume.</para>
            <para>The <c>room_simplify</c> value can be used to gain fine control over this process. It determines how similar planes can be for them to be considered the same (and duplicates removed). The value can be set between 0 (no simplification) and 1 (maximum simplification).</para>
            <para>The value set here is the default for all rooms, but individual rooms can override this value if desired.</para>
            <para>The room convex hulls are shown as a wireframe in the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.DefaultPortalMargin">
            <summary>
            <para>Usually we don't want objects that only just cross a boundary into an adjacent <see cref="T:Godot.Room"/> to sprawl into that room. To prevent this, each <see cref="T:Godot.Portal"/> has an extra margin, or tolerance zone where objects can enter without sprawling to a neighbouring room.</para>
            <para>In most cases you can set this here for all portals. It is possible to override the margin for each portal.</para>
            </summary>
        </member>
        <member name="P:Godot.RoomManager.RoamingExpansionMargin">
            <summary>
            <para>In order to reduce processing for roaming objects, an expansion is applied to their AABB as they move. This expanded volume is used to calculate which rooms the roaming object is within. If the object's exact AABB is still within this expanded volume on the next move, there is no need to reprocess the object, which can save considerable CPU.</para>
            <para>The downside is that if the expansion is too much, the object may end up unexpectedly sprawling into neighbouring rooms and showing up where it might otherwise be culled.</para>
            <para>In order to balance roaming performance against culling accuracy, this expansion margin can be customized by the user. It will typically depend on your room and object sizes, and movement speeds. The default value should work reasonably in most circumstances.</para>
            </summary>
        </member>
        <member name="M:Godot.RoomManager.RoomsConvert">
            <summary>
            <para>This is the most important function in the whole portal culling system. Without it, the system cannot function.</para>
            <para>First it goes through every <see cref="T:Godot.Room"/> that is a child of the <c>room list</c> node (and <see cref="T:Godot.RoomGroup"/>s within) and converts and adds it to the <c>room graph</c>.</para>
            <para>This works for both <see cref="T:Godot.Room"/> nodes, and <see cref="T:Godot.Spatial"/> nodes that follow a special naming convention. They should begin with the prefix 'Room_', followed by the name you wish to give the room, e.g. 'Room_lounge'. This will automatically convert such <see cref="T:Godot.Spatial"/>s to <see cref="T:Godot.Room"/> nodes for you. This is useful if you want to build you entire room system in e.g. Blender, and reimport multiple times as you work on the level.</para>
            <para>The conversion will try to assign <see cref="T:Godot.VisualInstance"/>s that are children and grandchildren of the <see cref="T:Godot.Room"/> to the room. These should be given a suitable <c>portal mode</c> (see the <see cref="T:Godot.CullInstance"/> documentation). The default <c>portal mode</c> is <c>STATIC</c> - objects which are not expected to move while the level is played, which will typically be most objects.</para>
            <para>The conversion will usually use the geometry of these <see cref="T:Godot.VisualInstance"/>s (and the <see cref="T:Godot.Portal"/>s) to calculate a convex hull bound for the room. These bounds will be shown in the editor with a wireframe. Alternatively you can specify a manual custom bound for any room, see the <see cref="T:Godot.Room"/> documentation.</para>
            <para>By definition, <see cref="T:Godot.Camera"/>s within a room can see everything else within the room (that is one advantage to using convex hulls). However, in order to see from one room into adjacent rooms, you must place <see cref="T:Godot.Portal"/>s, which represent openings that the camera can see through, like windows and doors.</para>
            <para><see cref="T:Godot.Portal"/>s are really just specialized <see cref="T:Godot.MeshInstance"/>s. In fact you will usually first create a portal by creating a <see cref="T:Godot.MeshInstance"/>, especially a <c>plane</c> mesh instance. You would move the plane in the editor to cover a window or doorway, with the front face pointing outward from the room. To let the conversion process know you want this mesh to be a portal, again we use a special naming convention. <see cref="T:Godot.MeshInstance"/>s to be converted to a <see cref="T:Godot.Portal"/> should start with the prefix 'Portal_'.</para>
            <para>You now have a choice - you can leave the name as 'Portal_' and allow the system to automatically detect the nearest <see cref="T:Godot.Room"/> to link. In most cases this will work fine.</para>
            <para>An alternative method is to specify the <see cref="T:Godot.Room"/> to link to manually, appending a suffix to the portal name, which should be the name of the room you intend to link to. For example 'Portal_lounge' will attempt to link to the room named 'Room_lounge'.</para>
            <para>There is a special case here - Godot does not allow two nodes to share the same name. What if you want to manually have more than one portal leading into the same room? Surely they will need to both be called, e.g. 'Portal_lounge'?</para>
            <para>The solution is a wildcard character. After the room name, if you use the character '*', this character and anything following it will be ignored. So you can use for example 'Portal_lounge*0', 'Portal_lounge*1' etc.</para>
            <para>Note that <see cref="T:Godot.Portal"/>s that have already been converted to <see cref="T:Godot.Portal"/> nodes (rather than <see cref="T:Godot.MeshInstance"/>s) still need to follow the same naming convention, as they will be relinked each time during conversion.</para>
            <para>It is recommended that you only place objects in rooms that are desired to stay within those rooms - i.e. <c>portal mode</c>s <c>STATIC</c> or <c>DYNAMIC</c> (not crossing portals). <c>GLOBAL</c> and <c>ROAMING</c> objects are best placed in another part of the scene tree, to avoid confusion. See <see cref="T:Godot.CullInstance"/> for a full description of portal modes.</para>
            </summary>
        </member>
        <member name="M:Godot.RoomManager.RoomsClear">
            <summary>
            <para>This function clears all converted data from the room graph. Use this before unloading a level, when transitioning from level to level, or returning to a main menu.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneState">
            <summary>
            <para>Maintains a list of resources, nodes, exported, and overridden properties, and built-in scripts associated with a scene.</para>
            <para>This class cannot be instantiated directly, it is retrieved for a given scene as the result of <see cref="M:Godot.PackedScene.GetState"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneState.GenEditState.Disabled">
            <summary>
            <para>If passed to <see cref="M:Godot.PackedScene.Instance(Godot.PackedScene.GenEditState)"/>, blocks edits to the scene state.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneState.GenEditState.Instance">
            <summary>
            <para>If passed to <see cref="M:Godot.PackedScene.Instance(Godot.PackedScene.GenEditState)"/>, provides inherited scene resources to the local scene.</para>
            <para>Note: Only available in editor builds.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneState.GenEditState.Main">
            <summary>
            <para>If passed to <see cref="M:Godot.PackedScene.Instance(Godot.PackedScene.GenEditState)"/>, provides local scene resources to the local scene. Only the main scene should receive the main edit state.</para>
            <para>Note: Only available in editor builds.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneState.GenEditState.MainInherited">
            <summary>
            <para>If passed to <see cref="M:Godot.PackedScene.Instance(Godot.PackedScene.GenEditState)"/>, it's similar to <see cref="F:Godot.SceneState.GenEditState.Main"/>, but for the case where the scene is being instantiated to be the base of another one.</para>
            <para>Note: Only available in editor builds.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodeCount">
            <summary>
            <para>Returns the number of nodes in the scene.</para>
            <para>The <c>idx</c> argument used to query node data in other <c>get_node_*</c> methods in the interval <c>[0, get_node_count() - 1]</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodeType(System.Int32)">
            <summary>
            <para>Returns the type of the node at <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodeName(System.Int32)">
            <summary>
            <para>Returns the name of the node at <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodePath(System.Int32,System.Boolean)">
            <summary>
            <para>Returns the path to the node at <c>idx</c>.</para>
            <para>If <c>for_parent</c> is <c>true</c>, returns the path of the <c>idx</c> node's parent instead.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodeOwnerPath(System.Int32)">
            <summary>
            <para>Returns the path to the owner of the node at <c>idx</c>, relative to the root node.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.IsNodeInstancePlaceholder(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the node at <c>idx</c> is an <see cref="T:Godot.InstancePlaceholder"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodeInstancePlaceholder(System.Int32)">
            <summary>
            <para>Returns the path to the represented scene file if the node at <c>idx</c> is an <see cref="T:Godot.InstancePlaceholder"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodeInstance(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.PackedScene"/> for the node at <c>idx</c> (i.e. the whole branch starting at this node, with its child nodes and resources), or <c>null</c> if the node is not an instance.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodeGroups(System.Int32)">
            <summary>
            <para>Returns the list of group names associated with the node at <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodeIndex(System.Int32)">
            <summary>
            <para>Returns the node's index, which is its position relative to its siblings. This is only relevant and saved in scenes for cases where new nodes are added to an instanced or inherited scene among siblings from the base scene. Despite the name, this index is not related to the <c>idx</c> argument used here and in other methods.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodePropertyCount(System.Int32)">
            <summary>
            <para>Returns the number of exported or overridden properties for the node at <c>idx</c>.</para>
            <para>The <c>prop_idx</c> argument used to query node property data in other <c>get_node_property_*</c> methods in the interval <c>[0, get_node_property_count() - 1]</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodePropertyName(System.Int32,System.Int32)">
            <summary>
            <para>Returns the name of the property at <c>prop_idx</c> for the node at <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetNodePropertyValue(System.Int32,System.Int32)">
            <summary>
            <para>Returns the value of the property at <c>prop_idx</c> for the node at <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetConnectionCount">
            <summary>
            <para>Returns the number of signal connections in the scene.</para>
            <para>The <c>idx</c> argument used to query connection metadata in other <c>get_connection_*</c> methods in the interval <c>[0, get_connection_count() - 1]</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetConnectionSource(System.Int32)">
            <summary>
            <para>Returns the path to the node that owns the signal at <c>idx</c>, relative to the root node.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetConnectionSignal(System.Int32)">
            <summary>
            <para>Returns the name of the signal at <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetConnectionTarget(System.Int32)">
            <summary>
            <para>Returns the path to the node that owns the method connected to the signal at <c>idx</c>, relative to the root node.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetConnectionMethod(System.Int32)">
            <summary>
            <para>Returns the method connected to the signal at <c>idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetConnectionFlags(System.Int32)">
            <summary>
            <para>Returns the connection flags for the signal at <c>idx</c>. See <see cref="T:Godot.Object.ConnectFlags"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneState.GetConnectionBinds(System.Int32)">
            <summary>
            <para>Returns the list of bound parameters for the signal at <c>idx</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneTree">
            <summary>
            <para>As one of the most important classes, the <see cref="T:Godot.SceneTree"/> manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded.</para>
            <para>You can also use the <see cref="T:Godot.SceneTree"/> to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. an "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once.</para>
            <para><see cref="T:Godot.SceneTree"/> is the default <see cref="T:Godot.MainLoop"/> implementation used by scenes, and is thus in charge of the game loop.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.StretchAspect.Ignore">
            <summary>
            <para>Fill the window with the content stretched to cover excessive space. Content may appear stretched.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.StretchAspect.Keep">
            <summary>
            <para>Retain the same aspect ratio by padding with black bars on either axis. This prevents distortion.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.StretchAspect.KeepWidth">
            <summary>
            <para>Expand vertically. Left/right black bars may appear if the window is too wide.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.StretchAspect.KeepHeight">
            <summary>
            <para>Expand horizontally. Top/bottom black bars may appear if the window is too tall.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.StretchAspect.Expand">
            <summary>
            <para>Expand in both directions, retaining the same aspect ratio. This prevents distortion while avoiding black bars.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.GroupCallFlags.Default">
            <summary>
            <para>Call a group with no flags (default).</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.GroupCallFlags.Reverse">
            <summary>
            <para>Call a group in reverse scene order.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.GroupCallFlags.Realtime">
            <summary>
            <para>Call a group immediately (calls are normally made on idle).</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.GroupCallFlags.Unique">
            <summary>
            <para>Call a group only once even if the call is executed many times.</para>
            <para>Note: Arguments are not taken into account when deciding whether the call is unique or not. Therefore when the same method is called with different arguments, only the first call will be performed.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.StretchMode.Disabled">
            <summary>
            <para>No stretching.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.StretchMode.Mode2d">
            <summary>
            <para>Render stretching in higher resolution (interpolated).</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTree.StretchMode.Viewport">
            <summary>
            <para>Keep the specified display resolution. No interpolation. Content may appear pixelated.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.AutoAcceptQuit">
            <summary>
            <para>If <c>true</c>, the application automatically accepts quitting.</para>
            <para>For mobile platforms, see <see cref="P:Godot.SceneTree.QuitOnGoBack"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.QuitOnGoBack">
            <summary>
            <para>If <c>true</c>, the application quits automatically on going back (e.g. on Android).</para>
            <para>To handle 'Go Back' button when this option is disabled, use <see cref="F:Godot.MainLoop.NotificationWmGoBackRequest"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.DebugCollisionsHint">
            <summary>
            <para>If <c>true</c>, collision shapes will be visible when running the game from the editor for debugging purposes.</para>
            <para>Note: This property is not designed to be changed at run-time. Changing the value of <see cref="P:Godot.SceneTree.DebugCollisionsHint"/> while the project is running will not have the desired effect.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.DebugNavigationHint">
            <summary>
            <para>If <c>true</c>, navigation polygons will be visible when running the game from the editor for debugging purposes.</para>
            <para>Note: This property is not designed to be changed at run-time. Changing the value of <see cref="P:Godot.SceneTree.DebugNavigationHint"/> while the project is running will not have the desired effect.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.Paused">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.SceneTree"/> is paused. Doing so will have the following behavior:</para>
            <para>- 2D and 3D physics will be stopped. This includes signals and collision detection.</para>
            <para>- <see cref="M:Godot.Node._Process(System.Single)"/>, <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> and <see cref="M:Godot.Node._Input(Godot.InputEvent)"/> will not be called anymore in nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.RefuseNewNetworkConnections">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.SceneTree"/>'s <see cref="P:Godot.SceneTree.NetworkPeer"/> refuses new incoming connections.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.UseFontOversampling">
            <summary>
            <para>If <c>true</c>, font oversampling is enabled. This means that <see cref="T:Godot.DynamicFont"/>s will be rendered at higher or lower size than configured based on the viewport's scaling ratio. For example, in a viewport scaled with a factor 1.5, a font configured with size 14 would be rendered with size 21 (<c>14 * 1.5</c>).</para>
            <para>Note: Font oversampling is only used if the viewport stretch mode is <see cref="F:Godot.SceneTree.StretchMode.Viewport"/>, and if the stretch aspect mode is different from <see cref="F:Godot.SceneTree.StretchAspect.Ignore"/>.</para>
            <para>Note: This property is set automatically for the active <see cref="T:Godot.SceneTree"/> when the project starts based on the configuration of <c>rendering/quality/dynamic_fonts/use_oversampling</c> in <see cref="T:Godot.ProjectSettings"/>. The property can however be overridden at runtime as needed.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.EditedSceneRoot">
            <summary>
            <para>The root of the edited scene.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.CurrentScene">
            <summary>
            <para>The current scene.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.NetworkPeer">
            <summary>
            <para>The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the <see cref="T:Godot.SceneTree"/> will become a network server (check with <see cref="M:Godot.SceneTree.IsNetworkServer"/>) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to <see cref="T:Godot.SceneTree"/>'s signals.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.Root">
            <summary>
            <para>The <see cref="T:Godot.SceneTree"/>'s root <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.Multiplayer">
            <summary>
            <para>The default <see cref="T:Godot.MultiplayerAPI"/> instance for this <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.MultiplayerPoll">
            <summary>
            <para>If <c>true</c> (default value), enables automatic polling of the <see cref="T:Godot.MultiplayerAPI"/> for this SceneTree during <c>idle_frame</c>.</para>
            <para>If <c>false</c>, you need to manually call <see cref="M:Godot.MultiplayerAPI.Poll"/> to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual <see cref="T:Godot.Mutex"/> protection when accessing the <see cref="T:Godot.MultiplayerAPI"/> from threads.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTree.PhysicsInterpolation">
            <summary>
            <para>Although physics interpolation would normally be globally turned on and off using <c>ProjectSettings.physics/common/physics_interpolation</c>, this property allows control over interpolation at runtime.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.HasGroup(System.String)">
            <summary>
            <para>Returns <c>true</c> if the given group exists.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.SetInputAsHandled">
            <summary>
            <para>Marks the most recent <see cref="T:Godot.InputEvent"/> as handled.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.IsInputHandled">
            <summary>
            <para>Returns <c>true</c> if the most recent <see cref="T:Godot.InputEvent"/> was marked as handled with <see cref="M:Godot.SceneTree.SetInputAsHandled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.CreateTimer(System.Single,System.Boolean)">
            <summary>
            <para>Returns a <see cref="T:Godot.SceneTreeTimer"/> which will <c>SceneTreeTimer.timeout</c> after the given time in seconds elapsed in this <see cref="T:Godot.SceneTree"/>. If <c>pause_mode_process</c> is set to <c>false</c>, pausing the <see cref="T:Godot.SceneTree"/> will also pause the timer.</para>
            <para>Commonly used to create a one-shot delay timer as in the following example:</para>
            <para><code>
            func some_function():
                print("start")
                yield(get_tree().create_timer(1.0), "timeout")
                print("end")
            </code></para>
            <para>The timer will be automatically freed after its time elapses.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.CreateTween">
            <summary>
            <para>Creates and returns a new <see cref="T:Godot.SceneTreeTween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetProcessedTweens">
            <summary>
            <para>Returns an array of currently existing <see cref="T:Godot.SceneTreeTween"/>s in the <see cref="T:Godot.SceneTree"/> (both running and paused).</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetNodeCount">
            <summary>
            <para>Returns the number of nodes in this <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetFrame">
            <summary>
            <para>Returns the current frame number, i.e. the total frame count since the application started.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.Quit(System.Int32)">
            <summary>
            <para>Quits the application at the end of the current iteration. A process <c>exit_code</c> can optionally be passed as an argument. If this argument is <c>0</c> or greater, it will override the <see cref="P:Godot.OS.ExitCode"/> defined before quitting the application.</para>
            <para>Note: On iOS this method doesn't work. Instead, as recommended by the iOS Human Interface Guidelines, the user is expected to close apps via the Home button.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.SetScreenStretch(Godot.SceneTree.StretchMode,Godot.SceneTree.StretchAspect,Godot.Vector2,System.Single)">
            <summary>
            <para>Configures screen stretching to the given <see cref="T:Godot.SceneTree.StretchMode"/>, <see cref="T:Godot.SceneTree.StretchAspect"/>, minimum size and <c>scale</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.QueueDelete(Godot.Object)">
            <summary>
            <para>Queues the given object for deletion, delaying the call to <see cref="M:Godot.Object.Free"/> to after the current frame.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.CallGroupFlags(System.Int32,System.String,System.String,System.Object[])">
            <summary>
            <para>Calls <c>method</c> on each member of the given group, respecting the given <see cref="T:Godot.SceneTree.GroupCallFlags"/>. You can pass arguments to <c>method</c> by specifying them at the end of the method call.</para>
            <para>Note: <c>method</c> may only have 5 arguments at most (8 arguments passed to this method in total).</para>
            <para>Note: Due to design limitations, <see cref="M:Godot.SceneTree.CallGroupFlags(System.Int32,System.String,System.String,System.Object[])"/> will fail silently if one of the arguments is <c>null</c>.</para>
            <para><code>
            # Call the method immediately and in reverse order.
            get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree.GROUP_CALL_REVERSE, "bases", "destroy")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.NotifyGroupFlags(System.UInt32,System.String,System.Int32)">
            <summary>
            <para>Sends the given notification to all members of the <c>group</c>, respecting the given <see cref="T:Godot.SceneTree.GroupCallFlags"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.SetGroupFlags(System.UInt32,System.String,System.String,System.Object)">
            <summary>
            <para>Sets the given <c>property</c> to <c>value</c> on all members of the given group, respecting the given <see cref="T:Godot.SceneTree.GroupCallFlags"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.CallGroup(System.String,System.String,System.Object[])">
            <summary>
            <para>Calls <c>method</c> on each member of the given group. You can pass arguments to <c>method</c> by specifying them at the end of the method call. This method is equivalent of calling <see cref="M:Godot.SceneTree.CallGroupFlags(System.Int32,System.String,System.String,System.Object[])"/> with <see cref="F:Godot.SceneTree.GroupCallFlags.Default"/> flag.</para>
            <para>Note: <c>method</c> may only have 5 arguments at most (7 arguments passed to this method in total).</para>
            <para>Note: Due to design limitations, <see cref="M:Godot.SceneTree.CallGroup(System.String,System.String,System.Object[])"/> will fail silently if one of the arguments is <c>null</c>.</para>
            <para>Note: <see cref="M:Godot.SceneTree.CallGroup(System.String,System.String,System.Object[])"/> will always call methods with an one-frame delay, in a way similar to <see cref="M:Godot.Object.CallDeferred(System.String,System.Object[])"/>. To call methods immediately, use <see cref="M:Godot.SceneTree.CallGroupFlags(System.Int32,System.String,System.String,System.Object[])"/> with the <see cref="F:Godot.SceneTree.GroupCallFlags.Realtime"/> flag.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.NotifyGroup(System.String,System.Int32)">
            <summary>
            <para>Sends the given notification to all members of the <c>group</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.SetGroup(System.String,System.String,System.Object)">
            <summary>
            <para>Sets the given <c>property</c> to <c>value</c> on all members of the given group.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetNodesInGroup(System.String)">
            <summary>
            <para>Returns a list of all nodes assigned to the given group.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.ChangeScene(System.String)">
            <summary>
            <para>Changes the running scene to the one at the given <c>path</c>, after loading it into a <see cref="T:Godot.PackedScene"/> and creating a new instance.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> on success, <see cref="F:Godot.Error.CantOpen"/> if the <c>path</c> cannot be loaded into a <see cref="T:Godot.PackedScene"/>, or <see cref="F:Godot.Error.CantCreate"/> if that scene cannot be instantiated.</para>
            <para>Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the <see cref="M:Godot.SceneTree.ChangeScene(System.String)"/> call.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.ChangeSceneTo(Godot.PackedScene)">
            <summary>
            <para>Changes the running scene to a new instance of the given <see cref="T:Godot.PackedScene"/>.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> on success or <see cref="F:Godot.Error.CantCreate"/> if the scene cannot be instantiated.</para>
            <para>Note: The scene change is deferred, which means that the new scene node is added on the next idle frame. You won't be able to access it immediately after the <see cref="M:Godot.SceneTree.ChangeSceneTo(Godot.PackedScene)"/> call.</para>
            <para>Note: Passing a value of <c>null</c> into the method will unload the current scene without loading a new one.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.ReloadCurrentScene">
            <summary>
            <para>Reloads the currently active scene.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> on success, <see cref="F:Godot.Error.Unconfigured"/> if no <see cref="P:Godot.SceneTree.CurrentScene"/> was defined yet, <see cref="F:Godot.Error.CantOpen"/> if <see cref="P:Godot.SceneTree.CurrentScene"/> cannot be loaded into a <see cref="T:Godot.PackedScene"/>, or <see cref="F:Godot.Error.CantCreate"/> if the scene cannot be instantiated.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.IsNetworkServer">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.SceneTree"/>'s <see cref="P:Godot.SceneTree.NetworkPeer"/> is in server mode (listening for connections).</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.HasNetworkPeer">
            <summary>
            <para>Returns <c>true</c> if there is a <see cref="P:Godot.SceneTree.NetworkPeer"/> set.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetNetworkConnectedPeers">
            <summary>
            <para>Returns the peer IDs of all connected peers of this <see cref="T:Godot.SceneTree"/>'s <see cref="P:Godot.SceneTree.NetworkPeer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetNetworkUniqueId">
            <summary>
            <para>Returns the unique peer ID of this <see cref="T:Godot.SceneTree"/>'s <see cref="P:Godot.SceneTree.NetworkPeer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTree.GetRpcSenderId">
            <summary>
            <para>Returns the sender's peer ID for the most recently received RPC call.</para>
            </summary>
        </member>
        <member name="T:Godot.SceneTreeTimer">
            <summary>
            <para>A one-shot timer managed by the scene tree, which emits <c>timeout</c> on completion. See also <see cref="M:Godot.SceneTree.CreateTimer(System.Single,System.Boolean)"/>.</para>
            <para>As opposed to <see cref="T:Godot.Timer"/>, it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example:</para>
            <para><code>
            func some_function():
                print("Timer started.")
                yield(get_tree().create_timer(1.0), "timeout")
                print("Timer ended.")
            </code></para>
            <para>The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See <see cref="T:Godot.Reference"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SceneTreeTimer.TimeLeft">
            <summary>
            <para>The time remaining (in seconds).</para>
            </summary>
        </member>
        <member name="T:Godot.SceneTreeTween">
            <summary>
            <para><see cref="T:Godot.SceneTreeTween"/> is a tween managed by the scene tree. As opposed to <see cref="T:Godot.Tween"/>, it does not require the instantiation of a node.</para>
            <para><see cref="T:Godot.SceneTreeTween"/>s are more light-weight than <see cref="T:Godot.AnimationPlayer"/>, so they are very much suited for simple animations or general tasks that don't require visual tweaking provided by the editor. They can be used in a fire-and-forget manner for some logic that normally would be done by code. You can e.g. make something shoot periodically by using a looped <see cref="T:Godot.CallbackTweener"/> with a delay.</para>
            <para>A <see cref="T:Godot.SceneTreeTween"/> can be created by using either <see cref="M:Godot.SceneTree.CreateTween"/> or <see cref="M:Godot.Node.CreateTween"/>. <see cref="T:Godot.SceneTreeTween"/>s created manually (i.e. by using <c>Tween.new()</c>) are invalid. They can't be used for tweening values, but you can do manual interpolation with <see cref="M:Godot.SceneTreeTween.InterpolateValue(System.Object,System.Object,System.Single,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType)"/>.</para>
            <para>A tween animation is created by adding <see cref="T:Godot.Tweener"/>s to the <see cref="T:Godot.SceneTreeTween"/> object, using <see cref="M:Godot.SceneTreeTween.TweenProperty(Godot.Object,Godot.NodePath,System.Object,System.Single)"/>, <see cref="M:Godot.SceneTreeTween.TweenInterval(System.Single)"/>, <see cref="M:Godot.SceneTreeTween.TweenCallback(Godot.Object,System.String,Godot.Collections.Array)"/> or <see cref="M:Godot.SceneTreeTween.TweenMethod(Godot.Object,System.String,System.Object,System.Object,System.Single,Godot.Collections.Array)"/>:</para>
            <para><code>
            var tween = get_tree().create_tween()
            tween.tween_property($Sprite, "modulate", Color.red, 1)
            tween.tween_property($Sprite, "scale", Vector2(), 1)
            tween.tween_callback($Sprite, "queue_free")
            </code></para>
            <para>This sequence will make the <c>$Sprite</c> node turn red, then shrink, before finally calling <see cref="M:Godot.Node.QueueFree"/> to free the sprite. <see cref="T:Godot.Tweener"/>s are executed one after another by default. This behavior can be changed using <see cref="M:Godot.SceneTreeTween.Parallel"/> and <see cref="M:Godot.SceneTreeTween.SetParallel(System.Boolean)"/>.</para>
            <para>When a <see cref="T:Godot.Tweener"/> is created with one of the <c>tween_*</c> methods, a chained method call can be used to tweak the properties of this <see cref="T:Godot.Tweener"/>. For example, if you want to set a different transition type in the above example, you can use <see cref="M:Godot.SceneTreeTween.SetTrans(Godot.Tween.TransitionType)"/>:</para>
            <para><code>
            var tween = get_tree().create_tween()
            tween.tween_property($Sprite, "modulate", Color.red, 1).set_trans(Tween.TRANS_SINE)
            tween.tween_property($Sprite, "scale", Vector2(), 1).set_trans(Tween.TRANS_BOUNCE)
            tween.tween_callback($Sprite, "queue_free")
            </code></para>
            <para>Most of the <see cref="T:Godot.SceneTreeTween"/> methods can be chained this way too. In the following example the <see cref="T:Godot.SceneTreeTween"/> is bound to the running script's node and a default transition is set for its <see cref="T:Godot.Tweener"/>s:</para>
            <para><code>
            var tween = get_tree().create_tween().bind_node(self).set_trans(Tween.TRANS_ELASTIC)
            tween.tween_property($Sprite, "modulate", Color.red, 1)
            tween.tween_property($Sprite, "scale", Vector2(), 1)
            tween.tween_callback($Sprite, "queue_free")
            </code></para>
            <para>Another interesting use for <see cref="T:Godot.SceneTreeTween"/>s is animating arbitrary sets of objects:</para>
            <para><code>
            var tween = create_tween()
            for sprite in get_children():
                tween.tween_property(sprite, "position", Vector2(0, 0), 1)
            </code></para>
            <para>In the example above, all children of a node are moved one after another to position (0, 0).</para>
            <para>You should avoid using more than one <see cref="T:Godot.SceneTreeTween"/> per object's property. If two or more tweens animate one property at the same time, the last one created will take priority and assign the final value. If you want to interrupt and restart an animation, consider assigning the <see cref="T:Godot.SceneTreeTween"/> to a variable:</para>
            <para><code>
            var tween
            func animate():
                if tween:
                    tween.kill() # Abort the previous animation.
                tween = create_tween()
            </code></para>
            <para>Some <see cref="T:Godot.Tweener"/>s use transitions and eases. The first accepts a <see cref="T:Godot.Tween.TransitionType"/> constant, and refers to the way the timing of the animation is handled (see <a href="https://easings.net/">easings.net</a> for some examples). The second accepts an <see cref="T:Godot.Tween.EaseType"/> constant, and controls where the <c>trans_type</c> is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different <see cref="T:Godot.Tween.TransitionType"/> constants with <see cref="F:Godot.Tween.EaseType.InOut"/>, and use the one that looks best.</para>
            <para><a href="https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png">Tween easing and transition types cheatsheet</a></para>
            <para>Note: All <see cref="T:Godot.SceneTreeTween"/>s will automatically start by default. To prevent a <see cref="T:Godot.SceneTreeTween"/> from autostarting, you can call <see cref="M:Godot.SceneTreeTween.Stop"/> immediately after it is created.</para>
            <para>Note: <see cref="T:Godot.SceneTreeTween"/>s are processing after all of nodes in the current frame, i.e. after <see cref="M:Godot.Node._Process(System.Single)"/> or <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> (depending on <see cref="T:Godot.Tween.TweenProcessMode"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTreeTween.TweenPauseMode.Bound">
            <summary>
            <para>If the <see cref="T:Godot.SceneTreeTween"/> has a bound node, it will process when that node can process (see <see cref="P:Godot.Node.PauseMode"/>). Otherwise it's the same as <see cref="F:Godot.SceneTreeTween.TweenPauseMode.Stop"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTreeTween.TweenPauseMode.Stop">
            <summary>
            <para>If <see cref="T:Godot.SceneTree"/> is paused, the <see cref="T:Godot.SceneTreeTween"/> will also pause.</para>
            </summary>
        </member>
        <member name="F:Godot.SceneTreeTween.TweenPauseMode.Process">
            <summary>
            <para>The <see cref="T:Godot.SceneTreeTween"/> will process regardless of whether <see cref="T:Godot.SceneTree"/> is paused.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.TweenProperty(Godot.Object,Godot.NodePath,System.Object,System.Single)">
            <summary>
            <para>Creates and appends a <see cref="T:Godot.PropertyTweener"/>. This method tweens a <c>property</c> of an <c>object</c> between an initial value and <c>final_val</c> in a span of time equal to <c>duration</c>, in seconds. The initial value by default is the property's value at the time the tweening of the <see cref="T:Godot.PropertyTweener"/> starts. For example:</para>
            <para><code>
            var tween = create_tween()
            tween.tween_property($Sprite, "position", Vector2(100, 200), 1)
            tween.tween_property($Sprite, "position", Vector2(200, 300), 1)
            </code></para>
            <para>will move the sprite to position (100, 200) and then to (200, 300). If you use <see cref="M:Godot.PropertyTweener.From(System.Object)"/> or <see cref="M:Godot.PropertyTweener.FromCurrent"/>, the starting position will be overwritten by the given value instead. See other methods in <see cref="T:Godot.PropertyTweener"/> to see how the tweening can be tweaked further.</para>
            <para>Note: You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using <c>"property:component"</c> (eg. <c>position:x</c>), where it would only apply to that particular component.</para>
            <para>Example: moving object twice from the same position, with different transition types.</para>
            <para><code>
            var tween = create_tween()
            tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().set_trans(Tween.TRANS_SINE)
            tween.tween_property($Sprite, "position", Vector2.RIGHT * 300, 1).as_relative().from_current().set_trans(Tween.TRANS_EXPO)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.TweenInterval(System.Single)">
            <summary>
            <para>Creates and appends an <see cref="T:Godot.IntervalTweener"/>. This method can be used to create delays in the tween animation, as an alternative to using the delay in other <see cref="T:Godot.Tweener"/>s, or when there's no animation (in which case the <see cref="T:Godot.SceneTreeTween"/> acts as a timer). <c>time</c> is the length of the interval, in seconds.</para>
            <para>Example: creating an interval in code execution.</para>
            <para><code>
            # ... some code
            yield(create_tween().tween_interval(2), "finished")
            # ... more code
            </code></para>
            <para>Example: creating an object that moves back and forth and jumps every few seconds.</para>
            <para><code>
            var tween = create_tween().set_loops()
            tween.tween_property($Sprite, "position:x", 200.0, 1).as_relative()
            tween.tween_callback(self, "jump")
            tween.tween_interval(2)
            tween.tween_property($Sprite, "position:x", -200.0, 1).as_relative()
            tween.tween_callback(self, "jump")
            tween.tween_interval(2)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.TweenCallback(Godot.Object,System.String,Godot.Collections.Array)">
            <summary>
            <para>Creates and appends a <see cref="T:Godot.CallbackTweener"/>. This method can be used to call an arbitrary method in any object. Use <c>binds</c> to bind additional arguments for the call.</para>
            <para>Example: object that keeps shooting every 1 second.</para>
            <para><code>
            var tween = get_tree().create_tween().set_loops()
            tween.tween_callback(self, "shoot").set_delay(1)
            </code></para>
            <para>Example: turning a sprite red and then blue, with 2 second delay.</para>
            <para><code>
            var tween = get_tree().create_tween()
            tween.tween_callback($Sprite, "set_modulate", [Color.red]).set_delay(2)
            tween.tween_callback($Sprite, "set_modulate", [Color.blue]).set_delay(2)
            </code></para>
            </summary>
            <param name="binds">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.SceneTreeTween.TweenMethod(Godot.Object,System.String,System.Object,System.Object,System.Single,Godot.Collections.Array)">
            <summary>
            <para>Creates and appends a <see cref="T:Godot.MethodTweener"/>. This method is similar to a combination of <see cref="M:Godot.SceneTreeTween.TweenCallback(Godot.Object,System.String,Godot.Collections.Array)"/> and <see cref="M:Godot.SceneTreeTween.TweenProperty(Godot.Object,Godot.NodePath,System.Object,System.Single)"/>. It calls a method over time with a tweened value provided as an argument. The value is tweened between <c>from</c> and <c>to</c> over the time specified by <c>duration</c>, in seconds. Use <c>binds</c> to bind additional arguments for the call. You can use <see cref="M:Godot.MethodTweener.SetEase(Godot.Tween.EaseType)"/> and <see cref="M:Godot.MethodTweener.SetTrans(Godot.Tween.TransitionType)"/> to tweak the easing and transition of the value or <see cref="M:Godot.MethodTweener.SetDelay(System.Single)"/> to delay the tweening.</para>
            <para>Example: making a 3D object look from one point to another point.</para>
            <para><code>
            var tween = create_tween()
            tween.tween_method(self, "look_at", Vector3(-1, 0, -1), Vector3(1, 0, -1), 1, [Vector3.UP]) # The look_at() method takes up vector as second argument.
            </code></para>
            <para>Example: setting a text of a <see cref="T:Godot.Label"/>, using an intermediate method and after a delay.</para>
            <para><code>
            func _ready():
                var tween = create_tween()
                tween.tween_method(self, "set_label_text", 0, 10, 1).set_delay(1)
            
            func set_label_text(value: int):
                $Label.text = "Counting " + str(value)
            </code></para>
            </summary>
            <param name="binds">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.SceneTreeTween.CustomStep(System.Single)">
            <summary>
            <para>Processes the <see cref="T:Godot.SceneTreeTween"/> by the given <c>delta</c> value, in seconds. This is mostly useful for manual control when the <see cref="T:Godot.SceneTreeTween"/> is paused. It can also be used to end the <see cref="T:Godot.SceneTreeTween"/> animation immediately, by setting <c>delta</c> longer than the whole duration of the <see cref="T:Godot.SceneTreeTween"/> animation.</para>
            <para>Returns <c>true</c> if the <see cref="T:Godot.SceneTreeTween"/> still has <see cref="T:Godot.Tweener"/>s that haven't finished.</para>
            <para>Note: The <see cref="T:Godot.SceneTreeTween"/> will become invalid in the next processing frame after its animation finishes. Calling <see cref="M:Godot.SceneTreeTween.Stop"/> after performing <see cref="M:Godot.SceneTreeTween.CustomStep(System.Single)"/> instead keeps and resets the <see cref="T:Godot.SceneTreeTween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.Stop">
            <summary>
            <para>Stops the tweening and resets the <see cref="T:Godot.SceneTreeTween"/> to its initial state. This will not remove any appended <see cref="T:Godot.Tweener"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.Pause">
            <summary>
            <para>Pauses the tweening. The animation can be resumed by using <see cref="M:Godot.SceneTreeTween.Play"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.Play">
            <summary>
            <para>Resumes a paused or stopped <see cref="T:Godot.SceneTreeTween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.Kill">
            <summary>
            <para>Aborts all tweening operations and invalidates the <see cref="T:Godot.SceneTreeTween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.GetTotalElapsedTime">
            <summary>
            <para>Returns the total time in seconds the <see cref="T:Godot.SceneTreeTween"/> has been animating (i.e. the time since it started, not counting pauses etc.). The time is affected by <see cref="M:Godot.SceneTreeTween.SetSpeedScale(System.Single)"/>, and <see cref="M:Godot.SceneTreeTween.Stop"/> will reset it to <c>0</c>.</para>
            <para>Note: As it results from accumulating frame deltas, the time returned after the <see cref="T:Godot.SceneTreeTween"/> has finished animating will be slightly greater than the actual <see cref="T:Godot.SceneTreeTween"/> duration.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.IsRunning">
            <summary>
            <para>Returns whether the <see cref="T:Godot.SceneTreeTween"/> is currently running, i.e. it wasn't paused and it's not finished.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.IsValid">
            <summary>
            <para>Returns whether the <see cref="T:Godot.SceneTreeTween"/> is valid. A valid <see cref="T:Godot.SceneTreeTween"/> is a <see cref="T:Godot.SceneTreeTween"/> contained by the scene tree (i.e. the array from <see cref="M:Godot.SceneTree.GetProcessedTweens"/> will contain this <see cref="T:Godot.SceneTreeTween"/>). A <see cref="T:Godot.SceneTreeTween"/> might become invalid when it has finished tweening, is killed, or when created with <c>SceneTreeTween.new()</c>. Invalid <see cref="T:Godot.SceneTreeTween"/>s can't have <see cref="T:Godot.Tweener"/>s appended. You can however still use <see cref="M:Godot.SceneTreeTween.InterpolateValue(System.Object,System.Object,System.Single,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.BindNode(Godot.Node)">
            <summary>
            <para>Binds this <see cref="T:Godot.SceneTreeTween"/> with the given <c>node</c>. <see cref="T:Godot.SceneTreeTween"/>s are processed directly by the <see cref="T:Godot.SceneTree"/>, so they run independently of the animated nodes. When you bind a <see cref="T:Godot.Node"/> with the <see cref="T:Godot.SceneTreeTween"/>, the <see cref="T:Godot.SceneTreeTween"/> will halt the animation when the object is not inside tree and the <see cref="T:Godot.SceneTreeTween"/> will be automatically killed when the bound object is freed. Also <see cref="F:Godot.SceneTreeTween.TweenPauseMode.Bound"/> will make the pausing behavior dependent on the bound node.</para>
            <para>For a shorter way to create and bind a <see cref="T:Godot.SceneTreeTween"/>, you can use <see cref="M:Godot.Node.CreateTween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.SetProcessMode(Godot.Tween.TweenProcessMode)">
            <summary>
            <para>Determines whether the <see cref="T:Godot.SceneTreeTween"/> should run during idle frame (see <see cref="M:Godot.Node._Process(System.Single)"/>) or physics frame (see <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>.</para>
            <para>Default value is <see cref="F:Godot.Tween.TweenProcessMode.Idle"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.SetPauseMode(Godot.SceneTreeTween.TweenPauseMode)">
            <summary>
            <para>Determines the behavior of the <see cref="T:Godot.SceneTreeTween"/> when the <see cref="T:Godot.SceneTree"/> is paused. Check <see cref="T:Godot.SceneTreeTween.TweenPauseMode"/> for options.</para>
            <para>Default value is <see cref="F:Godot.SceneTreeTween.TweenPauseMode.Bound"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.SetParallel(System.Boolean)">
            <summary>
            <para>If <c>parallel</c> is <c>true</c>, the <see cref="T:Godot.Tweener"/>s appended after this method will by default run simultaneously, as opposed to sequentially.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.SetLoops(System.Int32)">
            <summary>
            <para>Sets the number of times the tweening sequence will be repeated, i.e. <c>set_loops(2)</c> will run the animation twice.</para>
            <para>Calling this method without arguments will make the <see cref="T:Godot.SceneTreeTween"/> run infinitely, until either it is killed with <see cref="M:Godot.SceneTreeTween.Kill"/>, the <see cref="T:Godot.SceneTreeTween"/>'s bound node is freed, or all the animated objects have been freed (which makes further animation impossible).</para>
            <para>Warning: Make sure to always add some duration/delay when using infinite loops. To prevent the game freezing, 0-duration looped animations (e.g. a single <see cref="T:Godot.CallbackTweener"/> with no delay) are stopped after a small number of loops, which may produce unexpected results. If a <see cref="T:Godot.SceneTreeTween"/>'s lifetime depends on some node, always use <see cref="M:Godot.SceneTreeTween.BindNode(Godot.Node)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.SetSpeedScale(System.Single)">
            <summary>
            <para>Scales the speed of tweening. This affects all <see cref="T:Godot.Tweener"/>s and their delays.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.SetTrans(Godot.Tween.TransitionType)">
            <summary>
            <para>Sets the default transition type for <see cref="T:Godot.PropertyTweener"/>s and <see cref="T:Godot.MethodTweener"/>s animated by this <see cref="T:Godot.SceneTreeTween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.SetEase(Godot.Tween.EaseType)">
            <summary>
            <para>Sets the default ease type for <see cref="T:Godot.PropertyTweener"/>s and <see cref="T:Godot.MethodTweener"/>s animated by this <see cref="T:Godot.SceneTreeTween"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.Parallel">
            <summary>
            <para>Makes the next <see cref="T:Godot.Tweener"/> run parallelly to the previous one. Example:</para>
            <para><code>
            var tween = create_tween()
            tween.tween_property(...)
            tween.parallel().tween_property(...)
            tween.parallel().tween_property(...)
            </code></para>
            <para>All <see cref="T:Godot.Tweener"/>s in the example will run at the same time.</para>
            <para>You can make the <see cref="T:Godot.SceneTreeTween"/> parallel by default by using <see cref="M:Godot.SceneTreeTween.SetParallel(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.Chain">
            <summary>
            <para>Used to chain two <see cref="T:Godot.Tweener"/>s after <see cref="M:Godot.SceneTreeTween.SetParallel(System.Boolean)"/> is called with <c>true</c>.</para>
            <para><code>
            var tween = create_tween().set_parallel(true)
            tween.tween_property(...)
            tween.tween_property(...) # Will run parallelly with above.
            tween.chain().tween_property(...) # Will run after two above are finished.
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.SceneTreeTween.InterpolateValue(System.Object,System.Object,System.Single,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType)">
            <summary>
            <para>This method can be used for manual interpolation of a value, when you don't want <see cref="T:Godot.SceneTreeTween"/> to do animating for you. It's similar to <c>@GDScript.lerp</c>, but with support for custom transition and easing.</para>
            <para><c>initial_value</c> is the starting value of the interpolation.</para>
            <para><c>delta_value</c> is the change of the value in the interpolation, i.e. it's equal to <c>final_value - initial_value</c>.</para>
            <para><c>elapsed_time</c> is the time in seconds that passed after the interpolation started and it's used to control the position of the interpolation. E.g. when it's equal to half of the <c>duration</c>, the interpolated value will be halfway between initial and final values. This value can also be greater than <c>duration</c> or lower than 0, which will extrapolate the value.</para>
            <para><c>duration</c> is the total time of the interpolation.</para>
            <para>Note: If <c>duration</c> is equal to <c>0</c>, the method will always return the final value, regardless of <c>elapsed_time</c> provided.</para>
            </summary>
        </member>
        <member name="T:Godot.Script">
            <summary>
            <para>A class stored as a resource. A script extends the functionality of all objects that instance it.</para>
            <para>The <c>new</c> method of a script subclass creates a new instance. <see cref="M:Godot.Object.SetScript(Godot.Reference)"/> extends an existing object, if that object's class matches one of the script's base classes.</para>
            </summary>
        </member>
        <member name="P:Godot.Script.SourceCode">
            <summary>
            <para>The script source code or an empty string if source code is not available. When set, does not reload the class implementation automatically.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.CanInstance">
            <summary>
            <para>Returns <c>true</c> if the script can be instanced.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.InstanceHas(Godot.Object)">
            <summary>
            <para>Returns <c>true</c> if <c>base_object</c> is an instance of this script.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.HasSourceCode">
            <summary>
            <para>Returns <c>true</c> if the script contains non-empty source code.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.Reload(System.Boolean)">
            <summary>
            <para>Reloads the script's class implementation. Returns an error code.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.GetBaseScript">
            <summary>
            <para>Returns the script directly inherited by this script.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.GetInstanceBaseType">
            <summary>
            <para>Returns the script's base type.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.HasScriptSignal(System.String)">
            <summary>
            <para>Returns <c>true</c> if the script, or a base class, defines a signal with the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.GetScriptPropertyList">
            <summary>
            <para>Returns the list of properties in this <see cref="T:Godot.Script"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.GetScriptMethodList">
            <summary>
            <para>Returns the list of methods in this <see cref="T:Godot.Script"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.GetScriptSignalList">
            <summary>
            <para>Returns the list of user signals defined in this <see cref="T:Godot.Script"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.GetScriptConstantMap">
            <summary>
            <para>Returns a dictionary containing constant names and their values.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.GetPropertyDefaultValue(System.String)">
            <summary>
            <para>Returns the default value of the specified property.</para>
            </summary>
        </member>
        <member name="M:Godot.Script.IsTool">
            <summary>
            <para>Returns <c>true</c> if the script is a tool script. A tool script can run in the editor.</para>
            </summary>
        </member>
        <member name="T:Godot.ScrollBar">
            <summary>
            <para>Scrollbars are a <see cref="T:Godot.Range"/>-based <see cref="T:Godot.Control"/>, that display a draggable area (the size of the page). Horizontal (<see cref="T:Godot.HScrollBar"/>) and Vertical (<see cref="T:Godot.VScrollBar"/>) versions are available.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollBar.CustomStep">
            <summary>
            <para>Overrides the step used when clicking increment and decrement buttons or when using arrow keys when the <see cref="T:Godot.ScrollBar"/> is focused.</para>
            </summary>
        </member>
        <member name="T:Godot.ScrollContainer">
            <summary>
            <para>A ScrollContainer node meant to contain a <see cref="T:Godot.Control"/> child. ScrollContainers will automatically create a scrollbar child (<see cref="T:Godot.HScrollBar"/>, <see cref="T:Godot.VScrollBar"/>, or both) when needed and will only draw the Control within the ScrollContainer area. Scrollbars will automatically be drawn at the right (for vertical) or bottom (for horizontal) and will enable dragging to move the viewable Control (and its children) within the ScrollContainer. Scrollbars will also automatically resize the grabber based on the <see cref="P:Godot.Control.RectMinSize"/> of the Control relative to the ScrollContainer. Works great with a <see cref="T:Godot.Panel"/> control. You can set <c>EXPAND</c> on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.FollowFocus">
            <summary>
            <para>If <c>true</c>, the ScrollContainer will automatically scroll to focused children (including indirect children) to make sure they are fully visible.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.ScrollHorizontalEnabled">
            <summary>
            <para>If <c>true</c>, enables horizontal scrolling.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.ScrollHorizontal">
            <summary>
            <para>The current horizontal scroll value.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.ScrollVerticalEnabled">
            <summary>
            <para>If <c>true</c>, enables vertical scrolling.</para>
            </summary>
        </member>
        <member name="P:Godot.ScrollContainer.ScrollVertical">
            <summary>
            <para>The current vertical scroll value.</para>
            </summary>
        </member>
        <member name="M:Godot.ScrollContainer.GetHScrollbar">
            <summary>
            <para>Returns the horizontal scrollbar <see cref="T:Godot.HScrollBar"/> of this <see cref="T:Godot.ScrollContainer"/>.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to disable the horizontal scrollbar, use <see cref="P:Godot.ScrollContainer.ScrollHorizontalEnabled"/>. If you want to only hide it instead, use its <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.ScrollContainer.GetVScrollbar">
            <summary>
            <para>Returns the vertical scrollbar <see cref="T:Godot.VScrollBar"/> of this <see cref="T:Godot.ScrollContainer"/>.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to disable the vertical scrollbar, use <see cref="P:Godot.ScrollContainer.ScrollVerticalEnabled"/>. If you want to only hide it instead, use its <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.ScrollContainer.EnsureControlVisible(Godot.Control)">
            <summary>
            <para>Ensures the given <c>control</c> is visible (must be a direct or indirect child of the ScrollContainer). Used by <see cref="P:Godot.ScrollContainer.FollowFocus"/>.</para>
            <para>Note: This will not work on a node that was just added during the same frame. If you want to scroll to a newly added child, you must wait until the next frame using <c>SceneTree.idle_frame</c>:</para>
            <para><code>
            add_child(child_node)
            yield(get_tree(), "idle_frame")
            ensure_control_visible(child_node)
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.SegmentShape2D">
            <summary>
            <para>Segment shape for 2D collisions. Consists of two points, <c>a</c> and <c>b</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SegmentShape2D.A">
            <summary>
            <para>The segment's first point position.</para>
            </summary>
        </member>
        <member name="P:Godot.SegmentShape2D.B">
            <summary>
            <para>The segment's second point position.</para>
            </summary>
        </member>
        <member name="T:Godot.Separator">
            <summary>
            <para>Separator is a <see cref="T:Godot.Control"/> used for separating other controls. It's purely a visual decoration. Horizontal (<see cref="T:Godot.HSeparator"/>) and Vertical (<see cref="T:Godot.VSeparator"/>) versions are available.</para>
            </summary>
        </member>
        <member name="T:Godot.Shader">
            <summary>
            <para>This class allows you to define a custom shader program that can be used by a <see cref="T:Godot.ShaderMaterial"/>. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.</para>
            </summary>
        </member>
        <member name="F:Godot.Shader.Mode.Spatial">
            <summary>
            <para>Mode used to draw all 3D objects.</para>
            </summary>
        </member>
        <member name="F:Godot.Shader.Mode.CanvasItem">
            <summary>
            <para>Mode used to draw all 2D objects.</para>
            </summary>
        </member>
        <member name="F:Godot.Shader.Mode.Particles">
            <summary>
            <para>Mode used to calculate particle information on a per-particle basis. Not used for drawing.</para>
            </summary>
        </member>
        <member name="P:Godot.Shader.Code">
            <summary>
            <para>Returns the shader's code as the user has written it, not the full generated code used internally.</para>
            </summary>
        </member>
        <member name="P:Godot.Shader.CustomDefines">
            <summary>
            <para>Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.</para>
            <para>Note: Custom defines are not validated by the Godot shader parser, so care should be taken when using them.</para>
            </summary>
        </member>
        <member name="M:Godot.Shader.GetMode">
            <summary>
            <para>Returns the shader mode for the shader, either <see cref="F:Godot.Shader.Mode.CanvasItem"/>, <see cref="F:Godot.Shader.Mode.Spatial"/> or <see cref="F:Godot.Shader.Mode.Particles"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Shader.SetDefaultTextureParam(System.String,Godot.Texture)">
            <summary>
            <para>Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the <see cref="T:Godot.ShaderMaterial"/>.</para>
            <para>Note: <c>param</c> must match the name of the uniform in the code exactly.</para>
            </summary>
        </member>
        <member name="M:Godot.Shader.GetDefaultTextureParam(System.String)">
            <summary>
            <para>Returns the texture that is set as default for the specified parameter.</para>
            <para>Note: <c>param</c> must match the name of the uniform in the code exactly.</para>
            </summary>
        </member>
        <member name="M:Godot.Shader.HasParam(System.String)">
            <summary>
            <para>Returns <c>true</c> if the shader has this param defined as a uniform in its code.</para>
            <para>Note: <c>param</c> must match the name of the uniform in the code exactly.</para>
            </summary>
        </member>
        <member name="T:Godot.ShaderMaterial">
            <summary>
            <para>A material that uses a custom <see cref="T:Godot.Shader"/> program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader.</para>
            <para>Note: Due to a renderer limitation, emissive <see cref="T:Godot.ShaderMaterial"/>s cannot emit light when used in a <see cref="T:Godot.GIProbe"/>. Only emissive <see cref="T:Godot.SpatialMaterial"/>s can emit light in a <see cref="T:Godot.GIProbe"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ShaderMaterial.Shader">
            <summary>
            <para>The <see cref="T:Godot.Shader"/> program used to render this material.</para>
            </summary>
        </member>
        <member name="M:Godot.ShaderMaterial.SetShaderParam(System.String,System.Object)">
            <summary>
            <para>Changes the value set for this material of a uniform in the shader.</para>
            <para>Note: <c>param</c> must match the name of the uniform in the code exactly.</para>
            </summary>
        </member>
        <member name="M:Godot.ShaderMaterial.GetShaderParam(System.String)">
            <summary>
            <para>Returns the current value set for this material of a uniform in the shader.</para>
            </summary>
        </member>
        <member name="M:Godot.ShaderMaterial.PropertyCanRevert(System.String)">
            <summary>
            <para>Returns <c>true</c> if the property identified by <c>name</c> can be reverted to a default value.</para>
            </summary>
        </member>
        <member name="M:Godot.ShaderMaterial.PropertyGetRevert(System.String)">
            <summary>
            <para>Returns the default value of the material property with given <c>name</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Shape">
            <summary>
            <para>Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a <see cref="T:Godot.PhysicsBody"/> or <see cref="T:Godot.Area"/> objects.</para>
            </summary>
        </member>
        <member name="P:Godot.Shape.Margin">
            <summary>
            <para>The collision margin for the shape. Used in Bullet Physics only.</para>
            <para>Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.</para>
            </summary>
        </member>
        <member name="M:Godot.Shape.GetDebugMesh">
            <summary>
            <para>Returns the <see cref="T:Godot.ArrayMesh"/> used to draw the debug collision for this <see cref="T:Godot.Shape"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Shape2D">
            <summary>
            <para>Base class for all 2D shapes. All 2D shape types inherit from this.</para>
            </summary>
        </member>
        <member name="P:Godot.Shape2D.CustomSolverBias">
            <summary>
            <para>The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.</para>
            <para>When set to <c>0.0</c>, the default value of <c>0.3</c> is used.</para>
            </summary>
        </member>
        <member name="M:Godot.Shape2D.Collide(Godot.Transform2D,Godot.Shape2D,Godot.Transform2D)">
            <summary>
            <para>Returns <c>true</c> if this shape is colliding with another.</para>
            <para>This method needs the transformation matrix for this shape (<c>local_xform</c>), the shape to check collisions with (<c>with_shape</c>), and the transformation matrix of that shape (<c>shape_xform</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Shape2D.CollideWithMotion(Godot.Transform2D,Godot.Vector2,Godot.Shape2D,Godot.Transform2D,Godot.Vector2)">
            <summary>
            <para>Returns whether this shape would collide with another, if a given movement was applied.</para>
            <para>This method needs the transformation matrix for this shape (<c>local_xform</c>), the movement to test on this shape (<c>local_motion</c>), the shape to check collisions with (<c>with_shape</c>), the transformation matrix of that shape (<c>shape_xform</c>), and the movement to test onto the other object (<c>shape_motion</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Shape2D.CollideAndGetContacts(Godot.Transform2D,Godot.Shape2D,Godot.Transform2D)">
            <summary>
            <para>Returns a list of contact point pairs where this shape touches another.</para>
            <para>If there are no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of <c>with_shape</c>.</para>
            <para>A collision pair A, B can be used to calculate the collision normal with <c>(B - A).normalized()</c>, and the collision depth with <c>(B - A).length()</c>. This information is typically used to separate shapes, particularly in collision solvers.</para>
            <para>This method needs the transformation matrix for this shape (<c>local_xform</c>), the shape to check collisions with (<c>with_shape</c>), and the transformation matrix of that shape (<c>shape_xform</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Shape2D.CollideWithMotionAndGetContacts(Godot.Transform2D,Godot.Vector2,Godot.Shape2D,Godot.Transform2D,Godot.Vector2)">
            <summary>
            <para>Returns a list of contact point pairs where this shape would touch another, if a given movement was applied.</para>
            <para>If there would be no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of <c>with_shape</c>.</para>
            <para>A collision pair A, B can be used to calculate the collision normal with <c>(B - A).normalized()</c>, and the collision depth with <c>(B - A).length()</c>. This information is typically used to separate shapes, particularly in collision solvers.</para>
            <para>This method needs the transformation matrix for this shape (<c>local_xform</c>), the movement to test on this shape (<c>local_motion</c>), the shape to check collisions with (<c>with_shape</c>), the transformation matrix of that shape (<c>shape_xform</c>), and the movement to test onto the other object (<c>shape_motion</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Shape2D.Draw(Godot.RID,Godot.Color)">
            <summary>
            <para>Draws a solid shape onto a <see cref="T:Godot.CanvasItem"/> with the <see cref="T:Godot.VisualServer"/> API filled with the specified <c>color</c>. The exact drawing method is specific for each shape and cannot be configured.</para>
            </summary>
        </member>
        <member name="T:Godot.ShapeCast">
            <summary>
            <para>Shape casting allows to detect collision objects by sweeping the <see cref="P:Godot.ShapeCast.Shape"/> along the cast direction determined by <see cref="P:Godot.ShapeCast.TargetPosition"/> (useful for things like beam weapons).</para>
            <para>Immediate collision overlaps can be done with the <see cref="P:Godot.ShapeCast.TargetPosition"/> set to <c>Vector3(0, 0, 0)</c> and by calling <see cref="M:Godot.ShapeCast.ForceShapecastUpdate"/> within the same physics_frame. This also helps to overcome some limitations of <see cref="T:Godot.Area"/> when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to <see cref="T:Godot.Area"/> nodes, and when using the signals creates unnecessary complexity.</para>
            <para>The node can detect multiple collision objects, but it's usually used to detect the first collision.</para>
            <para>Note: Shape casting is more computationally expensive compared to ray casting.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.Enabled">
            <summary>
            <para>If <c>true</c>, collisions will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.Shape">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> to be used for collision queries.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.ExcludeParent">
            <summary>
            <para>If <c>true</c>, the parent node will be excluded from collision detection.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.TargetPosition">
            <summary>
            <para>The shape's destination point, relative to this node's <c>position</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.Margin">
            <summary>
            <para>The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.MaxResults">
            <summary>
            <para>The number of intersections can be limited with this parameter, to reduce the processing time.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.CollisionMask">
            <summary>
            <para>The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.CollisionResult">
            <summary>
            <para>Returns the complete collision information from the collision sweep. The data returned is the same as in the <see cref="M:Godot.PhysicsDirectSpaceState.GetRestInfo(Godot.PhysicsShapeQueryParameters)"/> method.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.Area"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.PhysicsBody"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast.DebugShapeCustomColor">
            <summary>
            <para>The custom color to use to draw the shape in the editor and at run-time if Visible Collision Shapes is enabled in the Debug menu. This color will be highlighted at run-time if the <see cref="T:Godot.ShapeCast"/> is colliding with something.</para>
            <para>If set to <c>Color(0.0, 0.0, 0.0)</c> (by default), the color set in <c>ProjectSettings.debug/shapes/collision/shape_color</c> is used.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.ResourceChanged(Godot.Resource)">
            <summary>
            <para>This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the <see cref="P:Godot.ShapeCast.Shape"/> resource is modified.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.IsColliding">
            <summary>
            <para>Returns whether any object is intersecting with the shape's vector (considering the vector length).</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetCollisionCount">
            <summary>
            <para>The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by <see cref="M:Godot.ShapeCast.GetCollider(System.Int32)"/>, <see cref="M:Godot.ShapeCast.GetColliderShape(System.Int32)"/>, <see cref="M:Godot.ShapeCast.GetCollisionPoint(System.Int32)"/>, and <see cref="M:Godot.ShapeCast.GetCollisionNormal(System.Int32)"/> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.ForceShapecastUpdate">
            <summary>
            <para>Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next <c>_physics_process</c> call, for example if the shape or its parent has changed state.</para>
            <para>Note: <c>enabled</c> is not required for this to work.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetCollider(System.Int32)">
            <summary>
            <para>Returns the collided <see cref="T:Godot.Object"/> of one of the multiple collisions at <c>index</c>, or <c>null</c> if no object is intersecting the shape (i.e. <see cref="M:Godot.ShapeCast.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetColliderRid(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the collided object of one of the multiple collisions at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetColliderShape(System.Int32)">
            <summary>
            <para>Returns the shape ID of the colliding shape of one of the multiple collisions at <c>index</c>, or <c>0</c> if no object is intersecting the shape (i.e. <see cref="M:Godot.ShapeCast.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetCollisionPoint(System.Int32)">
            <summary>
            <para>Returns the collision point of one of the multiple collisions at <c>index</c> where the shape intersects the colliding object.</para>
            <para>Note: this point is in the global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetCollisionNormal(System.Int32)">
            <summary>
            <para>Returns the normal of one of the multiple collisions at <c>index</c> of the intersecting object.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetClosestCollisionSafeFraction">
            <summary>
            <para>The fraction from the <see cref="T:Godot.ShapeCast"/>'s origin to its <see cref="P:Godot.ShapeCast.TargetPosition"/> (between 0 and 1) of how far the shape can move without triggering a collision.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetClosestCollisionUnsafeFraction">
            <summary>
            <para>The fraction from the <see cref="T:Godot.ShapeCast"/>'s origin to its <see cref="P:Godot.ShapeCast.TargetPosition"/> (between 0 and 1) of how far the shape must move to trigger a collision.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.AddExceptionRid(Godot.RID)">
            <summary>
            <para>Adds a collision exception so the shape does not report collisions with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.AddException(Godot.Object)">
            <summary>
            <para>Adds a collision exception so the shape does not report collisions with the specified <see cref="T:Godot.CollisionObject"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.RemoveExceptionRid(Godot.RID)">
            <summary>
            <para>Removes a collision exception so the shape does report collisions with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.RemoveException(Godot.Object)">
            <summary>
            <para>Removes a collision exception so the shape does report collisions with the specified <see cref="T:Godot.CollisionObject"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.ClearExceptions">
            <summary>
            <para>Removes all collision exceptions for this <see cref="T:Godot.ShapeCast"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.ShapeCast.CollisionMask"/>, given a <c>layer_number</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.ShapeCast.CollisionMask"/> is enabled, given a <c>layer_number</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.ShapeCast2D">
            <summary>
            <para>Shape casting allows to detect collision objects by sweeping the <see cref="P:Godot.ShapeCast2D.Shape"/> along the cast direction determined by <see cref="P:Godot.ShapeCast2D.TargetPosition"/> (useful for things like beam weapons).</para>
            <para>Immediate collision overlaps can be done with the <see cref="P:Godot.ShapeCast2D.TargetPosition"/> set to <c>Vector2(0, 0)</c> and by calling <see cref="M:Godot.ShapeCast2D.ForceShapecastUpdate"/> within the same physics_frame. This also helps to overcome some limitations of <see cref="T:Godot.Area2D"/> when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to <see cref="T:Godot.Area2D"/> nodes, and when using the signals creates unnecessary complexity.</para>
            <para>The node can detect multiple collision objects, but it's usually used to detect the first collision.</para>
            <para>Note: Shape casting is more computationally expensive compared to ray casting.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.Enabled">
            <summary>
            <para>If <c>true</c>, collisions will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.Shape">
            <summary>
            <para>The <see cref="T:Godot.Shape2D"/>-derived shape to be used for collision queries.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.ExcludeParent">
            <summary>
            <para>If <c>true</c>, the parent node will be excluded from collision detection.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.TargetPosition">
            <summary>
            <para>The shape's destination point, relative to this node's <c>position</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.Margin">
            <summary>
            <para>The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.MaxResults">
            <summary>
            <para>The number of intersections can be limited with this parameter, to reduce the processing time.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.CollisionMask">
            <summary>
            <para>The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.CollisionResult">
            <summary>
            <para>Returns the complete collision information from the collision sweep. The data returned is the same as in the <see cref="M:Godot.Physics2DDirectSpaceState.GetRestInfo(Godot.Physics2DShapeQueryParameters)"/> method.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.CollideWithAreas">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.Area2D"/>s will be reported.</para>
            </summary>
        </member>
        <member name="P:Godot.ShapeCast2D.CollideWithBodies">
            <summary>
            <para>If <c>true</c>, collision with <see cref="T:Godot.PhysicsBody2D"/>s will be reported.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.IsColliding">
            <summary>
            <para>Returns whether any object is intersecting with the shape's vector (considering the vector length).</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetCollisionCount">
            <summary>
            <para>The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by <see cref="M:Godot.ShapeCast2D.GetCollider(System.Int32)"/>, <see cref="M:Godot.ShapeCast2D.GetColliderShape(System.Int32)"/>, <see cref="M:Godot.ShapeCast2D.GetCollisionPoint(System.Int32)"/>, and <see cref="M:Godot.ShapeCast2D.GetCollisionNormal(System.Int32)"/> methods.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.ForceShapecastUpdate">
            <summary>
            <para>Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next <c>_physics_process</c> call, for example if the shape or its parent has changed state.</para>
            <para>Note: <c>enabled</c> is not required for this to work.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetCollider(System.Int32)">
            <summary>
            <para>Returns the collided <see cref="T:Godot.Object"/> of one of the multiple collisions at <c>index</c>, or <c>null</c> if no object is intersecting the shape (i.e. <see cref="M:Godot.ShapeCast2D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetColliderRid(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of the collided object of one of the multiple collisions at <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetColliderShape(System.Int32)">
            <summary>
            <para>Returns the shape ID of the colliding shape of one of the multiple collisions at <c>index</c>, or <c>0</c> if no object is intersecting the shape (i.e. <see cref="M:Godot.ShapeCast2D.IsColliding"/> returns <c>false</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetCollisionPoint(System.Int32)">
            <summary>
            <para>Returns the collision point of one of the multiple collisions at <c>index</c> where the shape intersects the colliding object.</para>
            <para>Note: this point is in the global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetCollisionNormal(System.Int32)">
            <summary>
            <para>Returns the normal of one of the multiple collisions at <c>index</c> of the intersecting object.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetClosestCollisionSafeFraction">
            <summary>
            <para>The fraction from the <see cref="T:Godot.ShapeCast2D"/>'s origin to its <see cref="P:Godot.ShapeCast2D.TargetPosition"/> (between 0 and 1) of how far the shape can move without triggering a collision.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetClosestCollisionUnsafeFraction">
            <summary>
            <para>The fraction from the <see cref="T:Godot.ShapeCast2D"/>'s origin to its <see cref="P:Godot.ShapeCast2D.TargetPosition"/> (between 0 and 1) of how far the shape must move to trigger a collision.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.AddExceptionRid(Godot.RID)">
            <summary>
            <para>Adds a collision exception so the shape does not report collisions with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.AddException(Godot.Object)">
            <summary>
            <para>Adds a collision exception so the shape does not report collisions with the specified <see cref="T:Godot.CollisionObject2D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.RemoveExceptionRid(Godot.RID)">
            <summary>
            <para>Removes a collision exception so the shape does report collisions with the specified <see cref="T:Godot.RID"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.RemoveException(Godot.Object)">
            <summary>
            <para>Removes a collision exception so the shape does report collisions with the specified <see cref="T:Godot.CollisionObject2D"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.ClearExceptions">
            <summary>
            <para>Removes all collision exceptions for this shape.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.SetCollisionMaskValue(System.Int32,System.Boolean)">
            <summary>
            <para>Based on <c>value</c>, enables or disables the specified layer in the <see cref="P:Godot.ShapeCast2D.CollisionMask"/>, given a <c>layer_number</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="M:Godot.ShapeCast2D.GetCollisionMaskValue(System.Int32)">
            <summary>
            <para>Returns whether or not the specified layer of the <see cref="P:Godot.ShapeCast2D.CollisionMask"/> is enabled, given a <c>layer_number</c> between 1 and 32.</para>
            </summary>
        </member>
        <member name="T:Godot.ShortCut">
            <summary>
            <para>A shortcut for binding input.</para>
            <para>Shortcuts are commonly used for interacting with a <see cref="T:Godot.Control"/> element from a <see cref="T:Godot.InputEvent"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.ShortCut.Shortcut">
            <summary>
            <para>The shortcut's <see cref="T:Godot.InputEvent"/>.</para>
            <para>Generally the <see cref="T:Godot.InputEvent"/> is a keyboard key, though it can be any <see cref="T:Godot.InputEvent"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShortCut.IsValid">
            <summary>
            <para>If <c>true</c>, this shortcut is valid.</para>
            </summary>
        </member>
        <member name="M:Godot.ShortCut.IsShortcut(Godot.InputEvent)">
            <summary>
            <para>Returns <c>true</c> if the shortcut's <see cref="T:Godot.InputEvent"/> equals <c>event</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ShortCut.GetAsText">
            <summary>
            <para>Returns the shortcut's <see cref="T:Godot.InputEvent"/> as a <see cref="T:System.String"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Skeleton">
            <summary>
            <para>Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see <see cref="T:Godot.Animation"/>). It can also use ragdoll physics.</para>
            <para>The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.</para>
            <para>Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.AddBone(System.String)">
            <summary>
            <para>Adds a bone, with name <c>name</c>. <see cref="M:Godot.Skeleton.GetBoneCount"/> will become the bone index.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.FindBone(System.String)">
            <summary>
            <para>Returns the bone index that matches <c>name</c> as its name.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBoneName(System.Int32)">
            <summary>
            <para>Returns the name of the bone at index <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBoneParent(System.Int32)">
            <summary>
            <para>Returns the bone index which is the parent of the bone at <c>bone_idx</c>. If -1, then bone has no parent.</para>
            <para>Note: The parent bone returned will always be less than <c>bone_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.SetBoneParent(System.Int32,System.Int32)">
            <summary>
            <para>Sets the bone index <c>parent_idx</c> as the parent of the bone at <c>bone_idx</c>. If -1, then bone has no parent.</para>
            <para>Note: <c>parent_idx</c> must be less than <c>bone_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBoneCount">
            <summary>
            <para>Returns the amount of bones in the skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBoneRest(System.Int32)">
            <summary>
            <para>Returns the rest transform for a bone <c>bone_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.SetBoneRest(System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the rest transform for bone <c>bone_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.BindChildNodeToBone(System.Int32,Godot.Node)">
            <summary>
            <para>Deprecated soon.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.UnbindChildNodeFromBone(System.Int32,Godot.Node)">
            <summary>
            <para>Deprecated soon.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBoundChildNodesToBone(System.Int32)">
            <summary>
            <para>Deprecated soon.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.ClearBones">
            <summary>
            <para>Clear all the bones in this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBonePose(System.Int32)">
            <summary>
            <para>Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.SetBonePose(System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the pose transform for bone <c>bone_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBoneGlobalPose(System.Int32)">
            <summary>
            <para>Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBoneGlobalPoseNoOverride(System.Int32)">
            <summary>
            <para>Returns the overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.GetBoneCustomPose(System.Int32)">
            <summary>
            <para>Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton.PhysicalBonesStartSimulation(Godot.Collections.Array)">
            <param name="bones">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="T:Godot.Skeleton2D">
            <summary>
            <para>Skeleton2D parents a hierarchy of <see cref="T:Godot.Bone2D"/> objects. It is a requirement of <see cref="T:Godot.Bone2D"/>. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton2D.GetBoneCount">
            <summary>
            <para>Returns the number of <see cref="T:Godot.Bone2D"/> nodes in the node hierarchy parented by Skeleton2D.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton2D.GetBone(System.Int32)">
            <summary>
            <para>Returns a <see cref="T:Godot.Bone2D"/> from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter <c>idx</c>. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.</para>
            </summary>
        </member>
        <member name="M:Godot.Skeleton2D.GetSkeleton">
            <summary>
            <para>Returns the <see cref="T:Godot.RID"/> of a Skeleton2D instance.</para>
            </summary>
        </member>
        <member name="T:Godot.SkeletonIK">
            <summary>
            <para>SkeletonIK is used to place the end bone of a <see cref="T:Godot.Skeleton"/> bone chain at a certain point in 3D by rotating all bones in the chain accordingly. A typical scenario for IK in games is to place a characters feet on the ground or a characters hands on a currently hold object. SkeletonIK uses FabrikInverseKinematic internally to solve the bone chain and applies the results to the <see cref="T:Godot.Skeleton"/> <c>bones_global_pose_override</c> property for all affected bones in the chain. If fully applied this overwrites any bone transform from <see cref="T:Godot.Animation"/>s or bone custom poses set by users. The applied amount can be controlled with the <c>interpolation</c> property.</para>
            <para><code>
            # Apply IK effect automatically on every new frame (not the current)
            skeleton_ik_node.start()
            
            # Apply IK effect only on the current frame
            skeleton_ik_node.start(true)
            
            # Stop IK effect and reset bones_global_pose_override on Skeleton
            skeleton_ik_node.stop()
            
            # Apply full IK effect
            skeleton_ik_node.set_interpolation(1.0)
            
            # Apply half IK effect
            skeleton_ik_node.set_interpolation(0.5)
            
            # Apply zero IK effect (a value at or below 0.01 also removes bones_global_pose_override on Skeleton)
            skeleton_ik_node.set_interpolation(0.0)
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.RootBone">
            <summary>
            <para>The name of the current root bone, the first bone in the IK chain.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.TipBone">
            <summary>
            <para>The name of the current tip bone, the last bone in the IK chain placed at the <see cref="P:Godot.SkeletonIK.Target"/> transform (or <see cref="P:Godot.SkeletonIK.TargetNode"/> if defined).</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.Interpolation">
            <summary>
            <para>Interpolation value for how much the IK results are applied to the current skeleton bone chain. A value of <c>1.0</c> will overwrite all skeleton bone transforms completely while a value of <c>0.0</c> will visually disable the SkeletonIK. A value at or below <c>0.01</c> also calls <see cref="M:Godot.Skeleton.ClearBonesGlobalPoseOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.Target">
            <summary>
            <para>First target of the IK chain where the tip bone is placed and, if <see cref="P:Godot.SkeletonIK.OverrideTipBasis"/> is <c>true</c>, how the tip bone is rotated. If a <see cref="P:Godot.SkeletonIK.TargetNode"/> path is available the nodes transform is used instead and this property is ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.OverrideTipBasis">
            <summary>
            <para>If <c>true</c> overwrites the rotation of the tip bone with the rotation of the <see cref="P:Godot.SkeletonIK.Target"/> (or <see cref="P:Godot.SkeletonIK.TargetNode"/> if defined).</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.UseMagnet">
            <summary>
            <para>If <c>true</c>, instructs the IK solver to consider the secondary magnet target (pole target) when calculating the bone chain. Use the magnet position (pole target) to control the bending of the IK chain.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.Magnet">
            <summary>
            <para>Secondary target position (first is <see cref="P:Godot.SkeletonIK.Target"/> property or <see cref="P:Godot.SkeletonIK.TargetNode"/>) for the IK chain. Use magnet position (pole target) to control the bending of the IK chain. Only works if the bone chain has more than 2 bones. The middle chain bone position will be linearly interpolated with the magnet position.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.TargetNode">
            <summary>
            <para>Target node <see cref="T:Godot.NodePath"/> for the IK chain. If available, the node's current <see cref="T:Godot.Transform"/> is used instead of the <see cref="P:Godot.SkeletonIK.Target"/> property.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.MinDistance">
            <summary>
            <para>The minimum distance between bone and goal target. If the distance is below this value, the IK solver stops further iterations.</para>
            </summary>
        </member>
        <member name="P:Godot.SkeletonIK.MaxIterations">
            <summary>
            <para>Number of iteration loops used by the IK solver to produce more accurate (and elegant) bone chain results.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonIK.GetParentSkeleton">
            <summary>
            <para>Returns the parent <see cref="T:Godot.Skeleton"/> Node that was present when SkeletonIK entered the <see cref="T:Godot.SceneTree"/>. Returns null if the parent node was not a <see cref="T:Godot.Skeleton"/> Node when SkeletonIK entered the <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonIK.IsRunning">
            <summary>
            <para>Returns <c>true</c> if SkeletonIK is applying IK effects on continues frames to the <see cref="T:Godot.Skeleton"/> bones. Returns <c>false</c> if SkeletonIK is stopped or <see cref="M:Godot.SkeletonIK.Start(System.Boolean)"/> was used with the <c>one_time</c> parameter set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonIK.Start(System.Boolean)">
            <summary>
            <para>Starts applying IK effects on each frame to the <see cref="T:Godot.Skeleton"/> bones but will only take effect starting on the next frame. If <c>one_time</c> is <c>true</c>, this will take effect immediately but also reset on the next frame.</para>
            </summary>
        </member>
        <member name="M:Godot.SkeletonIK.Stop">
            <summary>
            <para>Stops applying IK effects on each frame to the <see cref="T:Godot.Skeleton"/> bones and also calls <see cref="M:Godot.Skeleton.ClearBonesGlobalPoseOverride"/> to remove existing overrides on all bones.</para>
            </summary>
        </member>
        <member name="T:Godot.Sky">
            <summary>
            <para>The base class for <see cref="T:Godot.PanoramaSky"/> and <see cref="T:Godot.ProceduralSky"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Size32">
            <summary>
            <para>Radiance texture size is 32×32 pixels.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Size64">
            <summary>
            <para>Radiance texture size is 64×64 pixels.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Size128">
            <summary>
            <para>Radiance texture size is 128×128 pixels.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Size256">
            <summary>
            <para>Radiance texture size is 256×256 pixels.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Size512">
            <summary>
            <para>Radiance texture size is 512×512 pixels.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Size1024">
            <summary>
            <para>Radiance texture size is 1024×1024 pixels.</para>
            <para>Note: <see cref="F:Godot.Sky.RadianceSizeEnum.Size1024"/> is not exposed in the inspector as it is known to cause GPU hangs on certain systems.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Size2048">
            <summary>
            <para>Radiance texture size is 2048×2048 pixels.</para>
            <para>Note: <see cref="F:Godot.Sky.RadianceSizeEnum.Size2048"/> is not exposed in the inspector as it is known to cause GPU hangs on certain systems.</para>
            </summary>
        </member>
        <member name="F:Godot.Sky.RadianceSizeEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Sky.RadianceSizeEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Sky.RadianceSize">
            <summary>
            <para>The <see cref="T:Godot.Sky"/>'s radiance map size. The higher the radiance map size, the more detailed the lighting from the <see cref="T:Godot.Sky"/> will be.</para>
            <para>See <see cref="T:Godot.Sky.RadianceSizeEnum"/> constants for values.</para>
            <para>Note: You will only benefit from high radiance sizes if you have perfectly sharp reflective surfaces in your project and are not using <see cref="T:Godot.ReflectionProbe"/>s or <see cref="T:Godot.GIProbe"/>s. For most projects, keeping <see cref="P:Godot.Sky.RadianceSize"/> to the default value is the best compromise between visuals and performance. Be careful when using high radiance size values as these can cause crashes on low-end GPUs.</para>
            </summary>
        </member>
        <member name="T:Godot.Slider">
            <summary>
            <para>Base class for GUI sliders.</para>
            <para>Note: The <c>Range.changed</c> and <c>Range.value_changed</c> signals are part of the <see cref="T:Godot.Range"/> class which this class inherits from.</para>
            </summary>
        </member>
        <member name="P:Godot.Slider.Editable">
            <summary>
            <para>If <c>true</c>, the slider can be interacted with. If <c>false</c>, the value can be changed only by code.</para>
            </summary>
        </member>
        <member name="P:Godot.Slider.Scrollable">
            <summary>
            <para>If <c>true</c>, the value can be changed using the mouse wheel.</para>
            </summary>
        </member>
        <member name="P:Godot.Slider.TickCount">
            <summary>
            <para>Number of ticks displayed on the slider, including border ticks. Ticks are uniformly-distributed value markers.</para>
            </summary>
        </member>
        <member name="P:Godot.Slider.TicksOnBorders">
            <summary>
            <para>If <c>true</c>, the slider will display ticks for minimum and maximum values.</para>
            </summary>
        </member>
        <member name="T:Godot.SliderJoint">
            <summary>
            <para>Slides across the X axis of the pivot object. See also <see cref="T:Godot.Generic6DOFJoint"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearLimitUpper">
            <summary>
            <para>The maximum difference between the pivot points on their X axis before damping happens.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearLimitLower">
            <summary>
            <para>The minimum difference between the pivot points on their X axis before damping happens.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearLimitSoftness">
            <summary>
            <para>A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearLimitRestitution">
            <summary>
            <para>The amount of restitution once the limits are surpassed. The lower, the more velocityenergy gets lost.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearLimitDamping">
            <summary>
            <para>The amount of damping once the slider limits are surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearMotionSoftness">
            <summary>
            <para>A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearMotionRestitution">
            <summary>
            <para>The amount of restitution inside the slider limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearMotionDamping">
            <summary>
            <para>The amount of damping inside the slider limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearOrthogonalSoftness">
            <summary>
            <para>A factor applied to the movement across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearOrthogonalRestitution">
            <summary>
            <para>The amount of restitution when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.LinearOrthogonalDamping">
            <summary>
            <para>The amount of damping when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularLimitUpper">
            <summary>
            <para>The upper limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularLimitLower">
            <summary>
            <para>The lower limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularLimitSoftness">
            <summary>
            <para>A factor applied to the all rotation once the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularLimitRestitution">
            <summary>
            <para>The amount of restitution of the rotation when the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularLimitDamping">
            <summary>
            <para>The amount of damping of the rotation when the limit is surpassed.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularMotionSoftness">
            <summary>
            <para>A factor applied to the all rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularMotionRestitution">
            <summary>
            <para>The amount of restitution of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularMotionDamping">
            <summary>
            <para>The amount of damping of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularOrthogonalSoftness">
            <summary>
            <para>A factor applied to the all rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularOrthogonalRestitution">
            <summary>
            <para>The amount of restitution of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.AngularOrthogonalDamping">
            <summary>
            <para>The amount of damping of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="F:Godot.SliderJoint.Param.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.SliderJoint.Param"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearLimit__upperDistance">
            <summary>
            <para>The maximum difference between the pivot points on their X axis before damping happens.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearLimit__lowerDistance">
            <summary>
            <para>The minimum difference between the pivot points on their X axis before damping happens.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearLimit__softness">
            <summary>
            <para>A factor applied to the movement across the slider axis once the limits get surpassed. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearLimit__restitution">
            <summary>
            <para>The amount of restitution once the limits are surpassed. The lower, the more velocity-energy gets lost.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearLimit__damping">
            <summary>
            <para>The amount of damping that happens once the limit defined by <c>linear_limit/lower_distance</c> and <c>linear_limit/upper_distance</c> is surpassed.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearMotion__softness">
            <summary>
            <para>A factor applied to the movement across the slider axis as long as the slider is in the limits. The lower, the slower the movement.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearMotion__restitution">
            <summary>
            <para>The amount of restitution inside the slider limits.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearMotion__damping">
            <summary>
            <para>The amount of damping inside the slider limits.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearOrtho__softness">
            <summary>
            <para>A factor applied to the movement across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearOrtho__restitution">
            <summary>
            <para>The amount of restitution when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.LinearOrtho__damping">
            <summary>
            <para>The amount of damping when movement is across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularLimit__upperAngle">
            <summary>
            <para>The upper limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularLimit__lowerAngle">
            <summary>
            <para>The lower limit of rotation in the slider.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularLimit__softness">
            <summary>
            <para>A factor applied to the all rotation once the limit is surpassed.</para>
            <para>Makes all rotation slower when between 0 and 1.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularLimit__restitution">
            <summary>
            <para>The amount of restitution of the rotation when the limit is surpassed.</para>
            <para>Does not affect damping.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularLimit__damping">
            <summary>
            <para>The amount of damping of the rotation when the limit is surpassed.</para>
            <para>A lower damping value allows a rotation initiated by body A to travel to body B slower.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularMotion__softness">
            <summary>
            <para>A factor applied to the all rotation in the limits.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularMotion__restitution">
            <summary>
            <para>The amount of restitution of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularMotion__damping">
            <summary>
            <para>The amount of damping of the rotation in the limits.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularOrtho__softness">
            <summary>
            <para>A factor applied to the all rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularOrtho__restitution">
            <summary>
            <para>The amount of restitution of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="P:Godot.SliderJoint.AngularOrtho__damping">
            <summary>
            <para>The amount of damping of the rotation across axes orthogonal to the slider.</para>
            </summary>
        </member>
        <member name="T:Godot.SoftBody">
            <summary>
            <para>A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.</para>
            <para>Note: There are many known bugs in <see cref="T:Godot.SoftBody"/>. Therefore, it's not recommended to use them for things that can affect gameplay (such as a player character made entirely out of soft bodies).</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody.PhysicsEnabled">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.SoftBody"/> is simulated in physics. Can be set to <c>false</c> to pause the physics simulation.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody.CollisionLayer">
            <summary>
            <para>The physics layers this SoftBody is in.</para>
            <para>Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.</para>
            <para>A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody.CollisionMask">
            <summary>
            <para>The physics layers this SoftBody scans for collisions. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody.ParentCollisionIgnore">
            <summary>
            <para><see cref="T:Godot.NodePath"/> to a <see cref="T:Godot.CollisionObject"/> this SoftBody should avoid clipping.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody.SimulationPrecision">
            <summary>
            <para>Increasing this value will improve the resulting simulation, but can affect performance. Use with care.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody.TotalMass">
            <summary>
            <para>The SoftBody's mass.</para>
            </summary>
        </member>
        <member name="P:Godot.SoftBody.RayPickable">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.SoftBody"/> will respond to <see cref="T:Godot.RayCast"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets individual bits on the collision mask. Use this if you only need to change one layer's value.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns an individual bit on the collision mask.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.SetCollisionLayerBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets individual bits on the layer mask. Use this if you only need to change one layer's value.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.GetCollisionLayerBit(System.Int32)">
            <summary>
            <para>Returns an individual bit on the collision mask.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.GetCollisionExceptions">
            <summary>
            <para>Returns an array of nodes that were added as collision exceptions for this body.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.AddCollisionExceptionWith(Godot.Node)">
            <summary>
            <para>Adds a body to the list of bodies that this body can't collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.RemoveCollisionExceptionWith(Godot.Node)">
            <summary>
            <para>Removes a body from the list of bodies that this body can't collide with.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.GetPointTransform(System.Int32)">
            <summary>
            <para>Returns local translation of a vertex in the surface array.</para>
            </summary>
        </member>
        <member name="M:Godot.SoftBody.SetPointPinned(System.Int32,System.Boolean,Godot.NodePath)">
            <summary>
            <para>Sets the pinned state of a surface vertex. When set to <c>true</c>, the optional <c>attachment_path</c> can define a <see cref="T:Godot.Spatial"/> the pinned vertex will be attached to.</para>
            </summary>
            <param name="attachmentPath">If the parameter is null, then the default value is (NodePath)""</param>
        </member>
        <member name="M:Godot.SoftBody.IsPointPinned(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if vertex is set to pinned.</para>
            </summary>
        </member>
        <member name="T:Godot.Spatial">
            <summary>
            <para>Most basic 3D game object, with a 3D <see cref="T:Godot.Transform"/> and visibility settings. All other 3D game objects inherit from Spatial. Use <see cref="T:Godot.Spatial"/> as a parent node to move, scale, rotate and show/hide children in a 3D project.</para>
            <para>Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the <see cref="T:Godot.Spatial"/> object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the <see cref="T:Godot.Spatial"/>'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the <see cref="T:Godot.Spatial"/> object itself is referred to as object-local coordinate system.</para>
            <para>Note: Unless otherwise specified, all methods that have angle parameters must have angles specified as radians. To convert degrees to radians, use <c>@GDScript.deg2rad</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Spatial.NotificationTransformChanged">
            <summary>
            <para>Spatial nodes receives this notification when their global transform changes. This means that either the current or a parent node changed its transform.</para>
            <para>In order for <see cref="F:Godot.Spatial.NotificationTransformChanged"/> to work, users first need to ask for it, with <see cref="M:Godot.Spatial.SetNotifyTransform(System.Boolean)"/>. The notification is also sent if the node is in the editor context and it has a valid gizmo.</para>
            </summary>
        </member>
        <member name="F:Godot.Spatial.NotificationEnterWorld">
            <summary>
            <para>Spatial nodes receives this notification when they are registered to new <see cref="T:Godot.World"/> resource.</para>
            </summary>
        </member>
        <member name="F:Godot.Spatial.NotificationExitWorld">
            <summary>
            <para>Spatial nodes receives this notification when they are unregistered from current <see cref="T:Godot.World"/> resource.</para>
            </summary>
        </member>
        <member name="F:Godot.Spatial.NotificationVisibilityChanged">
            <summary>
            <para>Spatial nodes receives this notification when their visibility changes.</para>
            </summary>
        </member>
        <member name="F:Godot.Spatial.NotificationEnterGameplay">
            <summary>
            <para>Spatial nodes receives this notification if the portal system gameplay monitor detects they have entered the gameplay area.</para>
            </summary>
        </member>
        <member name="F:Godot.Spatial.NotificationExitGameplay">
            <summary>
            <para>Spatial nodes receives this notification if the portal system gameplay monitor detects they have exited the gameplay area.</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.Translation">
            <summary>
            <para>Local translation of this node.</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.RotationDegrees">
            <summary>
            <para>Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.Rotation">
            <summary>
            <para>Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).</para>
            <para>Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a <see cref="T:Godot.Vector3"/> data structure not because the rotation is a vector, but only because <see cref="T:Godot.Vector3"/> exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.Scale">
            <summary>
            <para>Scale part of the local transformation.</para>
            <para>Note: Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative.</para>
            <para>Note: Not all nodes are visually scaled by the <see cref="P:Godot.Spatial.Scale"/> property. For example, <see cref="T:Godot.Light"/>s are not visually affected by <see cref="P:Godot.Spatial.Scale"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.GlobalTransform">
            <summary>
            <para>World space (global) <see cref="T:Godot.Transform"/> of this node.</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.GlobalTranslation">
            <summary>
            <para>Global position of this node. This is equivalent to <c>global_transform.origin</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.GlobalRotation">
            <summary>
            <para>Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).</para>
            <para>Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a <see cref="T:Godot.Vector3"/> data structure not because the rotation is a vector, but only because <see cref="T:Godot.Vector3"/> exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.Transform">
            <summary>
            <para>Local space <see cref="T:Godot.Transform"/> of this node, with respect to the parent node.</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.Visible">
            <summary>
            <para>If <c>true</c>, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, <see cref="M:Godot.Spatial.IsVisibleInTree"/> must return <c>true</c>).</para>
            </summary>
        </member>
        <member name="P:Godot.Spatial.Gizmo">
            <summary>
            <para>The <see cref="T:Godot.SpatialGizmo"/> for this node. Used for example in <see cref="!:Godot.EditorSpatialGizmo"/> as custom visualization and editing handles in Editor.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.GetGlobalTransformInterpolated">
            <summary>
            <para>When using physics interpolation, there will be circumstances in which you want to know the interpolated (displayed) transform of a node rather than the standard transform (which may only be accurate to the most recent physics tick).</para>
            <para>This is particularly important for frame-based operations that take place in <see cref="M:Godot.Node._Process(System.Single)"/>, rather than <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>. Examples include <see cref="T:Godot.Camera"/>s focusing on a node, or finding where to fire lasers from on a frame rather than physics tick.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.GetParentSpatial">
            <summary>
            <para>Returns the parent <see cref="T:Godot.Spatial"/>, or an empty <see cref="T:Godot.Object"/> if no parent exists or parent is not of type <see cref="T:Godot.Spatial"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.SetIgnoreTransformNotification(System.Boolean)">
            <summary>
            <para>Sets whether the node ignores notification that its transformation (global or local) changed.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.SetAsToplevel(System.Boolean)">
            <summary>
            <para>Makes the node ignore its parents transformations. Node transformations are only in global space.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.IsSetAsToplevel">
            <summary>
            <para>Returns whether this node is set as Toplevel, that is whether it ignores its parent nodes transformations.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.SetDisableScale(System.Boolean)">
            <summary>
            <para>Sets whether the node uses a scale of <c>(1, 1, 1)</c> or its local transformation scale. Changes to the local transformation scale are preserved.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.IsScaleDisabled">
            <summary>
            <para>Returns whether this node uses a scale of <c>(1, 1, 1)</c> or its local transformation scale.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.GetWorld">
            <summary>
            <para>Returns the current <see cref="T:Godot.World"/> resource this <see cref="T:Godot.Spatial"/> node is registered to.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.ForceUpdateTransform">
            <summary>
            <para>Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.UpdateGizmo">
            <summary>
            <para>Updates the <see cref="T:Godot.SpatialGizmo"/> of this node.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.IsVisibleInTree">
            <summary>
            <para>Returns <c>true</c> if the node is present in the <see cref="T:Godot.SceneTree"/>, its <see cref="P:Godot.Spatial.Visible"/> property is <c>true</c> and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.Show">
            <summary>
            <para>Enables rendering of this node. Changes <see cref="P:Godot.Spatial.Visible"/> to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.Hide">
            <summary>
            <para>Disables rendering of this node. Changes <see cref="P:Godot.Spatial.Visible"/> to <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.SetNotifyLocalTransform(System.Boolean)">
            <summary>
            <para>Sets whether the node notifies about its local transformation changes. <see cref="T:Godot.Spatial"/> will not propagate this by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.IsLocalTransformNotificationEnabled">
            <summary>
            <para>Returns whether node notifies about its local transformation changes. <see cref="T:Godot.Spatial"/> will not propagate this by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.SetNotifyTransform(System.Boolean)">
            <summary>
            <para>Sets whether the node notifies about its global and local transformation changes. <see cref="T:Godot.Spatial"/> will not propagate this by default, unless it is in the editor context and it has a valid gizmo.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.IsTransformNotificationEnabled">
            <summary>
            <para>Returns whether the node notifies about its global and local transformation changes. <see cref="T:Godot.Spatial"/> will not propagate this by default.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.Rotate(Godot.Vector3,System.Single)">
            <summary>
            <para>Rotates the local transformation around axis, a unit <see cref="T:Godot.Vector3"/>, by specified angle in radians.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.GlobalRotate(Godot.Vector3,System.Single)">
            <summary>
            <para>Rotates the global (world) transformation around axis, a unit <see cref="T:Godot.Vector3"/>, by specified angle in radians. The rotation axis is in global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.GlobalScale(Godot.Vector3)">
            <summary>
            <para>Scales the global (world) transformation by the given <see cref="T:Godot.Vector3"/> scale factors.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.GlobalTranslate(Godot.Vector3)">
            <summary>
            <para>Moves the global (world) transformation by <see cref="T:Godot.Vector3"/> offset. The offset is in global coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.RotateObjectLocal(Godot.Vector3,System.Single)">
            <summary>
            <para>Rotates the local transformation around axis, a unit <see cref="T:Godot.Vector3"/>, by specified angle in radians. The rotation axis is in object-local coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.ScaleObjectLocal(Godot.Vector3)">
            <summary>
            <para>Scales the local transformation by given 3D scale factors in object-local coordinate system.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.TranslateObjectLocal(Godot.Vector3)">
            <summary>
            <para>Changes the node's position by the given offset <see cref="T:Godot.Vector3"/> in local space.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.RotateX(System.Single)">
            <summary>
            <para>Rotates the local transformation around the X axis by angle in radians.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.RotateY(System.Single)">
            <summary>
            <para>Rotates the local transformation around the Y axis by angle in radians.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.RotateZ(System.Single)">
            <summary>
            <para>Rotates the local transformation around the Z axis by angle in radians.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.Translate(Godot.Vector3)">
            <summary>
            <para>Changes the node's position by the given offset <see cref="T:Godot.Vector3"/>.</para>
            <para>Note that the translation <c>offset</c> is affected by the node's scale, so if scaled by e.g. <c>(10, 1, 1)</c>, a translation by an offset of <c>(2, 0, 0)</c> would actually add 20 (<c>2 * 10</c>) to the X coordinate.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.Orthonormalize">
            <summary>
            <para>Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's <see cref="T:Godot.Transform"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.SetIdentity">
            <summary>
            <para>Reset all transformations for this node (sets its <see cref="T:Godot.Transform"/> to the identity matrix).</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.LookAt(Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Rotates the node so that the local forward axis (-Z) points toward the <c>target</c> position.</para>
            <para>The local up axis (+Y) points as close to the <c>up</c> vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.</para>
            <para>The <c>target</c> position cannot be the same as the node's position, the <c>up</c> vector cannot be zero, and the direction from the node's position to the <c>target</c> vector cannot be parallel to the <c>up</c> vector.</para>
            <para>Operations take place in global space.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.LookAtFromPosition(Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Moves the node to the specified <c>position</c>, and then rotates itself to point toward the <c>target</c> as per <see cref="M:Godot.Spatial.LookAt(Godot.Vector3,Godot.Vector3)"/>. Operations take place in global space.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.ToLocal(Godot.Vector3)">
            <summary>
            <para>Transforms <c>global_point</c> from world space to this node's local space.</para>
            </summary>
        </member>
        <member name="M:Godot.Spatial.ToGlobal(Godot.Vector3)">
            <summary>
            <para>Transforms <c>local_point</c> from this node's local space to world space.</para>
            </summary>
        </member>
        <member name="T:Godot.SpatialMaterial">
            <summary>
            <para>This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.AsyncModeEnum.Visible">
            <summary>
            <para>The real conditioned shader needed on each situation will be sent for background compilation. In the meantime, a very complex shader that adapts to every situation will be used ("ubershader"). This ubershader is much slower to render, but will keep the game running without stalling to compile. Once shader compilation is done, the ubershader is replaced by the traditional optimized shader.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.AsyncModeEnum.Hidden">
            <summary>
            <para>Anything with this material applied won't be rendered while this material's shader is being compiled.</para>
            <para>This is useful for optimization, in cases where the visuals won't suffer from having certain non-essential elements missing during the short time their shaders are being compiled.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.EmissionOperatorEnum.Add">
            <summary>
            <para>Adds the emission color to the color from the emission texture.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.EmissionOperatorEnum.Multiply">
            <summary>
            <para>Multiplies the emission color by the color from the emission texture.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DiffuseMode.Burley">
            <summary>
            <para>Default diffuse scattering algorithm.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DiffuseMode.Lambert">
            <summary>
            <para>Diffuse scattering ignores roughness.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DiffuseMode.LambertWrap">
            <summary>
            <para>Extends Lambert to cover more than 90 degrees when roughness increases.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DiffuseMode.OrenNayar">
            <summary>
            <para>Attempts to use roughness to emulate microsurfacing.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DiffuseMode.Toon">
            <summary>
            <para>Uses a hard cut for lighting, with smoothing affected by roughness.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.SpecularMode.SchlickGgx">
            <summary>
            <para>Default specular blob.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.SpecularMode.Blinn">
            <summary>
            <para>Older specular algorithm, included for compatibility.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.SpecularMode.Phong">
            <summary>
            <para>Older specular algorithm, included for compatibility.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.SpecularMode.Toon">
            <summary>
            <para>Toon blob which changes size based on roughness.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.SpecularMode.Disabled">
            <summary>
            <para>No specular blob.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Transparent">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.FlagsTransparent"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Emission">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.EmissionEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.NormalMapping">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.NormalEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Rim">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.RimEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Clearcoat">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.ClearcoatEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Anisotropy">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.AnisotropyEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.AmbientOcclusion">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.AoEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.DepthMapping">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.DepthEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.SubsuraceScattering">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.SubsurfScatterEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Transmission">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.TransmissionEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Refraction">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.RefractionEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Detail">
            <summary>
            <para>Constant for setting <see cref="P:Godot.SpatialMaterial.DetailEnabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Feature.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.SpatialMaterial.Feature"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.Unshaded">
            <summary>
            <para>No lighting is used on the object. Color comes directly from <c>ALBEDO</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.UseVertexLighting">
            <summary>
            <para>Lighting is calculated per-vertex rather than per-pixel. This can be used to increase the speed of the shader at the cost of quality.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.DisableDepthTest">
            <summary>
            <para>Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.AlbedoFromVertexColor">
            <summary>
            <para>Set <c>ALBEDO</c> to the per-vertex color specified in the mesh.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.SrgbVertexColor">
            <summary>
            <para>Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.UsePointSize">
            <summary>
            <para>Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use <c>POINT_COORD</c> instead of <c>UV</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.FixedSize">
            <summary>
            <para>Object is scaled by depth so that it always appears the same size on screen.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.BillboardKeepScale">
            <summary>
            <para>Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when <see cref="P:Godot.SpatialMaterial.ParamsBillboardMode"/> is <see cref="F:Godot.SpatialMaterial.BillboardMode.Enabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.Uv1UseTriplanar">
            <summary>
            <para>Use triplanar texture lookup for all texture lookups that would normally use <c>UV</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.Uv2UseTriplanar">
            <summary>
            <para>Use triplanar texture lookup for all texture lookups that would normally use <c>UV2</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.AoOnUv2">
            <summary>
            <para>Use <c>UV2</c> coordinates to look up from the <see cref="P:Godot.SpatialMaterial.AoTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.EmissionOnUv2">
            <summary>
            <para>Use <c>UV2</c> coordinates to look up from the <see cref="P:Godot.SpatialMaterial.EmissionTexture"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.UseAlphaScissor">
            <summary>
            <para>Use alpha scissor. Set by <see cref="P:Godot.SpatialMaterial.ParamsUseAlphaScissor"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.TriplanarUseWorld">
            <summary>
            <para>Use world coordinates in the triplanar texture lookup instead of local coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.AlbedoTextureForceSrgb">
            <summary>
            <para>Forces the shader to convert albedo from sRGB space to linear space.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.DontReceiveShadows">
            <summary>
            <para>Disables receiving shadows from other objects.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.DisableAmbientLight">
            <summary>
            <para>Disables receiving ambient light.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.EnsureCorrectNormals">
            <summary>
            <para>Ensures that normals appear correct, even with non-uniform scaling.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.UseShadowToOpacity">
            <summary>
            <para>Enables the shadow to opacity feature.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.AlbedoTextureSdf">
            <summary>
            <para>Enables signed distance field rendering shader.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.Flags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.SpatialMaterial.Flags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.CullMode.Back">
            <summary>
            <para>Default cull mode. The back of the object is culled when not visible.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.CullMode.Front">
            <summary>
            <para>The front of the object is culled when not visible.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.CullMode.Disabled">
            <summary>
            <para>No culling is performed.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DetailUV.Uv1">
            <summary>
            <para>Use <c>UV</c> with the detail texture.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DetailUV.Uv2">
            <summary>
            <para>Use <c>UV2</c> with the detail texture.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DistanceFadeModeEnum.Disabled">
            <summary>
            <para>Do not use distance fade.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DistanceFadeModeEnum.PixelAlpha">
            <summary>
            <para>Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DistanceFadeModeEnum.PixelDither">
            <summary>
            <para>Smoothly fades the object out based on each pixel's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than <see cref="F:Godot.SpatialMaterial.DistanceFadeModeEnum.PixelAlpha"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DistanceFadeModeEnum.ObjectDither">
            <summary>
            <para>Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than <see cref="F:Godot.SpatialMaterial.DistanceFadeModeEnum.PixelAlpha"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.BillboardMode.Disabled">
            <summary>
            <para>Billboard mode is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.BillboardMode.Enabled">
            <summary>
            <para>The object's Z axis will always face the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.BillboardMode.FixedY">
            <summary>
            <para>The object's X axis will always face the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.BillboardMode.Particles">
            <summary>
            <para>Used for particle systems when assigned to <see cref="T:Godot.Particles"/> and <see cref="T:Godot.CPUParticles"/> nodes. Enables <c>particles_anim_*</c> properties.</para>
            <para>The <see cref="P:Godot.ParticlesMaterial.AnimSpeed"/> or <see cref="P:Godot.CPUParticles.AnimSpeed"/> should also be set to a positive value for the animation to play.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DepthDrawMode.OpaqueOnly">
            <summary>
            <para>Default depth draw mode. Depth is drawn only for opaque objects.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DepthDrawMode.Always">
            <summary>
            <para>Depth draw is calculated for both opaque and transparent objects.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DepthDrawMode.Disabled">
            <summary>
            <para>No depth draw.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.DepthDrawMode.AlphaOpaquePrepass">
            <summary>
            <para>For transparent objects, an opaque pass is made first with the opaque parts, then transparency is drawn.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureChannel.Red">
            <summary>
            <para>Used to read from the red channel of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureChannel.Green">
            <summary>
            <para>Used to read from the green channel of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureChannel.Blue">
            <summary>
            <para>Used to read from the blue channel of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureChannel.Alpha">
            <summary>
            <para>Used to read from the alpha channel of a texture.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureChannel.Grayscale">
            <summary>
            <para>Currently unused.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.BlendMode.Mix">
            <summary>
            <para>Default blend mode. The color of the object is blended over the background based on the object's alpha value.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.BlendMode.Add">
            <summary>
            <para>The color of the object is added to the background.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.BlendMode.Sub">
            <summary>
            <para>The color of the object is subtracted from the background.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.BlendMode.Mul">
            <summary>
            <para>The color of the object is multiplied by the background.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Albedo">
            <summary>
            <para>Texture specifying per-pixel color.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Metallic">
            <summary>
            <para>Texture specifying per-pixel metallic value.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Roughness">
            <summary>
            <para>Texture specifying per-pixel roughness value.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Emission">
            <summary>
            <para>Texture specifying per-pixel emission color.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Normal">
            <summary>
            <para>Texture specifying per-pixel normal vector.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Rim">
            <summary>
            <para>Texture specifying per-pixel rim value.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Clearcoat">
            <summary>
            <para>Texture specifying per-pixel clearcoat value.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Flowmap">
            <summary>
            <para>Texture specifying per-pixel flowmap direction for use with <see cref="P:Godot.SpatialMaterial.Anisotropy"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.AmbientOcclusion">
            <summary>
            <para>Texture specifying per-pixel ambient occlusion value.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Depth">
            <summary>
            <para>Texture specifying per-pixel depth.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.SubsurfaceScattering">
            <summary>
            <para>Texture specifying per-pixel subsurface scattering.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Transmission">
            <summary>
            <para>Texture specifying per-pixel transmission color.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Refraction">
            <summary>
            <para>Texture specifying per-pixel refraction strength.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.DetailMask">
            <summary>
            <para>Texture specifying per-pixel detail mask blending value.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.DetailAlbedo">
            <summary>
            <para>Texture specifying per-pixel detail color.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.DetailNormal">
            <summary>
            <para>Texture specifying per-pixel detail normal.</para>
            </summary>
        </member>
        <member name="F:Godot.SpatialMaterial.TextureParam.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.SpatialMaterial.TextureParam"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsTransparent">
            <summary>
            <para>If <c>true</c>, transparency is enabled on the body. See also <see cref="P:Godot.SpatialMaterial.ParamsBlendMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsUseShadowToOpacity">
            <summary>
            <para>If <c>true</c>, enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsUnshaded">
            <summary>
            <para>If <c>true</c>, the object is unaffected by lighting.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsVertexLighting">
            <summary>
            <para>If <c>true</c>, lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices, especially for meshes with a lower polygon count. The downside is that shading becomes much less accurate, with visible linear interpolation between vertices that are joined together. This can be compensated by ensuring meshes have a sufficient level of subdivision (but not too much, to avoid reducing performance). Some material features are also not supported when vertex shading is enabled.</para>
            <para>See also <c>ProjectSettings.rendering/quality/shading/force_vertex_shading</c> which can globally enable vertex shading on all materials.</para>
            <para>Note: By default, vertex shading is enforced on mobile platforms by <c>ProjectSettings.rendering/quality/shading/force_vertex_shading</c>'s <c>mobile</c> override.</para>
            <para>Note: <see cref="P:Godot.SpatialMaterial.FlagsVertexLighting"/> has no effect if <see cref="P:Godot.SpatialMaterial.FlagsUnshaded"/> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsNoDepthTest">
            <summary>
            <para>If <c>true</c>, depth testing is disabled and the object will be drawn in render order.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsUsePointSize">
            <summary>
            <para>If <c>true</c>, render point size can be changed.</para>
            <para>Note: This is only effective for objects whose geometry is point-based rather than triangle-based. See also <see cref="P:Godot.SpatialMaterial.ParamsPointSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsWorldTriplanar">
            <summary>
            <para>If <c>true</c>, triplanar mapping is calculated in world space rather than object local space. See also <see cref="P:Godot.SpatialMaterial.Uv1Triplanar"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsFixedSize">
            <summary>
            <para>If <c>true</c>, the object is rendered at the same size regardless of distance.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsAlbedoTexForceSrgb">
            <summary>
            <para>Forces a conversion of the <see cref="P:Godot.SpatialMaterial.AlbedoTexture"/> from sRGB space to linear space.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsDoNotReceiveShadows">
            <summary>
            <para>If <c>true</c>, the object receives no shadow that would otherwise be cast onto it.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsDisableAmbientLight">
            <summary>
            <para>If <c>true</c>, the object receives no ambient light.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsEnsureCorrectNormals">
            <summary>
            <para>If <c>true</c>, the shader will compute extra operations to make sure the normal stays correct when using a non-uniform scale. Only enable if using non-uniform scaling.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.FlagsAlbedoTexMsdf">
            <summary>
            <para>Enables signed distance field rendering shader.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.VertexColorUseAsAlbedo">
            <summary>
            <para>If <c>true</c>, the vertex color is used as albedo color.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.VertexColorIsSrgb">
            <summary>
            <para>If <c>true</c>, the model's vertex colors are processed as sRGB mode.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsDiffuseMode">
            <summary>
            <para>The algorithm used for diffuse light scattering. See <see cref="T:Godot.SpatialMaterial.DiffuseMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsSpecularMode">
            <summary>
            <para>The method for rendering the specular blob. See <see cref="T:Godot.SpatialMaterial.SpecularMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsBlendMode">
            <summary>
            <para>The material's blend mode.</para>
            <para>Note: Values other than <c>Mix</c> force the object into the transparent pipeline. See <see cref="T:Godot.SpatialMaterial.BlendMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsCullMode">
            <summary>
            <para>Which side of the object is not drawn when backfaces are rendered. See <see cref="T:Godot.SpatialMaterial.CullMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsDepthDrawMode">
            <summary>
            <para>Determines when depth rendering takes place. See <see cref="T:Godot.SpatialMaterial.DepthDrawMode"/>. See also <see cref="P:Godot.SpatialMaterial.FlagsTransparent"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsLineWidth">
            <summary>
            <para>Currently unimplemented in Godot.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsPointSize">
            <summary>
            <para>The point size in pixels. See <see cref="P:Godot.SpatialMaterial.FlagsUsePointSize"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsBillboardMode">
            <summary>
            <para>Controls how the object faces the camera. See <see cref="T:Godot.SpatialMaterial.BillboardMode"/>.</para>
            <para>Note: Billboard mode is not suitable for VR because the left-right vector of the camera is not horizontal when the screen is attached to your head instead of on the table. See <a href="https://github.com/godotengine/godot/issues/41567">GitHub issue #41567</a> for details.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsBillboardKeepScale">
            <summary>
            <para>If <c>true</c>, the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when <see cref="P:Godot.SpatialMaterial.ParamsBillboardMode"/> is <see cref="F:Godot.SpatialMaterial.BillboardMode.Enabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsGrow">
            <summary>
            <para>If <c>true</c>, enables the vertex grow setting. See <see cref="P:Godot.SpatialMaterial.ParamsGrowAmount"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsGrowAmount">
            <summary>
            <para>Grows object vertices in the direction of their normals.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsUseAlphaScissor">
            <summary>
            <para>If <c>true</c>, the shader will discard all pixels that have an alpha value less than <see cref="P:Godot.SpatialMaterial.ParamsAlphaScissorThreshold"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParamsAlphaScissorThreshold">
            <summary>
            <para>Threshold at which the alpha scissor will discard values.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParticlesAnimHFrames">
            <summary>
            <para>The number of horizontal frames in the particle sprite sheet. Only enabled when using <see cref="F:Godot.SpatialMaterial.BillboardMode.Particles"/>. See <see cref="P:Godot.SpatialMaterial.ParamsBillboardMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParticlesAnimVFrames">
            <summary>
            <para>The number of vertical frames in the particle sprite sheet. Only enabled when using <see cref="F:Godot.SpatialMaterial.BillboardMode.Particles"/>. See <see cref="P:Godot.SpatialMaterial.ParamsBillboardMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ParticlesAnimLoop">
            <summary>
            <para>If <c>true</c>, particle animations are looped. Only enabled when using <see cref="F:Godot.SpatialMaterial.BillboardMode.Particles"/>. See <see cref="P:Godot.SpatialMaterial.ParamsBillboardMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AlbedoColor">
            <summary>
            <para>The material's base color.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AlbedoTexture">
            <summary>
            <para>Texture to multiply by <see cref="P:Godot.SpatialMaterial.AlbedoColor"/>. Used for basic texturing of objects.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Metallic">
            <summary>
            <para>A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between <c>0</c> and <c>1</c> should only be used for blending between metal and non-metal sections. To alter the amount of reflection use <see cref="P:Godot.SpatialMaterial.Roughness"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.MetallicSpecular">
            <summary>
            <para>Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.</para>
            <para>Note: Unlike <see cref="P:Godot.SpatialMaterial.Metallic"/>, this is not energy-conserving, so it should be left at <c>0.5</c> in most cases. See also <see cref="P:Godot.SpatialMaterial.Roughness"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.MetallicTexture">
            <summary>
            <para>Texture used to specify metallic for an object. This is multiplied by <see cref="P:Godot.SpatialMaterial.Metallic"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.MetallicTextureChannel">
            <summary>
            <para>Specifies the channel of the <see cref="P:Godot.SpatialMaterial.MetallicTexture"/> in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Roughness">
            <summary>
            <para>Surface reflection. A value of <c>0</c> represents a perfect mirror while a value of <c>1</c> completely blurs the reflection. See also <see cref="P:Godot.SpatialMaterial.Metallic"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RoughnessTexture">
            <summary>
            <para>Texture used to control the roughness per-pixel. Multiplied by <see cref="P:Godot.SpatialMaterial.Roughness"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RoughnessTextureChannel">
            <summary>
            <para>Specifies the channel of the <see cref="P:Godot.SpatialMaterial.AoTexture"/> in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.EmissionEnabled">
            <summary>
            <para>If <c>true</c>, the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a <see cref="T:Godot.GIProbe"/> or <see cref="T:Godot.BakedLightmap"/> is used and this object is used in baked lighting.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Emission">
            <summary>
            <para>The emitted light's color. See <see cref="P:Godot.SpatialMaterial.EmissionEnabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.EmissionEnergy">
            <summary>
            <para>The emitted light's strength. See <see cref="P:Godot.SpatialMaterial.EmissionEnabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.EmissionOperator">
            <summary>
            <para>Sets how <see cref="P:Godot.SpatialMaterial.Emission"/> interacts with <see cref="P:Godot.SpatialMaterial.EmissionTexture"/>. Can either add or multiply. See <see cref="T:Godot.SpatialMaterial.EmissionOperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.EmissionOnUv2">
            <summary>
            <para>Use <c>UV2</c> to read from the <see cref="P:Godot.SpatialMaterial.EmissionTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.EmissionTexture">
            <summary>
            <para>Texture that specifies how much surface emits light at a given point.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.NormalEnabled">
            <summary>
            <para>If <c>true</c>, normal mapping is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.NormalScale">
            <summary>
            <para>The strength of the normal map's effect.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.NormalTexture">
            <summary>
            <para>Texture used to specify the normal at a given pixel. The <c>normal_texture</c> only uses the red and green channels; the blue and alpha channels are ignored. The normal read from <c>normal_texture</c> is oriented around the surface normal provided by the <see cref="T:Godot.Mesh"/>.</para>
            <para>Note: The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with <see cref="T:Godot.SurfaceTool"/>, you can use <see cref="M:Godot.SurfaceTool.GenerateNormals(System.Boolean)"/> and <see cref="M:Godot.SurfaceTool.GenerateTangents"/> to automatically generate normals and tangents respectively.</para>
            <para>Note: Godot expects the normal map to use X+, Y+, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RimEnabled">
            <summary>
            <para>If <c>true</c>, rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.</para>
            <para>Note: Rim lighting is not visible if the material has <see cref="P:Godot.SpatialMaterial.FlagsUnshaded"/> set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Rim">
            <summary>
            <para>Sets the strength of the rim lighting effect.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RimTint">
            <summary>
            <para>The amount of to blend light and albedo color when rendering rim effect. If <c>0</c> the light color is used, while <c>1</c> means albedo color is used. An intermediate value generally works best.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RimTexture">
            <summary>
            <para>Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by <see cref="P:Godot.SpatialMaterial.Rim"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ClearcoatEnabled">
            <summary>
            <para>If <c>true</c>, clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.</para>
            <para>Note: Clearcoat rendering is not visible if the material has <see cref="P:Godot.SpatialMaterial.FlagsUnshaded"/> set to <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Clearcoat">
            <summary>
            <para>Sets the strength of the clearcoat effect. Setting to <c>0</c> looks the same as disabling the clearcoat effect.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ClearcoatGloss">
            <summary>
            <para>Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ClearcoatTexture">
            <summary>
            <para>Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AnisotropyEnabled">
            <summary>
            <para>If <c>true</c>, anisotropy is enabled. Anisotropy changes the shape of the specular blob and aligns it to tangent space. This is useful for brushed aluminium and hair reflections.</para>
            <para>Note: Mesh tangents are needed for anisotropy to work. If the mesh does not contain tangents, the anisotropy effect will appear broken.</para>
            <para>Note: Material anisotropy should not to be confused with anisotropic texture filtering. Anisotropic texture filtering can be enabled by selecting a texture in the FileSystem dock, going to the Import dock, checking the Anisotropic checkbox then clicking Reimport. The anisotropic filtering level can be changed by adjusting <c>ProjectSettings.rendering/quality/filters/anisotropic_filter_level</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Anisotropy">
            <summary>
            <para>The strength of the anisotropy effect. This is multiplied by <see cref="P:Godot.SpatialMaterial.AnisotropyFlowmap"/>'s alpha channel if a texture is defined there and the texture contains an alpha channel.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AnisotropyFlowmap">
            <summary>
            <para>Texture that offsets the tangent map for anisotropy calculations and optionally controls the anisotropy effect (if an alpha channel is present). The flowmap texture is expected to be a derivative map, with the red channel representing distortion on the X axis and green channel representing distortion on the Y axis. Values below 0.5 will result in negative distortion, whereas values above 0.5 will result in positive distortion.</para>
            <para>If present, the texture's alpha channel will be used to multiply the strength of the <see cref="P:Godot.SpatialMaterial.Anisotropy"/> effect. Fully opaque pixels will keep the anisotropy effect's original strength while fully transparent pixels will disable the anisotropy effect entirely. The flowmap texture's blue channel is ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AoEnabled">
            <summary>
            <para>If <c>true</c>, ambient occlusion is enabled. Ambient occlusion darkens areas based on the <see cref="P:Godot.SpatialMaterial.AoTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AoLightAffect">
            <summary>
            <para>Amount that ambient occlusion affects lighting from lights. If <c>0</c>, ambient occlusion only affects ambient light. If <c>1</c>, ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AoTexture">
            <summary>
            <para>Texture that defines the amount of ambient occlusion for a given point on the object.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AoOnUv2">
            <summary>
            <para>If <c>true</c>, use <c>UV2</c> coordinates to look up from the <see cref="P:Godot.SpatialMaterial.AoTexture"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AoTextureChannel">
            <summary>
            <para>Specifies the channel of the <see cref="P:Godot.SpatialMaterial.AoTexture"/> in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DepthEnabled">
            <summary>
            <para>If <c>true</c>, depth mapping is enabled (also called "parallax mapping" or "height mapping"). See also <see cref="P:Godot.SpatialMaterial.NormalEnabled"/>.</para>
            <para>Note: Depth mapping is not supported if triplanar mapping is used on the same material. The value of <see cref="P:Godot.SpatialMaterial.DepthEnabled"/> will be ignored if <see cref="P:Godot.SpatialMaterial.Uv1Triplanar"/> is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DepthScale">
            <summary>
            <para>Scales the depth offset effect. A higher number will create a larger depth.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DepthDeepParallax">
            <summary>
            <para>If <c>true</c>, the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DepthMinLayers">
            <summary>
            <para>Number of layers to use when using <see cref="P:Godot.SpatialMaterial.DepthDeepParallax"/> and the view direction is parallel to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DepthMaxLayers">
            <summary>
            <para>Number of layers to use when using <see cref="P:Godot.SpatialMaterial.DepthDeepParallax"/> and the view direction is perpendicular to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DepthFlipTangent">
            <summary>
            <para>If <c>true</c>, direction of the tangent is flipped before using in the depth effect. This may be necessary if you have encoded your tangents in a way that is conflicting with the depth effect.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DepthFlipBinormal">
            <summary>
            <para>If <c>true</c>, direction of the binormal is flipped before using in the depth effect. This may be necessary if you have encoded your binormals in a way that is conflicting with the depth effect.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DepthTexture">
            <summary>
            <para>Texture used to determine depth at a given pixel. Depth is always stored in the red channel.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.SubsurfScatterEnabled">
            <summary>
            <para>If <c>true</c>, subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.SubsurfScatterStrength">
            <summary>
            <para>The strength of the subsurface scattering effect.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.SubsurfScatterTexture">
            <summary>
            <para>Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by <see cref="P:Godot.SpatialMaterial.SubsurfScatterStrength"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.TransmissionEnabled">
            <summary>
            <para>If <c>true</c>, the transmission effect is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Transmission">
            <summary>
            <para>The color used by the transmission effect. Represents the light passing through an object.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.TransmissionTexture">
            <summary>
            <para>Texture used to control the transmission effect per-pixel. Added to <see cref="P:Godot.SpatialMaterial.Transmission"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RefractionEnabled">
            <summary>
            <para>If <c>true</c>, the refraction effect is enabled. Refraction distorts transparency based on light from behind the object. When using the GLES3 backend, the material's roughness value will affect the blurriness of the refraction. Higher roughness values will make the refraction look blurrier.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RefractionScale">
            <summary>
            <para>The strength of the refraction effect. Higher values result in a more distorted appearance for the refraction.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RefractionTexture">
            <summary>
            <para>Texture that controls the strength of the refraction per-pixel. Multiplied by <see cref="P:Godot.SpatialMaterial.RefractionScale"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.RefractionTextureChannel">
            <summary>
            <para>Specifies the channel of the <see cref="P:Godot.SpatialMaterial.RefractionTexture"/> in which the refraction information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DetailEnabled">
            <summary>
            <para>If <c>true</c>, enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on <see cref="P:Godot.SpatialMaterial.DetailMask"/>. This can be used to add variation to objects, or to blend between two different albedo/normal textures.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DetailMask">
            <summary>
            <para>Texture used to specify how the detail textures get blended with the base textures.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DetailBlendMode">
            <summary>
            <para>Specifies how the <see cref="P:Godot.SpatialMaterial.DetailAlbedo"/> should blend with the current <c>ALBEDO</c>. See <see cref="T:Godot.SpatialMaterial.BlendMode"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DetailUvLayer">
            <summary>
            <para>Specifies whether to use <c>UV</c> or <c>UV2</c> for the detail layer. See <see cref="T:Godot.SpatialMaterial.DetailUV"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DetailAlbedo">
            <summary>
            <para>Texture that specifies the color of the detail overlay.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DetailNormal">
            <summary>
            <para>Texture that specifies the per-pixel normal of the detail overlay.</para>
            <para>Note: Godot expects the normal map to use X+, Y+, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Uv1Scale">
            <summary>
            <para>How much to scale the <c>UV</c> coordinates. This is multiplied by <c>UV</c> in the vertex function.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Uv1Offset">
            <summary>
            <para>How much to offset the <c>UV</c> coordinates. This amount will be added to <c>UV</c> in the vertex function. This can be used to offset a texture.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Uv1Triplanar">
            <summary>
            <para>If <c>true</c>, instead of using <c>UV</c> textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Uv1TriplanarSharpness">
            <summary>
            <para>A lower number blends the texture more softly while a higher number blends the texture more sharply.</para>
            <para>Note: <see cref="P:Godot.SpatialMaterial.Uv1TriplanarSharpness"/> is clamped between <c>0.0</c> and <c>150.0</c> (inclusive) as values outside that range can look broken depending on the mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Uv2Scale">
            <summary>
            <para>How much to scale the <c>UV2</c> coordinates. This is multiplied by <c>UV2</c> in the vertex function.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Uv2Offset">
            <summary>
            <para>How much to offset the <c>UV2</c> coordinates. This amount will be added to <c>UV2</c> in the vertex function. This can be used to offset a texture.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Uv2Triplanar">
            <summary>
            <para>If <c>true</c>, instead of using <c>UV2</c> textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.Uv2TriplanarSharpness">
            <summary>
            <para>A lower number blends the texture more softly while a higher number blends the texture more sharply.</para>
            <para>Note: <see cref="P:Godot.SpatialMaterial.Uv2TriplanarSharpness"/> is clamped between <c>0.0</c> and <c>150.0</c> (inclusive) as values outside that range can look broken depending on the mesh.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ProximityFadeEnable">
            <summary>
            <para>If <c>true</c>, the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.ProximityFadeDistance">
            <summary>
            <para>Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DistanceFadeMode">
            <summary>
            <para>Specifies which type of fade to use. Can be any of the <see cref="T:Godot.SpatialMaterial.DistanceFadeModeEnum"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DistanceFadeMinDistance">
            <summary>
            <para>Distance at which the object starts to become visible. If the object is less than this distance away, it will be invisible.</para>
            <para>Note: If <c>distance_fade_min_distance</c> is greater than <c>distance_fade_max_distance</c>, the behavior will be reversed. The object will start to fade away at <c>distance_fade_max_distance</c> and will fully disappear once it reaches <c>distance_fade_min_distance</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.DistanceFadeMaxDistance">
            <summary>
            <para>Distance at which the object appears fully opaque.</para>
            <para>Note: If <c>distance_fade_max_distance</c> is less than <c>distance_fade_min_distance</c>, the behavior will be reversed. The object will start to fade away at <c>distance_fade_max_distance</c> and will fully disappear once it reaches <c>distance_fade_min_distance</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpatialMaterial.AsyncMode">
            <summary>
            <para>If <c>ProjectSettings.rendering/gles3/shaders/shader_compilation_mode</c> is <c>Synchronous</c> (with or without cache), this determines how this material must behave in regards to asynchronous shader compilation.</para>
            <para><see cref="F:Godot.SpatialMaterial.AsyncModeEnum.Visible"/> is the default and the best for most cases.</para>
            </summary>
        </member>
        <member name="M:Godot.SpatialMaterial.SetFlag(Godot.SpatialMaterial.Flags,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to <c>true</c>. See <see cref="T:Godot.SpatialMaterial.Flags"/> enumerator for options.</para>
            </summary>
        </member>
        <member name="M:Godot.SpatialMaterial.GetFlag(Godot.SpatialMaterial.Flags)">
            <summary>
            <para>Returns <c>true</c>, if the specified flag is enabled. See <see cref="T:Godot.SpatialMaterial.Flags"/> enumerator for options.</para>
            </summary>
        </member>
        <member name="M:Godot.SpatialMaterial.SetFeature(Godot.SpatialMaterial.Feature,System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables the specified <see cref="T:Godot.SpatialMaterial.Feature"/>. Many features that are available in <see cref="T:Godot.SpatialMaterial"/>s need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SpatialMaterial.GetFeature(Godot.SpatialMaterial.Feature)">
            <summary>
            <para>Returns <c>true</c>, if the specified <see cref="T:Godot.SpatialMaterial.Feature"/> is enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.SpatialMaterial.SetTexture(Godot.SpatialMaterial.TextureParam,Godot.Texture)">
            <summary>
            <para>Sets the <see cref="T:Godot.Texture"/> to be used by the specified <see cref="T:Godot.SpatialMaterial.TextureParam"/>. This function is called when setting members ending in <c>*_texture</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SpatialMaterial.GetTexture(Godot.SpatialMaterial.TextureParam)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture"/> associated with the specified <see cref="T:Godot.SpatialMaterial.TextureParam"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.SphereMesh">
            <summary>
            <para>Class representing a spherical <see cref="T:Godot.PrimitiveMesh"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SphereMesh.Radius">
            <summary>
            <para>Radius of sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.SphereMesh.Height">
            <summary>
            <para>Full height of the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.SphereMesh.RadialSegments">
            <summary>
            <para>Number of radial segments on the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.SphereMesh.Rings">
            <summary>
            <para>Number of segments along the height of the sphere.</para>
            </summary>
        </member>
        <member name="P:Godot.SphereMesh.IsHemisphere">
            <summary>
            <para>If <c>true</c>, a hemisphere is created rather than a full sphere.</para>
            <para>Note: To get a regular hemisphere, the height and radius of the sphere must be equal.</para>
            </summary>
        </member>
        <member name="T:Godot.SphereShape">
            <summary>
            <para>Sphere shape for 3D collisions, which can be set into a <see cref="T:Godot.PhysicsBody"/> or <see cref="T:Godot.Area"/>. This shape is useful for modeling sphere-like 3D objects.</para>
            </summary>
        </member>
        <member name="P:Godot.SphereShape.Radius">
            <summary>
            <para>The sphere's radius. The shape's diameter is double the radius.</para>
            </summary>
        </member>
        <member name="T:Godot.SpinBox">
            <summary>
            <para>SpinBox is a numerical input text field. It allows entering integers and floats.</para>
            <para>Example:</para>
            <para><code>
            var spin_box = SpinBox.new()
            add_child(spin_box)
            var line_edit = spin_box.get_line_edit()
            line_edit.context_menu_enabled = false
            spin_box.align = LineEdit.ALIGN_RIGHT
            </code></para>
            <para>The above code will create a <see cref="T:Godot.SpinBox"/>, disable context menu on it and set the text alignment to right.</para>
            <para>See <see cref="T:Godot.Range"/> class for more options over the <see cref="T:Godot.SpinBox"/>.</para>
            <para>Note: <see cref="T:Godot.SpinBox"/> relies on an underlying <see cref="T:Godot.LineEdit"/> node. To theme a <see cref="T:Godot.SpinBox"/>'s background, add theme items for <see cref="T:Godot.LineEdit"/> and customize them.</para>
            <para>Note: If you want to implement drag and drop for the underlying <see cref="T:Godot.LineEdit"/>, you can use <see cref="M:Godot.Control.SetDragForwarding(Godot.Control)"/> on the node returned by <see cref="M:Godot.SpinBox.GetLineEdit"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpinBox.Align">
            <summary>
            <para>Sets the text alignment of the <see cref="T:Godot.SpinBox"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpinBox.Editable">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.SpinBox"/> will be editable. Otherwise, it will be read only.</para>
            </summary>
        </member>
        <member name="P:Godot.SpinBox.Prefix">
            <summary>
            <para>Adds the specified <c>prefix</c> string before the numerical value of the <see cref="T:Godot.SpinBox"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpinBox.Suffix">
            <summary>
            <para>Adds the specified <c>suffix</c> string after the numerical value of the <see cref="T:Godot.SpinBox"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SpinBox.CustomArrowStep">
            <summary>
            <para>If not <c>0</c>, <c>value</c> will always be rounded to a multiple of <c>custom_arrow_step</c> when interacting with the arrow buttons of the <see cref="T:Godot.SpinBox"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SpinBox.Apply">
            <summary>
            <para>Applies the current value of this <see cref="T:Godot.SpinBox"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SpinBox.GetLineEdit">
            <summary>
            <para>Returns the <see cref="T:Godot.LineEdit"/> instance from this <see cref="T:Godot.SpinBox"/>. You can use it to access properties and methods of <see cref="T:Godot.LineEdit"/>.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.SplitContainer">
            <summary>
            <para>Container for splitting two <see cref="T:Godot.Control"/>s vertically or horizontally, with a grabber that allows adjusting the split offset or ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.SplitContainer.DraggerVisibilityEnum.Visible">
            <summary>
            <para>The split dragger is visible when the cursor hovers it.</para>
            </summary>
        </member>
        <member name="F:Godot.SplitContainer.DraggerVisibilityEnum.Hidden">
            <summary>
            <para>The split dragger is never visible.</para>
            </summary>
        </member>
        <member name="F:Godot.SplitContainer.DraggerVisibilityEnum.HiddenCollapsed">
            <summary>
            <para>The split dragger is never visible and its space collapsed.</para>
            </summary>
        </member>
        <member name="P:Godot.SplitContainer.SplitOffset">
            <summary>
            <para>The initial offset of the splitting between the two <see cref="T:Godot.Control"/>s, with <c>0</c> being at the end of the first <see cref="T:Godot.Control"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.SplitContainer.Collapsed">
            <summary>
            <para>If <c>true</c>, the area of the first <see cref="T:Godot.Control"/> will be collapsed and the dragger will be disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.SplitContainer.DraggerVisibility">
            <summary>
            <para>Determines the dragger's visibility. See <see cref="T:Godot.SplitContainer.DraggerVisibilityEnum"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.SplitContainer.ClampSplitOffset">
            <summary>
            <para>Clamps the <see cref="P:Godot.SplitContainer.SplitOffset"/> value to not go outside the currently possible minimal and maximum values.</para>
            </summary>
        </member>
        <member name="T:Godot.SpotLight">
            <summary>
            <para>A Spotlight is a type of <see cref="T:Godot.Light"/> node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of <see cref="T:Godot.Light"/>.</para>
            <para>Note: By default, only 32 SpotLights may affect a single mesh resource at once. Consider splitting your level into several meshes to decrease the likelihood that more than 32 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance. If you need to use more lights per mesh, you can increase <c>ProjectSettings.rendering/limits/rendering/max_lights_per_object</c> at the cost of shader compilation times.</para>
            </summary>
        </member>
        <member name="P:Godot.SpotLight.SpotRange">
            <summary>
            <para>The maximal range that can be reached by the spotlight. Note that the effectively lit area may appear to be smaller depending on the <see cref="P:Godot.SpotLight.SpotAttenuation"/> in use. No matter the <see cref="P:Godot.SpotLight.SpotAttenuation"/> in use, the light will never reach anything outside this range.</para>
            <para>Note: <see cref="P:Godot.SpotLight.SpotRange"/> is not affected by <see cref="P:Godot.Spatial.Scale"/> (the light's scale or its parent's scale).</para>
            </summary>
        </member>
        <member name="P:Godot.SpotLight.SpotAttenuation">
            <summary>
            <para>The spotlight's light energy attenuation curve.</para>
            </summary>
        </member>
        <member name="P:Godot.SpotLight.SpotAngle">
            <summary>
            <para>The spotlight's angle in degrees.</para>
            <para>Note: <see cref="P:Godot.SpotLight.SpotAngle"/> is not affected by <see cref="P:Godot.Spatial.Scale"/> (the light's scale or its parent's scale).</para>
            </summary>
        </member>
        <member name="P:Godot.SpotLight.SpotAngleAttenuation">
            <summary>
            <para>The spotlight's angular attenuation curve.</para>
            </summary>
        </member>
        <member name="T:Godot.SpringArm">
            <summary>
            <para>The SpringArm node is a node that casts a ray (or collision shape) along its z axis and moves all its direct children to the collision point, minus a margin.</para>
            <para>The most common use case for this is to make a 3rd person camera that reacts to collisions in the environment.</para>
            <para>The SpringArm will either cast a ray, or if a shape is given, it will cast the shape in the direction of its z axis.</para>
            <para>If you use the SpringArm as a camera controller for your player, you might need to exclude the player's collider from the SpringArm's collision check.</para>
            </summary>
        </member>
        <member name="P:Godot.SpringArm.CollisionMask">
            <summary>
            <para>The layers against which the collision check shall be done. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.SpringArm.Shape">
            <summary>
            <para>The <see cref="T:Godot.Shape"/> to use for the SpringArm.</para>
            <para>When the shape is set, the SpringArm will cast the <see cref="T:Godot.Shape"/> on its z axis instead of performing a ray cast.</para>
            </summary>
        </member>
        <member name="P:Godot.SpringArm.SpringLength">
            <summary>
            <para>The maximum extent of the SpringArm. This is used as a length for both the ray and the shape cast used internally to calculate the desired position of the SpringArm's child nodes.</para>
            <para>To know more about how to perform a shape cast or a ray cast, please consult the <see cref="T:Godot.PhysicsDirectSpaceState"/> documentation.</para>
            </summary>
        </member>
        <member name="P:Godot.SpringArm.Margin">
            <summary>
            <para>When the collision check is made, a candidate length for the SpringArm is given.</para>
            <para>The margin is then subtracted to this length and the translation is applied to the child objects of the SpringArm.</para>
            <para>This margin is useful for when the SpringArm has a <see cref="T:Godot.Camera"/> as a child node: without the margin, the <see cref="T:Godot.Camera"/> would be placed on the exact point of collision, while with the margin the <see cref="T:Godot.Camera"/> would be placed close to the point of collision.</para>
            </summary>
        </member>
        <member name="M:Godot.SpringArm.GetHitLength">
            <summary>
            <para>Returns the spring arm's current length.</para>
            </summary>
        </member>
        <member name="M:Godot.SpringArm.AddExcludedObject(Godot.RID)">
            <summary>
            <para>Adds the <see cref="T:Godot.PhysicsBody"/> object with the given <see cref="T:Godot.RID"/> to the list of <see cref="T:Godot.PhysicsBody"/> objects excluded from the collision check.</para>
            </summary>
        </member>
        <member name="M:Godot.SpringArm.RemoveExcludedObject(Godot.RID)">
            <summary>
            <para>Removes the given <see cref="T:Godot.RID"/> from the list of <see cref="T:Godot.PhysicsBody"/> objects excluded from the collision check.</para>
            </summary>
        </member>
        <member name="M:Godot.SpringArm.ClearExcludedObjects">
            <summary>
            <para>Clears the list of <see cref="T:Godot.PhysicsBody"/> objects excluded from the collision check.</para>
            </summary>
        </member>
        <member name="T:Godot.Sprite">
            <summary>
            <para>A node that displays a 2D texture. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.Texture">
            <summary>
            <para><see cref="T:Godot.Texture"/> object to draw.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.NormalMap">
            <summary>
            <para>The normal map gives depth to the Sprite.</para>
            <para>Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.Centered">
            <summary>
            <para>If <c>true</c>, texture is centered.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.Offset">
            <summary>
            <para>The texture's drawing offset.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.FlipH">
            <summary>
            <para>If <c>true</c>, texture is flipped horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.FlipV">
            <summary>
            <para>If <c>true</c>, texture is flipped vertically.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.Hframes">
            <summary>
            <para>The number of columns in the sprite sheet.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.Vframes">
            <summary>
            <para>The number of rows in the sprite sheet.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.Frame">
            <summary>
            <para>Current frame to display from sprite sheet. <see cref="P:Godot.Sprite.Hframes"/> or <see cref="P:Godot.Sprite.Vframes"/> must be greater than 1.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.FrameCoords">
            <summary>
            <para>Coordinates of the frame to display from sprite sheet. This is as an alias for the <see cref="P:Godot.Sprite.Frame"/> property. <see cref="P:Godot.Sprite.Hframes"/> or <see cref="P:Godot.Sprite.Vframes"/> must be greater than 1.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.RegionEnabled">
            <summary>
            <para>If <c>true</c>, texture is cut from a larger atlas texture. See <see cref="P:Godot.Sprite.RegionRect"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.RegionRect">
            <summary>
            <para>The region of the atlas texture to display. <see cref="P:Godot.Sprite.RegionEnabled"/> must be <c>true</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite.RegionFilterClip">
            <summary>
            <para>If <c>true</c>, the outermost pixels get blurred out.</para>
            </summary>
        </member>
        <member name="M:Godot.Sprite.IsPixelOpaque(Godot.Vector2)">
            <summary>
            <para>Returns <c>true</c>, if the pixel at the given position is opaque and <c>false</c> in other case.</para>
            <para>Note: It also returns <c>false</c>, if the sprite's texture is <c>null</c> or if the given position is invalid.</para>
            </summary>
        </member>
        <member name="M:Godot.Sprite.GetRect">
            <summary>
            <para>Returns a <see cref="T:Godot.Rect2"/> representing the Sprite's boundary in local coordinates. Can be used to detect if the Sprite was clicked. Example:</para>
            <para><code>
            func _input(event):
                if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_LEFT:
                    if get_rect().has_point(to_local(event.position)):
                        print("A click!")
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.Sprite3D">
            <summary>
            <para>A node that displays a 2D texture in a 3D environment. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite3D.Texture">
            <summary>
            <para><see cref="T:Godot.Texture"/> object to draw. If <see cref="P:Godot.GeometryInstance.MaterialOverride"/> is used, this will be overridden. The size information is still used.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite3D.Hframes">
            <summary>
            <para>The number of columns in the sprite sheet.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite3D.Vframes">
            <summary>
            <para>The number of rows in the sprite sheet.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite3D.Frame">
            <summary>
            <para>Current frame to display from sprite sheet. <see cref="P:Godot.Sprite3D.Hframes"/> or <see cref="P:Godot.Sprite3D.Vframes"/> must be greater than 1.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite3D.FrameCoords">
            <summary>
            <para>Coordinates of the frame to display from sprite sheet. This is as an alias for the <see cref="P:Godot.Sprite3D.Frame"/> property. <see cref="P:Godot.Sprite3D.Hframes"/> or <see cref="P:Godot.Sprite3D.Vframes"/> must be greater than 1.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite3D.RegionEnabled">
            <summary>
            <para>If <c>true</c>, texture will be cut from a larger atlas texture. See <see cref="P:Godot.Sprite3D.RegionRect"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Sprite3D.RegionRect">
            <summary>
            <para>The region of the atlas texture to display. <see cref="P:Godot.Sprite3D.RegionEnabled"/> must be <c>true</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.SpriteBase3D">
            <summary>
            <para>A node that displays 2D texture information in a 3D environment.</para>
            </summary>
        </member>
        <member name="F:Godot.SpriteBase3D.DrawFlags.Transparent">
            <summary>
            <para>If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible.</para>
            </summary>
        </member>
        <member name="F:Godot.SpriteBase3D.DrawFlags.Shaded">
            <summary>
            <para>If set, lights in the environment affect the sprite.</para>
            </summary>
        </member>
        <member name="F:Godot.SpriteBase3D.DrawFlags.DoubleSided">
            <summary>
            <para>If set, texture can be seen from the back as well, if not, it is invisible when looking at it from behind.</para>
            </summary>
        </member>
        <member name="F:Godot.SpriteBase3D.DrawFlags.DisableDepthTest">
            <summary>
            <para>Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.</para>
            </summary>
        </member>
        <member name="F:Godot.SpriteBase3D.DrawFlags.FixedSize">
            <summary>
            <para>Sprite is scaled by depth so that it always appears the same size on screen.</para>
            </summary>
        </member>
        <member name="F:Godot.SpriteBase3D.DrawFlags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.SpriteBase3D.DrawFlags"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.Centered">
            <summary>
            <para>If <c>true</c>, texture will be centered.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.Offset">
            <summary>
            <para>The texture's drawing offset.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.FlipH">
            <summary>
            <para>If <c>true</c>, texture is flipped horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.FlipV">
            <summary>
            <para>If <c>true</c>, texture is flipped vertically.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.Modulate">
            <summary>
            <para>A color value used to multiply the texture's colors. Can be used for mood-coloring or to simulate the color of light.</para>
            <para>Note: If a <see cref="P:Godot.GeometryInstance.MaterialOverride"/> is defined on the <see cref="T:Godot.SpriteBase3D"/>, the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in <see cref="P:Godot.SpriteBase3D.Modulate"/> will be ignored. For a <see cref="T:Godot.SpatialMaterial"/>, <see cref="P:Godot.SpatialMaterial.VertexColorUseAsAlbedo"/> must be <c>true</c>. For a <see cref="T:Godot.ShaderMaterial"/>, <c>ALBEDO *= COLOR.rgb;</c> must be inserted in the shader's <c>fragment()</c> function.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.Opacity">
            <summary>
            <para>The texture's visibility on a scale from <c>0</c> (fully invisible) to <c>1</c> (fully visible). <see cref="P:Godot.SpriteBase3D.Opacity"/> is a multiplier for the <see cref="P:Godot.SpriteBase3D.Modulate"/> color's alpha channel.</para>
            <para>Note: If a <see cref="P:Godot.GeometryInstance.MaterialOverride"/> is defined on the <see cref="T:Godot.SpriteBase3D"/>, the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in <see cref="P:Godot.SpriteBase3D.Opacity"/> will be ignored. For a <see cref="T:Godot.SpatialMaterial"/>, <see cref="P:Godot.SpatialMaterial.VertexColorUseAsAlbedo"/> must be <c>true</c>. For a <see cref="T:Godot.ShaderMaterial"/>, <c>ALPHA *= COLOR.a;</c> must be inserted in the shader's <c>fragment()</c> function.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.PixelSize">
            <summary>
            <para>The size of one pixel's width on the sprite to scale it in 3D.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.Axis">
            <summary>
            <para>The direction in which the front of the texture faces.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.Transparent">
            <summary>
            <para>If <c>true</c>, the texture's transparency and the opacity are used to make those parts of the sprite invisible.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.Shaded">
            <summary>
            <para>If <c>true</c>, the <see cref="T:Godot.Light"/> in the <see cref="T:Godot.Environment"/> has effects on the sprite.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.DoubleSided">
            <summary>
            <para>If <c>true</c>, texture can be seen from the back as well, if <c>false</c>, it is invisible when looking at it from behind.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.NoDepthTest">
            <summary>
            <para>If <c>true</c>, depth testing is disabled and the object will be drawn in render order.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.FixedSize">
            <summary>
            <para>If <c>true</c>, the label is rendered at the same size regardless of distance.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteBase3D.RenderPriority">
            <summary>
            <para>Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.</para>
            <para>Note: This only applies if <see cref="P:Godot.SpriteBase3D.AlphaCut"/> is set to <see cref="F:Godot.SpriteBase3D.AlphaCutMode.Disabled"/> (default value).</para>
            <para>Note: This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteBase3D.SetDrawFlag(Godot.SpriteBase3D.DrawFlags,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the specified flag will be enabled.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteBase3D.GetDrawFlag(Godot.SpriteBase3D.DrawFlags)">
            <summary>
            <para>Returns the value of the specified flag.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteBase3D.GetItemRect">
            <summary>
            <para>Returns the rectangle representing this sprite.</para>
            </summary>
        </member>
        <member name="T:Godot.SpriteFrames">
            <summary>
            <para>Sprite frame library for an <see cref="T:Godot.AnimatedSprite"/> or <see cref="T:Godot.AnimatedSprite3D"/> node. Contains frames and animation data for playback.</para>
            <para>Note: You can associate a set of normal maps by creating additional animations with a <c>_normal</c> suffix. For example, having 2 animations <c>run</c> and <c>run_normal</c> will make it so the <c>run</c> animation uses the normal map.</para>
            </summary>
        </member>
        <member name="P:Godot.SpriteFrames.Frames">
            <summary>
            <para>Compatibility property, always equals to an empty array.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.AddAnimation(System.String)">
            <summary>
            <para>Adds a new animation to the library.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.HasAnimation(System.String)">
            <summary>
            <para>If <c>true</c>, the named animation exists.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.RemoveAnimation(System.String)">
            <summary>
            <para>Removes the given animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.RenameAnimation(System.String,System.String)">
            <summary>
            <para>Changes the animation's name to <c>newname</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetAnimationNames">
            <summary>
            <para>Returns an array containing the names associated to each animation. Values are placed in alphabetical order.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.SetAnimationSpeed(System.String,System.Single)">
            <summary>
            <para>The animation's speed in frames per second.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetAnimationSpeed(System.String)">
            <summary>
            <para>The animation's speed in frames per second.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.SetAnimationLoop(System.String,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the animation will loop.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetAnimationLoop(System.String)">
            <summary>
            <para>Returns <c>true</c> if the given animation is configured to loop when it finishes playing. Otherwise, returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.AddFrame(System.String,Godot.Texture,System.Int32)">
            <summary>
            <para>Adds a frame to the given animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetFrameCount(System.String)">
            <summary>
            <para>Returns the number of frames in the animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.GetFrame(System.String,System.Int32)">
            <summary>
            <para>Returns the animation's selected frame.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.SetFrame(System.String,System.Int32,Godot.Texture)">
            <summary>
            <para>Sets the texture of the given frame.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.RemoveFrame(System.String,System.Int32)">
            <summary>
            <para>Removes the animation's selected frame.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.Clear(System.String)">
            <summary>
            <para>Removes all frames from the given animation.</para>
            </summary>
        </member>
        <member name="M:Godot.SpriteFrames.ClearAll">
            <summary>
            <para>Removes all animations. A "default" animation will be created.</para>
            </summary>
        </member>
        <member name="T:Godot.StaticBody">
            <summary>
            <para>Static body for 3D physics.</para>
            <para>A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to <see cref="T:Godot.RigidBody"/>, it doesn't consume any CPU resources as long as they don't move.</para>
            <para>They have extra functionalities to move and affect other bodies:</para>
            <para>Static transform change: Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.</para>
            <para>Constant velocity: When <see cref="P:Godot.StaticBody.ConstantLinearVelocity"/> or <see cref="P:Godot.StaticBody.ConstantAngularVelocity"/> is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody.Friction">
            <summary>
            <para>The body's friction, from 0 (frictionless) to 1 (full friction).</para>
            <para>Deprecated, use <see cref="P:Godot.PhysicsMaterial.Friction"/> instead via <see cref="P:Godot.StaticBody.PhysicsMaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody.Bounce">
            <summary>
            <para>The body's bounciness. Values range from <c>0</c> (no bounce) to <c>1</c> (full bounciness).</para>
            <para>Deprecated, use <see cref="P:Godot.PhysicsMaterial.Bounce"/> instead via <see cref="P:Godot.StaticBody.PhysicsMaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody.PhysicsMaterialOverride">
            <summary>
            <para>The physics material override for the body.</para>
            <para>If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody.ConstantLinearVelocity">
            <summary>
            <para>The body's constant linear velocity. This does not move the body, but affects other bodies that touch it, as if it was in a state of movement.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody.ConstantAngularVelocity">
            <summary>
            <para>The body's constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation.</para>
            </summary>
        </member>
        <member name="T:Godot.StaticBody2D">
            <summary>
            <para>Static body for 2D physics.</para>
            <para>A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to <see cref="T:Godot.RigidBody2D"/>, it doesn't consume any CPU resources as long as they don't move.</para>
            <para>They have extra functionalities to move and affect other bodies:</para>
            <para>Static transform change: Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.</para>
            <para>Constant velocity: When <see cref="P:Godot.StaticBody2D.ConstantLinearVelocity"/> or <see cref="P:Godot.StaticBody2D.ConstantAngularVelocity"/> is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody2D.ConstantLinearVelocity">
            <summary>
            <para>The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody2D.ConstantAngularVelocity">
            <summary>
            <para>The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody2D.Friction">
            <summary>
            <para>The body's friction. Values range from <c>0</c> (no friction) to <c>1</c> (full friction).</para>
            <para>Deprecated, use <see cref="P:Godot.PhysicsMaterial.Friction"/> instead via <see cref="P:Godot.StaticBody2D.PhysicsMaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody2D.Bounce">
            <summary>
            <para>The body's bounciness. Values range from <c>0</c> (no bounce) to <c>1</c> (full bounciness).</para>
            <para>Deprecated, use <see cref="P:Godot.PhysicsMaterial.Bounce"/> instead via <see cref="P:Godot.StaticBody2D.PhysicsMaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.StaticBody2D.PhysicsMaterialOverride">
            <summary>
            <para>The physics material override for the body.</para>
            <para>If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.</para>
            </summary>
        </member>
        <member name="T:Godot.StreamPeer">
            <summary>
            <para>StreamPeer is an abstraction and base class for stream-based protocols (such as TCP). It provides an API for sending and receiving data through streams as raw data or strings.</para>
            </summary>
        </member>
        <member name="P:Godot.StreamPeer.BigEndian">
            <summary>
            <para>If <c>true</c>, this <see cref="T:Godot.StreamPeer"/> will using big-endian format for encoding and decoding.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutData(System.Byte[])">
            <summary>
            <para>Sends a chunk of data through the connection, blocking if necessary until the data is done sending. This function returns an <see cref="T:Godot.Error"/> code.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutPartialData(System.Byte[])">
            <summary>
            <para>Sends a chunk of data through the connection. If all the data could not be sent at once, only part of it will. This function returns two values, an <see cref="T:Godot.Error"/> code and an integer, describing how much data was actually sent.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetData(System.Int32)">
            <summary>
            <para>Returns a chunk data with the received bytes. The amount of bytes to be received can be requested in the <c>bytes</c> argument. If not enough bytes are available, the function will block until the desired amount is received. This function returns two values, an <see cref="T:Godot.Error"/> code and a data array.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetPartialData(System.Int32)">
            <summary>
            <para>Returns a chunk data with the received bytes. The amount of bytes to be received can be requested in the "bytes" argument. If not enough bytes are available, the function will return how many were actually received. This function returns two values, an <see cref="T:Godot.Error"/> code, and a data array.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetAvailableBytes">
            <summary>
            <para>Returns the amount of bytes this <see cref="T:Godot.StreamPeer"/> has available.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.Put8(System.SByte)">
            <summary>
            <para>Puts a signed byte into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutU8(System.Byte)">
            <summary>
            <para>Puts an unsigned byte into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.Put16(System.Int16)">
            <summary>
            <para>Puts a signed 16-bit value into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutU16(System.UInt16)">
            <summary>
            <para>Puts an unsigned 16-bit value into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.Put32(System.Int32)">
            <summary>
            <para>Puts a signed 32-bit value into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutU32(System.UInt32)">
            <summary>
            <para>Puts an unsigned 32-bit value into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.Put64(System.Int64)">
            <summary>
            <para>Puts a signed 64-bit value into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutU64(System.UInt64)">
            <summary>
            <para>Puts an unsigned 64-bit value into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutFloat(System.Single)">
            <summary>
            <para>Puts a single-precision float into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutDouble(System.Double)">
            <summary>
            <para>Puts a double-precision float into the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutString(System.String)">
            <summary>
            <para>Puts a zero-terminated ASCII string into the stream prepended by a 32-bit unsigned integer representing its size.</para>
            <para>Note: To put an ASCII string without prepending its size, you can use <see cref="M:Godot.StreamPeer.PutData(System.Byte[])"/>:</para>
            <para><code>
            put_data("Hello world".to_ascii())
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutUtf8String(System.String)">
            <summary>
            <para>Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits unsigned integer representing its size.</para>
            <para>Note: To put an UTF-8 string without prepending its size, you can use <see cref="M:Godot.StreamPeer.PutData(System.Byte[])"/>:</para>
            <para><code>
            put_data("Hello world".to_utf8())
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.PutVar(System.Object,System.Boolean)">
            <summary>
            <para>Puts a Variant into the stream. If <c>full_objects</c> is <c>true</c> encoding objects is allowed (and can potentially include code).</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.Get8">
            <summary>
            <para>Gets a signed byte from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetU8">
            <summary>
            <para>Gets an unsigned byte from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.Get16">
            <summary>
            <para>Gets a signed 16-bit value from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetU16">
            <summary>
            <para>Gets an unsigned 16-bit value from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.Get32">
            <summary>
            <para>Gets a signed 32-bit value from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetU32">
            <summary>
            <para>Gets an unsigned 32-bit value from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.Get64">
            <summary>
            <para>Gets a signed 64-bit value from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetU64">
            <summary>
            <para>Gets an unsigned 64-bit value from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetFloat">
            <summary>
            <para>Gets a single-precision float from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetDouble">
            <summary>
            <para>Gets a double-precision float from the stream.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetString(System.Int32)">
            <summary>
            <para>Gets an ASCII string with byte-length <c>bytes</c> from the stream. If <c>bytes</c> is negative (default) the length will be read from the stream using the reverse process of <see cref="M:Godot.StreamPeer.PutString(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetUtf8String(System.Int32)">
            <summary>
            <para>Gets an UTF-8 string with byte-length <c>bytes</c> from the stream (this decodes the string sent as UTF-8). If <c>bytes</c> is negative (default) the length will be read from the stream using the reverse process of <see cref="M:Godot.StreamPeer.PutUtf8String(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeer.GetVar(System.Boolean)">
            <summary>
            <para>Gets a Variant from the stream. If <c>allow_objects</c> is <c>true</c>, decoding objects is allowed.</para>
            <para>Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.</para>
            </summary>
        </member>
        <member name="T:Godot.StreamPeerBuffer">
            <summary>
            <para>Data buffer stream peer that uses a byte array as the stream. This object can be used to handle binary data from network sessions. To handle binary data stored in files, <see cref="T:Godot.File"/> can be used directly.</para>
            <para>A <see cref="T:Godot.StreamPeerBuffer"/> object keeps an internal cursor which is the offset in bytes to the start of the buffer. Get and put operations are performed at the cursor position and will move the cursor accordingly.</para>
            </summary>
        </member>
        <member name="P:Godot.StreamPeerBuffer.DataArray">
            <summary>
            <para>The underlying data buffer. Setting this value resets the cursor.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerBuffer.Seek(System.Int32)">
            <summary>
            <para>Moves the cursor to the specified position. <c>position</c> must be a valid index of <see cref="P:Godot.StreamPeerBuffer.DataArray"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerBuffer.GetSize">
            <summary>
            <para>Returns the size of <see cref="P:Godot.StreamPeerBuffer.DataArray"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerBuffer.GetPosition">
            <summary>
            <para>Returns the current cursor position.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerBuffer.Resize(System.Int32)">
            <summary>
            <para>Resizes the <see cref="P:Godot.StreamPeerBuffer.DataArray"/>. This doesn't update the cursor.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerBuffer.Clear">
            <summary>
            <para>Clears the <see cref="P:Godot.StreamPeerBuffer.DataArray"/> and resets the cursor.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerBuffer.Duplicate">
            <summary>
            <para>Returns a new <see cref="T:Godot.StreamPeerBuffer"/> with the same <see cref="P:Godot.StreamPeerBuffer.DataArray"/> content.</para>
            </summary>
        </member>
        <member name="T:Godot.StreamPeerSSL">
            <summary>
            <para>SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerSSL.Status.Disconnected">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerSSL"/> that is disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerSSL.Status.Handshaking">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerSSL"/> during handshaking.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerSSL.Status.Connected">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerSSL"/> that is connected to a host.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerSSL.Status.Error">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerSSL"/> in error state.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerSSL.Status.ErrorHostnameMismatch">
            <summary>
            <para>An error status that shows a mismatch in the SSL certificate domain presented by the host and the domain requested for validation.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerSSL.Poll">
            <summary>
            <para>Poll the connection to check for incoming bytes. Call this right before <see cref="M:Godot.StreamPeer.GetAvailableBytes"/> for it to work properly.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerSSL.AcceptStream(Godot.StreamPeer,Godot.CryptoKey,Godot.X509Certificate,Godot.X509Certificate)">
            <summary>
            <para>Accepts a peer connection as a server using the given <c>private_key</c> and providing the given <c>certificate</c> to the client. You can pass the optional <c>chain</c> parameter to provide additional CA chain information along with the certificate.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerSSL.ConnectToStream(Godot.StreamPeer,System.Boolean,System.String,Godot.X509Certificate)">
            <summary>
            <para>Connects to a peer using an underlying <see cref="T:Godot.StreamPeer"/> <c>stream</c>. If <c>validate_certs</c> is <c>true</c>, <see cref="T:Godot.StreamPeerSSL"/> will validate that the certificate presented by the peer matches the <c>for_hostname</c>.</para>
            <para>Note: Specifying a custom <c>valid_certificate</c> is not supported in HTML5 exports due to browsers restrictions.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerSSL.GetStatus">
            <summary>
            <para>Returns the status of the connection. See <see cref="T:Godot.StreamPeerSSL.Status"/> for values.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerSSL.DisconnectFromStream">
            <summary>
            <para>Disconnects from host.</para>
            </summary>
        </member>
        <member name="T:Godot.StreamPeerTCP">
            <summary>
            <para>TCP stream peer. This object can be used to connect to TCP servers, or also is returned by a TCP server.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTCP.Status.None">
            <summary>
            <para>The initial status of the <see cref="T:Godot.StreamPeerTCP"/>. This is also the status after disconnecting.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTCP.Status.Connecting">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerTCP"/> that is connecting to a host.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTCP.Status.Connected">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerTCP"/> that is connected to a host.</para>
            </summary>
        </member>
        <member name="F:Godot.StreamPeerTCP.Status.Error">
            <summary>
            <para>A status representing a <see cref="T:Godot.StreamPeerTCP"/> in error state.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTCP.ConnectToHost(System.String,System.Int32)">
            <summary>
            <para>Connects to the specified <c>host:port</c> pair. A hostname will be resolved if valid. Returns <see cref="F:Godot.Error.Ok"/> on success or <see cref="F:Godot.Error.Failed"/> on failure.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTCP.IsConnectedToHost">
            <summary>
            <para>Returns <c>true</c> if this peer is currently connected or is connecting to a host, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTCP.GetStatus">
            <summary>
            <para>Returns the status of the connection, see <see cref="T:Godot.StreamPeerTCP.Status"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTCP.GetConnectedHost">
            <summary>
            <para>Returns the IP of this peer.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTCP.GetConnectedPort">
            <summary>
            <para>Returns the port of this peer.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTCP.DisconnectFromHost">
            <summary>
            <para>Disconnects from host.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamPeerTCP.SetNoDelay(System.Boolean)">
            <summary>
            <para>If <c>enabled</c> is <c>true</c>, packets will be sent immediately. If <c>enabled</c> is <c>false</c> (the default), packet transfers will be delayed and combined using <a href="https://en.wikipedia.org/wiki/Nagle%27s_algorithm">Nagle's algorithm</a>.</para>
            <para>Note: It's recommended to leave this disabled for applications that send large packets or need to transfer a lot of data, as enabling this can decrease the total available bandwidth.</para>
            </summary>
        </member>
        <member name="T:Godot.StreamTexture">
            <summary>
            <para>A texture that is loaded from a <c>.stex</c> file.</para>
            </summary>
        </member>
        <member name="P:Godot.StreamTexture.LoadPath">
            <summary>
            <para>The StreamTexture's file path to a <c>.stex</c> file.</para>
            </summary>
        </member>
        <member name="M:Godot.StreamTexture.Load(System.String)">
            <summary>
            <para>Loads the texture from the given path.</para>
            </summary>
        </member>
        <member name="T:Godot.StyleBox">
            <summary>
            <para>StyleBox is <see cref="T:Godot.Resource"/> that provides an abstract base class for drawing stylized boxes for the UI. StyleBoxes are used for drawing the styles of buttons, line edit backgrounds, tree backgrounds, etc. and also for testing a transparency mask for pointer signals. If mask test fails on a StyleBox assigned as mask to a control, clicks and motion signals will go through it to the one below.</para>
            <para>Note: For children of <see cref="T:Godot.Control"/> that have Theme Properties, the <c>focus</c> <see cref="T:Godot.StyleBox"/> is displayed over the <c>normal</c>, <c>hover</c> or <c>pressed</c> <see cref="T:Godot.StyleBox"/>. This makes the <c>focus</c> <see cref="T:Godot.StyleBox"/> more reusable across different nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBox.ContentMarginLeft">
            <summary>
            <para>The left margin for the contents of this style box.Increasing this value reduces the space available to the contents from the left.</para>
            <para>Refer to <see cref="P:Godot.StyleBox.ContentMarginBottom"/> for extra considerations.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBox.ContentMarginRight">
            <summary>
            <para>The right margin for the contents of this style box. Increasing this value reduces the space available to the contents from the right.</para>
            <para>Refer to <see cref="P:Godot.StyleBox.ContentMarginBottom"/> for extra considerations.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBox.ContentMarginTop">
            <summary>
            <para>The top margin for the contents of this style box. Increasing this value reduces the space available to the contents from the top.</para>
            <para>Refer to <see cref="P:Godot.StyleBox.ContentMarginBottom"/> for extra considerations.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBox.ContentMarginBottom">
            <summary>
            <para>The bottom margin for the contents of this style box. Increasing this value reduces the space available to the contents from the bottom.</para>
            <para>If this value is negative, it is ignored and a child-specific margin is used instead. For example for <see cref="T:Godot.StyleBoxFlat"/> the border thickness (if any) is used instead.</para>
            <para>It is up to the code using this style box to decide what these contents are: for example, a <see cref="T:Godot.Button"/> respects this content margin for the textual contents of the button.</para>
            <para><see cref="M:Godot.StyleBox.GetMargin(Godot.Margin)"/> should be used to fetch this value as consumer instead of reading these properties directly. This is because it correctly respects negative values and the fallback mentioned above.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.TestMask(Godot.Vector2,Godot.Rect2)">
            <summary>
            <para>Test a position in a rectangle, return whether it passes the mask test.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.SetDefaultMargin(Godot.Margin,System.Single)">
            <summary>
            <para>Sets the default value of the specified <see cref="T:Godot.Margin"/> to given <c>offset</c> in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.GetDefaultMargin(Godot.Margin)">
            <summary>
            <para>Returns the default value of the specified <see cref="T:Godot.Margin"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.GetMargin(Godot.Margin)">
            <summary>
            <para>Returns the content margin offset for the specified <see cref="T:Godot.Margin"/>.</para>
            <para>Positive values reduce size inwards, unlike <see cref="T:Godot.Control"/>'s margin values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.GetMinimumSize">
            <summary>
            <para>Returns the minimum size that this stylebox can be shrunk to.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.GetCenterSize">
            <summary>
            <para>Returns the size of this <see cref="T:Godot.StyleBox"/> without the margins.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.GetOffset">
            <summary>
            <para>Returns the "offset" of a stylebox. This helper function returns a value equivalent to <c>Vector2(style.get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.GetCurrentItemDrawn">
            <summary>
            <para>Returns the <see cref="T:Godot.CanvasItem"/> that handles its <see cref="F:Godot.CanvasItem.NotificationDraw"/> or <see cref="M:Godot.CanvasItem._Draw"/> callback at this moment.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBox.Draw(Godot.RID,Godot.Rect2)">
            <summary>
            <para>Draws this stylebox using a canvas item identified by the given <see cref="T:Godot.RID"/>.</para>
            <para>The <see cref="T:Godot.RID"/> value can either be the result of <see cref="M:Godot.CanvasItem.GetCanvasItem"/> called on an existing <see cref="T:Godot.CanvasItem"/>-derived node, or directly from creating a canvas item in the <see cref="T:Godot.VisualServer"/> with <see cref="M:Godot.VisualServer.CanvasItemCreate"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.StyleBoxEmpty">
            <summary>
            <para>Empty stylebox (really does not display anything).</para>
            </summary>
        </member>
        <member name="T:Godot.StyleBoxFlat">
            <summary>
            <para>This <see cref="T:Godot.StyleBox"/> can be used to achieve all kinds of looks without the need of a texture. The following properties are customizable:</para>
            <para>- Color</para>
            <para>- Border width (individual width for each border)</para>
            <para>- Rounded corners (individual radius for each corner)</para>
            <para>- Shadow (with blur and offset)</para>
            <para>Setting corner radius to high values is allowed. As soon as corners overlap, the stylebox will switch to a relative system. Example:</para>
            <para><code>
            height = 30
            corner_radius_top_left = 50
            corner_radius_bottom_left = 100
            </code></para>
            <para>The relative system now would take the 1:2 ratio of the two left corners to calculate the actual corner width. Both corners added will never be more than the height. Result:</para>
            <para><code>
            corner_radius_top_left: 10
            corner_radius_bottom_left: 20
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.BgColor">
            <summary>
            <para>The background color of the stylebox.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.DrawCenter">
            <summary>
            <para>Toggles drawing of the inner part of the stylebox.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.Skew">
            <summary>
            <para>If set to a non-zero value on either axis, <see cref="P:Godot.StyleBoxFlat.Skew"/> distorts the StyleBox horizontally and/or vertically. This can be used for "futuristic"-style UIs. Positive values skew the StyleBox towards the right (X axis) and upwards (Y axis), while negative values skew the StyleBox towards the left (X axis) and downwards (Y axis).</para>
            <para>Note: To ensure text does not touch the StyleBox's edges, consider increasing the <see cref="T:Godot.StyleBox"/>'s content margin (see <see cref="P:Godot.StyleBox.ContentMarginBottom"/>). It is preferable to increase the content margin instead of the expand margin (see <see cref="P:Godot.StyleBoxFlat.ExpandMarginBottom"/>), as increasing the expand margin does not increase the size of the clickable area for <see cref="T:Godot.Control"/>s.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.BorderWidthLeft">
            <summary>
            <para>Border width for the left border.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.BorderWidthTop">
            <summary>
            <para>Border width for the top border.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.BorderWidthRight">
            <summary>
            <para>Border width for the right border.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.BorderWidthBottom">
            <summary>
            <para>Border width for the bottom border.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.BorderColor">
            <summary>
            <para>Sets the color of the border.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.BorderBlend">
            <summary>
            <para>If <c>true</c>, the border will fade into the background color.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.CornerRadiusTopLeft">
            <summary>
            <para>The top-left corner's radius. If <c>0</c>, the corner is not rounded.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.CornerRadiusTopRight">
            <summary>
            <para>The top-right corner's radius. If <c>0</c>, the corner is not rounded.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.CornerRadiusBottomRight">
            <summary>
            <para>The bottom-right corner's radius. If <c>0</c>, the corner is not rounded.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.CornerRadiusBottomLeft">
            <summary>
            <para>The bottom-left corner's radius. If <c>0</c>, the corner is not rounded.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.CornerDetail">
            <summary>
            <para>This sets the number of vertices used for each corner. Higher values result in rounder corners but take more processing power to compute. When choosing a value, you should take the corner radius (<see cref="M:Godot.StyleBoxFlat.SetCornerRadiusAll(System.Int32)"/>) into account.</para>
            <para>For corner radii less than 10, <c>4</c> or <c>5</c> should be enough. For corner radii less than 30, values between <c>8</c> and <c>12</c> should be enough.</para>
            <para>A corner detail of <c>1</c> will result in chamfered corners instead of rounded corners, which is useful for some artistic effects.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.ExpandMarginLeft">
            <summary>
            <para>Expands the stylebox outside of the control rect on the left edge. Useful in combination with <see cref="P:Godot.StyleBoxFlat.BorderWidthLeft"/> to draw a border outside the control rect.</para>
            <para>Note: Unlike <see cref="P:Godot.StyleBox.ContentMarginLeft"/>, <see cref="P:Godot.StyleBoxFlat.ExpandMarginLeft"/> does not affect the size of the clickable area for <see cref="T:Godot.Control"/>s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.ExpandMarginRight">
            <summary>
            <para>Expands the stylebox outside of the control rect on the right edge. Useful in combination with <see cref="P:Godot.StyleBoxFlat.BorderWidthRight"/> to draw a border outside the control rect.</para>
            <para>Note: Unlike <see cref="P:Godot.StyleBox.ContentMarginRight"/>, <see cref="P:Godot.StyleBoxFlat.ExpandMarginRight"/> does not affect the size of the clickable area for <see cref="T:Godot.Control"/>s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.ExpandMarginTop">
            <summary>
            <para>Expands the stylebox outside of the control rect on the top edge. Useful in combination with <see cref="P:Godot.StyleBoxFlat.BorderWidthTop"/> to draw a border outside the control rect.</para>
            <para>Note: Unlike <see cref="P:Godot.StyleBox.ContentMarginTop"/>, <see cref="P:Godot.StyleBoxFlat.ExpandMarginTop"/> does not affect the size of the clickable area for <see cref="T:Godot.Control"/>s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.ExpandMarginBottom">
            <summary>
            <para>Expands the stylebox outside of the control rect on the bottom edge. Useful in combination with <see cref="P:Godot.StyleBoxFlat.BorderWidthBottom"/> to draw a border outside the control rect.</para>
            <para>Note: Unlike <see cref="P:Godot.StyleBox.ContentMarginBottom"/>, <see cref="P:Godot.StyleBoxFlat.ExpandMarginBottom"/> does not affect the size of the clickable area for <see cref="T:Godot.Control"/>s. This can negatively impact usability if used wrong, as the user may try to click an area of the StyleBox that cannot actually receive clicks.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.ShadowColor">
            <summary>
            <para>The color of the shadow. This has no effect if <see cref="P:Godot.StyleBoxFlat.ShadowSize"/> is lower than 1.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.ShadowSize">
            <summary>
            <para>The shadow size in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.ShadowOffset">
            <summary>
            <para>The shadow offset in pixels. Adjusts the position of the shadow relatively to the stylebox.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.AntiAliasing">
            <summary>
            <para>Antialiasing draws a small ring around the edges, which fades to transparency. As a result, edges look much smoother. This is only noticeable when using rounded corners or <see cref="P:Godot.StyleBoxFlat.Skew"/>.</para>
            <para>Note: When using beveled corners with 45-degree angles (<see cref="P:Godot.StyleBoxFlat.CornerDetail"/> = 1), it is recommended to set <see cref="P:Godot.StyleBoxFlat.AntiAliasing"/> to <c>false</c> to ensure crisp visuals and avoid possible visual glitches.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxFlat.AntiAliasingSize">
            <summary>
            <para>This changes the size of the faded ring. Higher values can be used to achieve a "blurry" effect.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetBorderWidthAll(System.Int32)">
            <summary>
            <para>Sets the border width to <c>width</c> pixels for all margins.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.GetBorderWidthMin">
            <summary>
            <para>Returns the smallest border width out of all four borders.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetBorderWidth(Godot.Margin,System.Int32)">
            <summary>
            <para>Sets the border width to <c>width</c> pixels for the given <c>margin</c>. See <see cref="T:Godot.Margin"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.GetBorderWidth(Godot.Margin)">
            <summary>
            <para>Returns the given <c>margin</c>'s border width. See <see cref="T:Godot.Margin"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetCornerRadiusIndividual(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Sets the corner radius for each corner to <c>radius_top_left</c>, <c>radius_top_right</c>, <c>radius_bottom_right</c>, and <c>radius_bottom_left</c> pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetCornerRadiusAll(System.Int32)">
            <summary>
            <para>Sets the corner radius to <c>radius</c> pixels for all corners.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetCornerRadius(Godot.Corner,System.Int32)">
            <summary>
            <para>Sets the corner radius to <c>radius</c> pixels for the given <c>corner</c>. See <see cref="T:Godot.Corner"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.GetCornerRadius(Godot.Corner)">
            <summary>
            <para>Returns the given <c>corner</c>'s radius. See <see cref="T:Godot.Corner"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetExpandMargin(Godot.Margin,System.Single)">
            <summary>
            <para>Sets the expand margin to <c>size</c> pixels for the given <c>margin</c>. See <see cref="T:Godot.Margin"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetExpandMarginAll(System.Single)">
            <summary>
            <para>Sets the expand margin to <c>size</c> pixels for all margins.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.SetExpandMarginIndividual(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the expand margin for each margin to <c>size_left</c>, <c>size_top</c>, <c>size_right</c>, and <c>size_bottom</c> pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxFlat.GetExpandMargin(Godot.Margin)">
            <summary>
            <para>Returns the size of the given <c>margin</c>'s expand margin. See <see cref="T:Godot.Margin"/> for possible values.</para>
            </summary>
        </member>
        <member name="T:Godot.StyleBoxLine">
            <summary>
            <para><see cref="T:Godot.StyleBox"/> that displays a single line of a given color and thickness. It can be used to draw things like separators.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxLine.Color">
            <summary>
            <para>The line's color.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxLine.GrowBegin">
            <summary>
            <para>The number of pixels the line will extend before the <see cref="T:Godot.StyleBoxLine"/>'s bounds. If set to a negative value, the line will begin inside the <see cref="T:Godot.StyleBoxLine"/>'s bounds.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxLine.GrowEnd">
            <summary>
            <para>The number of pixels the line will extend past the <see cref="T:Godot.StyleBoxLine"/>'s bounds. If set to a negative value, the line will end inside the <see cref="T:Godot.StyleBoxLine"/>'s bounds.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxLine.Thickness">
            <summary>
            <para>The line's thickness in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxLine.Vertical">
            <summary>
            <para>If <c>true</c>, the line will be vertical. If <c>false</c>, the line will be horizontal.</para>
            </summary>
        </member>
        <member name="T:Godot.StyleBoxTexture">
            <summary>
            <para>Texture-based nine-patch <see cref="T:Godot.StyleBox"/>, in a way similar to <see cref="T:Godot.NinePatchRect"/>. This stylebox performs a 3×3 scaling of a texture, where only the center cell is fully stretched. This makes it possible to design bordered styles regardless of the stylebox's size.</para>
            </summary>
        </member>
        <member name="F:Godot.StyleBoxTexture.AxisStretchMode.Stretch">
            <summary>
            <para>Stretch the stylebox's texture. This results in visible distortion unless the texture size matches the stylebox's size perfectly.</para>
            </summary>
        </member>
        <member name="F:Godot.StyleBoxTexture.AxisStretchMode.Tile">
            <summary>
            <para>Repeats the stylebox's texture to match the stylebox's size according to the nine-patch system.</para>
            </summary>
        </member>
        <member name="F:Godot.StyleBoxTexture.AxisStretchMode.TileFit">
            <summary>
            <para>Repeats the stylebox's texture to match the stylebox's size according to the nine-patch system. Unlike <see cref="F:Godot.StyleBoxTexture.AxisStretchMode.Tile"/>, the texture may be slightly stretched to make the nine-patch texture tile seamlessly.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.Texture">
            <summary>
            <para>The texture to use when drawing this style box.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.NormalMap">
            <summary>
            <para>The normal map to use when drawing this style box.</para>
            <para>Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.RegionRect">
            <summary>
            <para>Species a sub-region of the texture to use.</para>
            <para>This is equivalent to first wrapping the texture in an <see cref="T:Godot.AtlasTexture"/> with the same region.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.MarginLeft">
            <summary>
            <para>Increases the left margin of the 3×3 texture box.</para>
            <para>A higher value means more of the source texture is considered to be part of the left border of the 3×3 box.</para>
            <para>This is also the value used as fallback for <see cref="P:Godot.StyleBox.ContentMarginLeft"/> if it is negative.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.MarginRight">
            <summary>
            <para>Increases the right margin of the 3×3 texture box.</para>
            <para>A higher value means more of the source texture is considered to be part of the right border of the 3×3 box.</para>
            <para>This is also the value used as fallback for <see cref="P:Godot.StyleBox.ContentMarginRight"/> if it is negative.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.MarginTop">
            <summary>
            <para>Increases the top margin of the 3×3 texture box.</para>
            <para>A higher value means more of the source texture is considered to be part of the top border of the 3×3 box.</para>
            <para>This is also the value used as fallback for <see cref="P:Godot.StyleBox.ContentMarginTop"/> if it is negative.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.MarginBottom">
            <summary>
            <para>Increases the bottom margin of the 3×3 texture box.</para>
            <para>A higher value means more of the source texture is considered to be part of the bottom border of the 3×3 box.</para>
            <para>This is also the value used as fallback for <see cref="P:Godot.StyleBox.ContentMarginBottom"/> if it is negative.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.ExpandMarginLeft">
            <summary>
            <para>Expands the left margin of this style box when drawing, causing it to be drawn larger than requested.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.ExpandMarginRight">
            <summary>
            <para>Expands the right margin of this style box when drawing, causing it to be drawn larger than requested.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.ExpandMarginTop">
            <summary>
            <para>Expands the top margin of this style box when drawing, causing it to be drawn larger than requested.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.ExpandMarginBottom">
            <summary>
            <para>Expands the bottom margin of this style box when drawing, causing it to be drawn larger than requested.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.AxisStretchHorizontal">
            <summary>
            <para>Controls how the stylebox's texture will be stretched or tiled horizontally. See <see cref="T:Godot.StyleBoxTexture.AxisStretchMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.AxisStretchVertical">
            <summary>
            <para>Controls how the stylebox's texture will be stretched or tiled vertically. See <see cref="T:Godot.StyleBoxTexture.AxisStretchMode"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.ModulateColor">
            <summary>
            <para>Modulates the color of the texture when this style box is drawn.</para>
            </summary>
        </member>
        <member name="P:Godot.StyleBoxTexture.DrawCenter">
            <summary>
            <para>If <c>true</c>, the nine-patch texture's center tile will be drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.SetMarginSize(Godot.Margin,System.Single)">
            <summary>
            <para>Sets the margin to <c>size</c> pixels for the given <c>margin</c>. See <see cref="T:Godot.Margin"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.GetMarginSize(Godot.Margin)">
            <summary>
            <para>Returns the size of the given <c>margin</c>. See <see cref="T:Godot.Margin"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.SetExpandMarginSize(Godot.Margin,System.Single)">
            <summary>
            <para>Sets the expand margin to <c>size</c> pixels for the given <c>margin</c>. See <see cref="T:Godot.Margin"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.SetExpandMarginAll(System.Single)">
            <summary>
            <para>Sets the expand margin to <c>size</c> pixels for all margins.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.SetExpandMarginIndividual(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the expand margin for each margin to <c>size_left</c>, <c>size_top</c>, <c>size_right</c>, and <c>size_bottom</c> pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.StyleBoxTexture.GetExpandMarginSize(Godot.Margin)">
            <summary>
            <para>Returns the size of the given <c>margin</c>'s expand margin. See <see cref="T:Godot.Margin"/> for possible values.</para>
            </summary>
        </member>
        <member name="T:Godot.SurfaceTool">
            <summary>
            <para>The <see cref="T:Godot.SurfaceTool"/> is used to construct a <see cref="T:Godot.Mesh"/> by specifying vertex attributes individually. It can be used to construct a <see cref="T:Godot.Mesh"/> from a script. All properties except indices need to be added before calling <see cref="M:Godot.SurfaceTool.AddVertex(Godot.Vector3)"/>. For example, to add vertex colors and UVs:</para>
            <para><code>
            var st = SurfaceTool.new()
            st.begin(Mesh.PRIMITIVE_TRIANGLES)
            st.add_color(Color(1, 0, 0))
            st.add_uv(Vector2(0, 0))
            st.add_vertex(Vector3(0, 0, 0))
            </code></para>
            <para>The above <see cref="T:Godot.SurfaceTool"/> now contains one vertex of a triangle which has a UV coordinate and a specified <see cref="T:Godot.Color"/>. If another vertex were added without calling <see cref="M:Godot.SurfaceTool.AddUv(Godot.Vector2)"/> or <see cref="M:Godot.SurfaceTool.AddColor(Godot.Color)"/>, then the last values would be used.</para>
            <para>Vertex attributes must be passed before calling <see cref="M:Godot.SurfaceTool.AddVertex(Godot.Vector3)"/>. Failure to do so will result in an error when committing the vertex information to a mesh.</para>
            <para>Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example, if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices.</para>
            <para>See also <see cref="T:Godot.ArrayMesh"/>, <see cref="T:Godot.ImmediateGeometry"/> and <see cref="T:Godot.MeshDataTool"/> for procedural geometry generation.</para>
            <para>Note: Godot uses clockwise <a href="https://learnopengl.com/Advanced-OpenGL/Face-culling">winding order</a> for front faces of triangle primitive modes.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.Begin(Godot.Mesh.PrimitiveType)">
            <summary>
            <para>Called before adding any vertices. Takes the primitive type as an argument (e.g. <see cref="F:Godot.Mesh.PrimitiveType.Triangles"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddVertex(Godot.Vector3)">
            <summary>
            <para>Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddColor(Godot.Color)">
            <summary>
            <para>Specifies a <see cref="T:Godot.Color"/> to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.</para>
            <para>Note: The material must have <see cref="P:Godot.SpatialMaterial.VertexColorUseAsAlbedo"/> enabled for the vertex color to be visible.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddNormal(Godot.Vector3)">
            <summary>
            <para>Specifies a normal to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddTangent(Godot.Plane)">
            <summary>
            <para>Specifies a tangent to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddUv(Godot.Vector2)">
            <summary>
            <para>Specifies a set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddUv2(Godot.Vector2)">
            <summary>
            <para>Specifies an optional second set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddBones(System.Int32[])">
            <summary>
            <para>Specifies an array of bones to use for the next vertex. <c>bones</c> must contain 4 integers.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddWeights(System.Single[])">
            <summary>
            <para>Specifies weight values to use for the next vertex. <c>weights</c> must contain 4 values. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddSmoothGroup(System.Boolean)">
            <summary>
            <para>Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AddTriangleFan(Godot.Vector3[],Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.Vector3[],Godot.Collections.Array)">
            <summary>
            <para>Inserts a triangle fan made of array data into <see cref="T:Godot.Mesh"/> being constructed.</para>
            <para>Requires the primitive type be set to <see cref="F:Godot.Mesh.PrimitiveType.Triangles"/>.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is Array.Empty&lt;Vector2&gt;()</param>
            <param name="colors">If the parameter is null, then the default value is Array.Empty&lt;Color&gt;()</param>
            <param name="uv2s">If the parameter is null, then the default value is Array.Empty&lt;Vector2&gt;()</param>
            <param name="normals">If the parameter is null, then the default value is Array.Empty&lt;Vector3&gt;()</param>
            <param name="tangents">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.SurfaceTool.AddIndex(System.Int32)">
            <summary>
            <para>Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.Index">
            <summary>
            <para>Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.Deindex">
            <summary>
            <para>Removes the index array by expanding the vertex array.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.GenerateNormals(System.Boolean)">
            <summary>
            <para>Generates normals from vertices so you do not have to do it manually. If <c>flip</c> is <c>true</c>, the resulting normals will be inverted. <see cref="M:Godot.SurfaceTool.GenerateNormals(System.Boolean)"/> should be called after generating geometry and before committing the mesh using <see cref="M:Godot.SurfaceTool.Commit(Godot.ArrayMesh,System.UInt32)"/> or <see cref="M:Godot.SurfaceTool.CommitToArrays"/>. For correct display of normal-mapped surfaces, you will also have to generate tangents using <see cref="M:Godot.SurfaceTool.GenerateTangents"/>.</para>
            <para>Note: <see cref="M:Godot.SurfaceTool.GenerateNormals(System.Boolean)"/> only works if the primitive type to be set to <see cref="F:Godot.Mesh.PrimitiveType.Triangles"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.GenerateTangents">
            <summary>
            <para>Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already (see <see cref="M:Godot.SurfaceTool.GenerateNormals(System.Boolean)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.SetMaterial(Godot.Material)">
            <summary>
            <para>Sets <see cref="T:Godot.Material"/> to be used by the <see cref="T:Godot.Mesh"/> you are constructing.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.Clear">
            <summary>
            <para>Clear all information passed into the surface tool so far.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.CreateFrom(Godot.Mesh,System.Int32)">
            <summary>
            <para>Creates a vertex array from an existing <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.CreateFromBlendShape(Godot.Mesh,System.Int32,System.String)">
            <summary>
            <para>Creates a vertex array from the specified blend shape of an existing <see cref="T:Godot.Mesh"/>. This can be used to extract a specific pose from a blend shape.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.AppendFrom(Godot.Mesh,System.Int32,Godot.Transform)">
            <summary>
            <para>Append vertices from a given <see cref="T:Godot.Mesh"/> surface onto the current vertex array with specified <see cref="T:Godot.Transform"/>.</para>
            <para>Note: Using <see cref="M:Godot.SurfaceTool.AppendFrom(Godot.Mesh,System.Int32,Godot.Transform)"/> on a <see cref="T:Godot.Thread"/> is much slower as the GPU must communicate data back to the CPU, while also causing the main thread to stall (as OpenGL is not thread-safe). Consider requesting a copy of the mesh, converting it to an <see cref="T:Godot.ArrayMesh"/> and adding vertices manually instead.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.Commit(Godot.ArrayMesh,System.UInt32)">
            <summary>
            <para>Returns a constructed <see cref="T:Godot.ArrayMesh"/> from current information passed in. If an existing <see cref="T:Godot.ArrayMesh"/> is passed in as an argument, will add an extra surface to the existing <see cref="T:Godot.ArrayMesh"/>.</para>
            <para>Default flag is <see cref="F:Godot.Mesh.ArrayFormat.CompressDefault"/> if compression is enabled. If compression is disabled the default flag is <see cref="F:Godot.Mesh.ArrayFormat.FlagUseOctahedralCompression"/>. See <c>ARRAY_COMPRESS_*</c> constants in <see cref="T:Godot.Mesh.ArrayFormat"/> for other flags.</para>
            </summary>
        </member>
        <member name="M:Godot.SurfaceTool.CommitToArrays">
            <summary>
            <para>Commits the data to the same format used by <see cref="M:Godot.ArrayMesh.AddSurfaceFromArrays(Godot.Mesh.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)"/>. This way you can further process the mesh data using the <see cref="T:Godot.ArrayMesh"/> API.</para>
            </summary>
        </member>
        <member name="T:Godot.TCP_Server">
            <summary>
            <para>A TCP server. Listens to connections on a port and returns a <see cref="T:Godot.StreamPeerTCP"/> when it gets an incoming connection.</para>
            </summary>
        </member>
        <member name="M:Godot.TCP_Server.Listen(System.UInt16,System.String)">
            <summary>
            <para>Listen on the <c>port</c> binding to <c>bind_address</c>.</para>
            <para>If <c>bind_address</c> is set as <c>"*"</c> (default), the server will listen on all available addresses (both IPv4 and IPv6).</para>
            <para>If <c>bind_address</c> is set as <c>"0.0.0.0"</c> (for IPv4) or <c>"::"</c> (for IPv6), the server will listen on all available addresses matching that IP type.</para>
            <para>If <c>bind_address</c> is set to any valid address (e.g. <c>"192.168.1.101"</c>, <c>"::1"</c>, etc), the server will only listen on the interface with that addresses (or fail if no interface with the given address exists).</para>
            </summary>
        </member>
        <member name="M:Godot.TCP_Server.IsConnectionAvailable">
            <summary>
            <para>Returns <c>true</c> if a connection is available for taking.</para>
            </summary>
        </member>
        <member name="M:Godot.TCP_Server.IsListening">
            <summary>
            <para>Returns <c>true</c> if the server is currently listening for connections.</para>
            </summary>
        </member>
        <member name="M:Godot.TCP_Server.TakeConnection">
            <summary>
            <para>If a connection is available, returns a StreamPeerTCP with the connection.</para>
            </summary>
        </member>
        <member name="M:Godot.TCP_Server.Stop">
            <summary>
            <para>Stops listening.</para>
            </summary>
        </member>
        <member name="T:Godot.TabContainer">
            <summary>
            <para>Arranges <see cref="T:Godot.Control"/> children into a tabbed view, creating a tab for each one. The active tab's corresponding <see cref="T:Godot.Control"/> has its <c>visible</c> property set to <c>true</c>, and all other children's to <c>false</c>.</para>
            <para>Ignores non-<see cref="T:Godot.Control"/> children.</para>
            <para>Note: The drawing of the clickable tabs themselves is handled by this node. Adding <see cref="T:Godot.Tabs"/> as children is not needed.</para>
            </summary>
        </member>
        <member name="F:Godot.TabContainer.TabAlignEnum.Left">
            <summary>
            <para>Align the tabs to the left.</para>
            </summary>
        </member>
        <member name="F:Godot.TabContainer.TabAlignEnum.Center">
            <summary>
            <para>Align the tabs to the center.</para>
            </summary>
        </member>
        <member name="F:Godot.TabContainer.TabAlignEnum.Right">
            <summary>
            <para>Align the tabs to the right.</para>
            </summary>
        </member>
        <member name="P:Godot.TabContainer.TabAlign">
            <summary>
            <para>The alignment of all tabs in the tab container. See the <see cref="T:Godot.TabContainer.TabAlignEnum"/> constants for details.</para>
            </summary>
        </member>
        <member name="P:Godot.TabContainer.CurrentTab">
            <summary>
            <para>The current tab index. When set, this index's <see cref="T:Godot.Control"/> node's <c>visible</c> property is set to <c>true</c> and all others are set to <c>false</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.TabContainer.TabsVisible">
            <summary>
            <para>If <c>true</c>, tabs are visible. If <c>false</c>, tabs' content and titles are hidden.</para>
            </summary>
        </member>
        <member name="P:Godot.TabContainer.AllTabsInFront">
            <summary>
            <para>If <c>true</c>, all tabs are drawn in front of the panel. If <c>false</c>, inactive tabs are drawn behind the panel.</para>
            </summary>
        </member>
        <member name="P:Godot.TabContainer.DragToRearrangeEnabled">
            <summary>
            <para>If <c>true</c>, tabs can be rearranged with mouse drag.</para>
            </summary>
        </member>
        <member name="P:Godot.TabContainer.UseHiddenTabsForMinSize">
            <summary>
            <para>If <c>true</c>, children <see cref="T:Godot.Control"/> nodes that are hidden have their minimum size take into account in the total, instead of only the currently visible one.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabCount">
            <summary>
            <para>Returns the number of tabs.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetPreviousTab">
            <summary>
            <para>Returns the previously active tab index.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetCurrentTabControl">
            <summary>
            <para>Returns the child <see cref="T:Godot.Control"/> node located at the active tab index.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabControl(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Control"/> node from the tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetTabTitle(System.Int32,System.String)">
            <summary>
            <para>Sets a title for the tab at index <c>tab_idx</c>. Tab titles default to the name of the indexed child node.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabTitle(System.Int32)">
            <summary>
            <para>Returns the title of the tab at index <c>tab_idx</c>. Tab titles default to the name of the indexed child node, but this can be overridden with <see cref="M:Godot.TabContainer.SetTabTitle(System.Int32,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetTabIcon(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets an icon for the tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabIcon(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture"/> for the tab at index <c>tab_idx</c> or <c>null</c> if the tab has no <see cref="T:Godot.Texture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetTabDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>disabled</c> is <c>true</c>, disables the tab at index <c>tab_idx</c>, making it non-interactable.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the tab at index <c>tab_idx</c> is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetTabHidden(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>hidden</c> is <c>true</c>, hides the tab at index <c>tab_idx</c>, making it disappear from the tab area.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabHidden(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the tab at index <c>tab_idx</c> is hidden.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabIdxAtPoint(Godot.Vector2)">
            <summary>
            <para>Returns the index of the tab at local coordinates <c>point</c>. Returns <c>-1</c> if the point is outside the control boundaries or if there's no tab at the queried position.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetPopup(Godot.Node)">
            <summary>
            <para>If set on a <see cref="T:Godot.Popup"/> node instance, a popup menu icon appears in the top-right corner of the <see cref="T:Godot.TabContainer"/>. Clicking it will expand the <see cref="T:Godot.Popup"/> node.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetPopup">
            <summary>
            <para>Returns the <see cref="T:Godot.Popup"/> node instance if one has been set already with <see cref="M:Godot.TabContainer.SetPopup(Godot.Node)"/>.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.SetTabsRearrangeGroup(System.Int32)">
            <summary>
            <para>Defines rearrange group id, choose for each <see cref="T:Godot.TabContainer"/> the same value to enable tab drag between <see cref="T:Godot.TabContainer"/>. Enable drag with <see cref="P:Godot.TabContainer.DragToRearrangeEnabled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TabContainer.GetTabsRearrangeGroup">
            <summary>
            <para>Returns the <see cref="T:Godot.TabContainer"/> rearrange group id.</para>
            </summary>
        </member>
        <member name="T:Godot.Tabs">
            <summary>
            <para>Simple tabs control, similar to <see cref="T:Godot.TabContainer"/> but is only in charge of drawing tabs, not interacting with children.</para>
            </summary>
        </member>
        <member name="F:Godot.Tabs.CloseButtonDisplayPolicy.ShowNever">
            <summary>
            <para>Never show the close buttons.</para>
            </summary>
        </member>
        <member name="F:Godot.Tabs.CloseButtonDisplayPolicy.ShowActiveOnly">
            <summary>
            <para>Only show the close button on the currently active tab.</para>
            </summary>
        </member>
        <member name="F:Godot.Tabs.CloseButtonDisplayPolicy.ShowAlways">
            <summary>
            <para>Show the close button on all tabs.</para>
            </summary>
        </member>
        <member name="F:Godot.Tabs.CloseButtonDisplayPolicy.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Tabs.CloseButtonDisplayPolicy"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Tabs.TabAlignEnum.Left">
            <summary>
            <para>Align the tabs to the left.</para>
            </summary>
        </member>
        <member name="F:Godot.Tabs.TabAlignEnum.Center">
            <summary>
            <para>Align the tabs to the center.</para>
            </summary>
        </member>
        <member name="F:Godot.Tabs.TabAlignEnum.Right">
            <summary>
            <para>Align the tabs to the right.</para>
            </summary>
        </member>
        <member name="F:Godot.Tabs.TabAlignEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Tabs.TabAlignEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Tabs.CurrentTab">
            <summary>
            <para>Select tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.Tabs.TabAlign">
            <summary>
            <para>The alignment of all tabs. See <see cref="T:Godot.Tabs.TabAlignEnum"/> for details.</para>
            </summary>
        </member>
        <member name="P:Godot.Tabs.TabCloseDisplayPolicy">
            <summary>
            <para>Sets when the close button will appear on the tabs. See <see cref="T:Godot.Tabs.CloseButtonDisplayPolicy"/> for details.</para>
            </summary>
        </member>
        <member name="P:Godot.Tabs.ScrollingEnabled">
            <summary>
            <para>if <c>true</c>, the mouse's scroll wheel can be used to navigate the scroll view.</para>
            </summary>
        </member>
        <member name="P:Godot.Tabs.DragToRearrangeEnabled">
            <summary>
            <para>If <c>true</c>, tabs can be rearranged with mouse drag.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetTabCount">
            <summary>
            <para>Returns the number of tabs.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetPreviousTab">
            <summary>
            <para>Returns the previously active tab index.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.SetTabTitle(System.Int32,System.String)">
            <summary>
            <para>Sets a <c>title</c> for the tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetTabTitle(System.Int32)">
            <summary>
            <para>Returns the title of the tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.SetTabIcon(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets an <c>icon</c> for the tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetTabIcon(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture"/> for the tab at index <c>tab_idx</c> or <c>null</c> if the tab has no <see cref="T:Godot.Texture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.SetTabButtonIcon(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets the button icon from the tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetTabButtonIcon(System.Int32)">
            <summary>
            <para>Returns the button icon from the tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.SetTabDisabled(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>disabled</c> is <c>true</c>, disables the tab at index <c>tab_idx</c>, making it non-interactable.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetTabDisabled(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the tab at index <c>tab_idx</c> is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.RemoveTab(System.Int32)">
            <summary>
            <para>Removes the tab at index <c>tab_idx</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.AddTab(System.String,Godot.Texture)">
            <summary>
            <para>Adds a new tab.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetTabOffset">
            <summary>
            <para>Returns the number of hidden tabs offsetted to the left.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetOffsetButtonsVisible">
            <summary>
            <para>Returns <c>true</c> if the offset buttons (the ones that appear when there's not enough space for all tabs) are visible.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.EnsureTabVisible(System.Int32)">
            <summary>
            <para>Moves the scroll view to make the tab visible.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetTabRect(System.Int32)">
            <summary>
            <para>Returns tab <see cref="T:Godot.Rect2"/> with local position and size.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.MoveTab(System.Int32,System.Int32)">
            <summary>
            <para>Moves a tab from <c>from</c> to <c>to</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.SetTabsRearrangeGroup(System.Int32)">
            <summary>
            <para>Defines the rearrange group ID. Choose for each <see cref="T:Godot.Tabs"/> the same value to dragging tabs between <see cref="T:Godot.Tabs"/>. Enable drag with <see cref="P:Godot.Tabs.DragToRearrangeEnabled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetTabsRearrangeGroup">
            <summary>
            <para>Returns the <see cref="T:Godot.Tabs"/>' rearrange group ID.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.SetSelectWithRmb(System.Boolean)">
            <summary>
            <para>If <c>true</c>, enables selecting a tab with the right mouse button.</para>
            </summary>
        </member>
        <member name="M:Godot.Tabs.GetSelectWithRmb">
            <summary>
            <para>Returns <c>true</c> if select with right mouse button is enabled.</para>
            </summary>
        </member>
        <member name="T:Godot.TextEdit">
            <summary>
            <para>TextEdit is meant for editing large, multiline text. It also has facilities for editing code, such as syntax highlighting support and multiple levels of undo/redo.</para>
            <para>Note: When holding down <c>Alt</c>, the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Godot script editor.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SearchFlags.MatchCase">
            <summary>
            <para>Match case when searching.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SearchFlags.WholeWords">
            <summary>
            <para>Match whole words when searching.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SearchFlags.Backwards">
            <summary>
            <para>Search from end to beginning.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SearchResult.Column">
            <summary>
            <para>Used to access the result column from <see cref="M:Godot.TextEdit.Search(System.String,System.UInt32,System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.SearchResult.Line">
            <summary>
            <para>Used to access the result line from <see cref="M:Godot.TextEdit.Search(System.String,System.UInt32,System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.Cut">
            <summary>
            <para>Cuts (copies and clears) the selected text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.Copy">
            <summary>
            <para>Copies the selected text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.Paste">
            <summary>
            <para>Pastes the clipboard text over the selected text (or at the cursor's position).</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.Clear">
            <summary>
            <para>Erases the whole <see cref="T:Godot.TextEdit"/> text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.SelectAll">
            <summary>
            <para>Selects the whole <see cref="T:Godot.TextEdit"/> text.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.Undo">
            <summary>
            <para>Undoes the previous action.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.Redo">
            <summary>
            <para>Redoes the previous action.</para>
            </summary>
        </member>
        <member name="F:Godot.TextEdit.MenuItems.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.TextEdit.MenuItems"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.Text">
            <summary>
            <para>String value of the <see cref="T:Godot.TextEdit"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.Readonly">
            <summary>
            <para>If <c>true</c>, read-only mode is enabled. Existing text cannot be modified and new text cannot be added.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.HighlightCurrentLine">
            <summary>
            <para>If <c>true</c>, the line containing the cursor is highlighted.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.SyntaxHighlighting">
            <summary>
            <para>If <c>true</c>, any custom color properties that have been set for this <see cref="T:Godot.TextEdit"/> will be visible.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.ShowLineNumbers">
            <summary>
            <para>If <c>true</c>, line numbers are displayed to the left of the text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.DrawTabs">
            <summary>
            <para>If <c>true</c>, the "tab" character will have a visible representation.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.DrawSpaces">
            <summary>
            <para>If <c>true</c>, the "space" character will have a visible representation.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.BookmarkGutter">
            <summary>
            <para>If <c>true</c>, the bookmark gutter is visible.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.BreakpointGutter">
            <summary>
            <para>If <c>true</c>, the breakpoint gutter is visible.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.FoldGutter">
            <summary>
            <para>If <c>true</c>, the fold gutter is visible. This enables folding groups of indented lines.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.HighlightAllOccurrences">
            <summary>
            <para>If <c>true</c>, all occurrences of the selected text will be highlighted.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.OverrideSelectedFontColor">
            <summary>
            <para>If <c>true</c>, custom <c>font_color_selected</c> will be used for selected text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.ContextMenuEnabled">
            <summary>
            <para>If <c>true</c>, a right-click displays the context menu.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.ShortcutKeysEnabled">
            <summary>
            <para>If <c>true</c>, shortcut keys for context menu items are enabled, even if the context menu is disabled.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.VirtualKeyboardEnabled">
            <summary>
            <para>If <c>true</c>, the native virtual keyboard is shown when focused on platforms that support it.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.MiddleMousePasteEnabled">
            <summary>
            <para>If <c>false</c>, using middle mouse button to paste clipboard will be disabled.</para>
            <para>Note: This method is only implemented on Linux.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.SelectingEnabled">
            <summary>
            <para>If <c>true</c>, text can be selected.</para>
            <para>If <c>false</c>, text can not be selected by the user or by the <see cref="M:Godot.TextEdit.Select(System.Int32,System.Int32,System.Int32,System.Int32)"/> or <see cref="M:Godot.TextEdit.SelectAll"/> methods.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.DeselectOnFocusLossEnabled">
            <summary>
            <para>If <c>true</c>, the selected text will be deselected when focus is lost.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.DragAndDropSelectionEnabled">
            <summary>
            <para>If <c>true</c>, allow drag and drop of selected text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.SmoothScrolling">
            <summary>
            <para>If <c>true</c>, sets the <c>step</c> of the scrollbars to <c>0.25</c> which results in smoother scrolling.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.VScrollSpeed">
            <summary>
            <para>Vertical scroll sensitivity.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.HidingEnabled">
            <summary>
            <para>If <c>true</c>, all lines that have been set to hidden by <see cref="M:Godot.TextEdit.SetLineAsHidden(System.Int32,System.Boolean)"/>, will not be visible.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.WrapEnabled">
            <summary>
            <para>If <c>true</c>, enables text wrapping when it goes beyond the edge of what is visible.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.ScrollVertical">
            <summary>
            <para>If there is a vertical scrollbar, this determines the current vertical scroll value in line numbers, starting at 0 for the top line.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.ScrollHorizontal">
            <summary>
            <para>If there is a horizontal scrollbar, this determines the current horizontal scroll value in pixels.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.MinimapDraw">
            <summary>
            <para>If <c>true</c>, a minimap is shown, providing an outline of your source code.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.MinimapWidth">
            <summary>
            <para>The width, in pixels, of the minimap.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretBlockMode">
            <summary>
            <para>If <c>true</c>, the caret displays as a rectangle.</para>
            <para>If <c>false</c>, the caret displays as a bar.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretBlink">
            <summary>
            <para>If <c>true</c>, the caret (visual cursor) blinks.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretBlinkSpeed">
            <summary>
            <para>Duration (in seconds) of a caret's blinking cycle.</para>
            </summary>
        </member>
        <member name="P:Godot.TextEdit.CaretMovingByRightClick">
            <summary>
            <para>If <c>true</c>, a right-click moves the cursor at the mouse position before displaying the context menu.</para>
            <para>If <c>false</c>, the context menu disregards mouse location.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.InsertTextAtCursor(System.String)">
            <summary>
            <para>Insert the specified text at the cursor position.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineCount">
            <summary>
            <para>Returns the amount of total lines in the text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLine(System.Int32)">
            <summary>
            <para>Returns the text of a specific line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLine(System.Int32,System.String)">
            <summary>
            <para>Sets the text for a specific line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineWrappedText(System.Int32)">
            <summary>
            <para>Returns an array of <see cref="T:System.String"/>s representing each wrapped index.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineWidth(System.Int32,System.Int32)">
            <summary>
            <para>Returns the width in pixels of the <c>wrap_index</c> on <c>line</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineHeight">
            <summary>
            <para>Returns the height of a largest line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsLineWrapped(System.Int32)">
            <summary>
            <para>Returns if the given line is wrapped.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineWrapCount(System.Int32)">
            <summary>
            <para>Returns the number of times the given line is wrapped.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.CenterViewportToCursor">
            <summary>
            <para>Centers the viewport on the line the editing cursor is at. This also resets the <see cref="P:Godot.TextEdit.ScrollHorizontal"/> value to <c>0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.CursorSetColumn(System.Int32,System.Boolean)">
            <summary>
            <para>Moves the cursor at the specified <c>column</c> index.</para>
            <para>If <c>adjust_viewport</c> is set to <c>true</c>, the viewport will center at the cursor position after the move occurs.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.CursorSetLine(System.Int32,System.Boolean,System.Boolean,System.Int32)">
            <summary>
            <para>Moves the cursor at the specified <c>line</c> index.</para>
            <para>If <c>adjust_viewport</c> is set to <c>true</c>, the viewport will center at the cursor position after the move occurs.</para>
            <para>If <c>can_be_hidden</c> is set to <c>true</c>, the specified <c>line</c> can be hidden using <see cref="M:Godot.TextEdit.SetLineAsHidden(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.CursorGetColumn">
            <summary>
            <para>Returns the column the editing cursor is at.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.CursorGetLine">
            <summary>
            <para>Returns the line the editing cursor is at.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetPosAtLineColumn(System.Int32,System.Int32)">
            <summary>
            <para>Returns the local position for the given <c>line</c> and <c>column</c>. If <c>x</c> or <c>y</c> of the returned vector equal <c>-1</c>, the position is outside of the viewable area of the control.</para>
            <para>Note: The Y position corresponds to the bottom side of the line. Use <see cref="M:Godot.TextEdit.GetRectAtLineColumn(System.Int32,System.Int32)"/> to get the top side position.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetRectAtLineColumn(System.Int32,System.Int32)">
            <summary>
            <para>Returns the local position and size for the grapheme at the given <c>line</c> and <c>column</c>. If <c>x</c> or <c>y</c> position of the returned rect equal <c>-1</c>, the position is outside of the viewable area of the control.</para>
            <para>Note: The Y position of the returned rect corresponds to the top side of the line, unlike <see cref="M:Godot.TextEdit.GetPosAtLineColumn(System.Int32,System.Int32)"/> which returns the bottom side.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetLineColumnAtPos(Godot.Vector2)">
            <summary>
            <para>Returns the line and column at the given position. In the returned vector, <c>x</c> is the column, <c>y</c> is the line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsLineSetAsSafe(System.Int32)">
            <summary>
            <para>Returns <c>true</c> when the specified <c>line</c> is marked as safe.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineAsSafe(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, marks the <c>line</c> as safe.</para>
            <para>This will show the line number with the color provided in the <c>safe_line_number_color</c> theme property.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsLineSetAsBookmark(System.Int32)">
            <summary>
            <para>Returns <c>true</c> when the specified <c>line</c> is bookmarked.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineAsBookmark(System.Int32,System.Boolean)">
            <summary>
            <para>Bookmarks the <c>line</c> if <c>bookmark</c> is <c>true</c>. Deletes the bookmark if <c>bookmark</c> is <c>false</c>.</para>
            <para>Bookmarks are shown in the <see cref="P:Godot.TextEdit.BreakpointGutter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineAsBreakpoint(System.Int32,System.Boolean)">
            <summary>
            <para>Adds or removes the breakpoint in <c>line</c>. Breakpoints are shown in the <see cref="P:Godot.TextEdit.BreakpointGutter"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsLineSetAsBreakpoint(System.Int32)">
            <summary>
            <para>Returns <c>true</c> when the specified <c>line</c> has a breakpoint.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Cut">
            <summary>
            <para>Cut's the current selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Copy">
            <summary>
            <para>Copy's the current text selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Paste">
            <summary>
            <para>Paste the current selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Select(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Perform selection, from line/column to line/column.</para>
            <para>If <see cref="P:Godot.TextEdit.SelectingEnabled"/> is <c>false</c>, no selection will occur.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SelectAll">
            <summary>
            <para>Select all the text.</para>
            <para>If <see cref="P:Godot.TextEdit.SelectingEnabled"/> is <c>false</c>, no selection will occur.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Deselect">
            <summary>
            <para>Deselects the current selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsSelectionActive">
            <summary>
            <para>Returns <c>true</c> if the selection is active.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionFromLine">
            <summary>
            <para>Returns the selection begin line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionFromColumn">
            <summary>
            <para>Returns the selection begin column.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionToLine">
            <summary>
            <para>Returns the selection end line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionToColumn">
            <summary>
            <para>Returns the selection end column.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetSelectionText">
            <summary>
            <para>Returns the text inside the selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsMouseOverSelection(System.Boolean)">
            <summary>
            <para>Returns whether the mouse is over selection. If <c>edges</c> is <c>true</c>, the edges are considered part of the selection.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetWordUnderCursor">
            <summary>
            <para>Returns a <see cref="T:System.String"/> text with the word under the caret (text cursor) location.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Search(System.String,System.UInt32,System.Int32,System.Int32)">
            <summary>
            <para>Perform a search inside the text. Search flags can be specified in the <see cref="T:Godot.TextEdit.SearchFlags"/> enum.</para>
            <para>Returns an empty <c>PoolIntArray</c> if no result was found. Otherwise, the result line and column can be accessed at indices specified in the <see cref="T:Godot.TextEdit.SearchResult"/> enum, e.g:</para>
            <para><code>
            var result = search(key, flags, line, column)
            if result.size() &gt; 0:
                # Result found.
                var res_line = result[TextEdit.SEARCH_RESULT_LINE]
                var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.HasUndo">
            <summary>
            <para>Returns <c>true</c> if an "undo" action is available.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.HasRedo">
            <summary>
            <para>Returns <c>true</c> if a "redo" action is available.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Undo">
            <summary>
            <para>Perform undo operation.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.Redo">
            <summary>
            <para>Perform redo operation.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.ClearUndoHistory">
            <summary>
            <para>Clears the undo history.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetTotalGutterWidth">
            <summary>
            <para>Returns the total width of all gutters and internal padding.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetVisibleRows">
            <summary>
            <para>Returns the number of visible lines, including wrapped text.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetTotalVisibleRows">
            <summary>
            <para>Returns the total amount of lines that could be drawn.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.SetLineAsHidden(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, hides the line of the specified index.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsLineHidden(System.Int32)">
            <summary>
            <para>Returns whether the line at the specified index is hidden or not.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.FoldAllLines">
            <summary>
            <para>Folds all lines that are possible to be folded (see <see cref="M:Godot.TextEdit.CanFold(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.UnhideAllLines">
            <summary>
            <para>Unhide all lines that were previously set to hidden by <see cref="M:Godot.TextEdit.SetLineAsHidden(System.Int32,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.FoldLine(System.Int32)">
            <summary>
            <para>Folds the given line, if possible (see <see cref="M:Godot.TextEdit.CanFold(System.Int32)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.UnfoldLine(System.Int32)">
            <summary>
            <para>Unfolds the given line, if folded.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.ToggleFoldLine(System.Int32)">
            <summary>
            <para>Toggle the folding of the code block at the given line.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.CanFold(System.Int32)">
            <summary>
            <para>Returns if the given line is foldable, that is, it has indented lines right below it.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.IsFolded(System.Int32)">
            <summary>
            <para>Returns whether the line at the specified index is folded or not.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.AddKeywordColor(System.String,Godot.Color)">
            <summary>
            <para>Adds a <c>keyword</c> and its <see cref="T:Godot.Color"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.HasKeywordColor(System.String)">
            <summary>
            <para>Returns whether the specified <c>keyword</c> has a color set to it or not.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetKeywordColor(System.String)">
            <summary>
            <para>Returns the <see cref="T:Godot.Color"/> of the specified <c>keyword</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.AddColorRegion(System.String,System.String,Godot.Color,System.Boolean)">
            <summary>
            <para>Adds color region (given the delimiters) and its colors.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.ClearColors">
            <summary>
            <para>Clears all custom syntax coloring information previously added with <see cref="M:Godot.TextEdit.AddColorRegion(System.String,System.String,Godot.Color,System.Boolean)"/> or <see cref="M:Godot.TextEdit.AddKeywordColor(System.String,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.MenuOption(System.Int32)">
            <summary>
            <para>Triggers a right-click menu action by the specified index. See <see cref="T:Godot.TextEdit.MenuItems"/> for a list of available indexes.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetMenu">
            <summary>
            <para>Returns the <see cref="T:Godot.PopupMenu"/> of this <see cref="T:Godot.TextEdit"/>. By default, this menu is displayed when right-clicking on the <see cref="T:Godot.TextEdit"/>.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.GetBreakpoints">
            <summary>
            <para>Returns an array containing the line number of each breakpoint.</para>
            </summary>
        </member>
        <member name="M:Godot.TextEdit.RemoveBreakpoints">
            <summary>
            <para>Removes all the breakpoints. This will not fire the <c>breakpoint_toggled</c> signal.</para>
            </summary>
        </member>
        <member name="T:Godot.TextMesh">
            <summary>
            <para>Generate an <see cref="T:Godot.PrimitiveMesh"/> from the text.</para>
            <para>TextMesh can be generated only when using dynamic fonts with vector glyph contours. Bitmap fonts (including bitmap data in the TrueType/OpenType containers, like color emoji fonts) are not supported.</para>
            <para>The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges.</para>
            </summary>
        </member>
        <member name="F:Godot.TextMesh.Align.Left">
            <summary>
            <para>Align rows to the left (default).</para>
            </summary>
        </member>
        <member name="F:Godot.TextMesh.Align.Center">
            <summary>
            <para>Align rows centered.</para>
            </summary>
        </member>
        <member name="F:Godot.TextMesh.Align.Right">
            <summary>
            <para>Align rows to the right.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.Text">
            <summary>
            <para>The text to generate mesh from.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.Font">
            <summary>
            <para><see cref="T:Godot.Font"/> used for the <see cref="T:Godot.TextMesh"/>'s text.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.HorizontalAlignment">
            <summary>
            <para>Controls the text's horizontal alignment. Supports left, center and right. Set it to one of the <see cref="T:Godot.TextMesh.Align"/> constants.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.Uppercase">
            <summary>
            <para>If <c>true</c>, all the text displays as UPPERCASE.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.PixelSize">
            <summary>
            <para>The size of one pixel's width on the text to scale it in 3D.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.CurveStep">
            <summary>
            <para>Step (in pixels) used to approximate Bézier curves.</para>
            </summary>
        </member>
        <member name="P:Godot.TextMesh.Depth">
            <summary>
            <para>Depths of the mesh, if set to <c>0.0</c> only front surface, is generated, and UV layout is changed to use full texture for the front face only.</para>
            </summary>
        </member>
        <member name="T:Godot.Texture">
            <summary>
            <para>A texture works by registering an image in the video hardware, which then can be used in 3D models or 2D <see cref="T:Godot.Sprite"/> or GUI <see cref="T:Godot.Control"/>.</para>
            <para>Textures are often created by loading them from a file. See <c>@GDScript.load</c>.</para>
            <para><see cref="T:Godot.Texture"/> is a base for other resources. It cannot be used directly.</para>
            <para>Note: The maximum texture size is 16384×16384 pixels due to graphics hardware limitations. Larger textures may fail to import.</para>
            </summary>
        </member>
        <member name="F:Godot.Texture.FlagsEnum.Default">
            <summary>
            <para>Default flags. <see cref="F:Godot.Texture.FlagsEnum.Mipmaps"/>, <see cref="F:Godot.Texture.FlagsEnum.Repeat"/> and <see cref="F:Godot.Texture.FlagsEnum.Filter"/> are enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.Texture.FlagsEnum.Mipmaps">
            <summary>
            <para>Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.Texture.FlagsEnum.Repeat">
            <summary>
            <para>Repeats the texture (instead of clamp to edge).</para>
            <para>Note: Ignored when using an <see cref="T:Godot.AtlasTexture"/> as these don't support repetition.</para>
            </summary>
        </member>
        <member name="F:Godot.Texture.FlagsEnum.Filter">
            <summary>
            <para>Uses a magnifying filter, to enable smooth zooming in of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.Texture.FlagsEnum.AnisotropicFilter">
            <summary>
            <para>Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.</para>
            <para>This results in better-looking textures when viewed from oblique angles.</para>
            </summary>
        </member>
        <member name="F:Godot.Texture.FlagsEnum.ConvertToLinear">
            <summary>
            <para>Converts the texture to the sRGB color space.</para>
            </summary>
        </member>
        <member name="F:Godot.Texture.FlagsEnum.MirroredRepeat">
            <summary>
            <para>Repeats the texture with alternate sections mirrored.</para>
            <para>Note: Ignored when using an <see cref="T:Godot.AtlasTexture"/> as these don't support repetition.</para>
            </summary>
        </member>
        <member name="F:Godot.Texture.FlagsEnum.VideoSurface">
            <summary>
            <para>Texture is a video surface.</para>
            </summary>
        </member>
        <member name="P:Godot.Texture.Flags">
            <summary>
            <para>The texture's <see cref="T:Godot.Texture.FlagsEnum"/>. <see cref="T:Godot.Texture.FlagsEnum"/> are used to set various properties of the <see cref="T:Godot.Texture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture.GetWidth">
            <summary>
            <para>Returns the texture width.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture.GetHeight">
            <summary>
            <para>Returns the texture height.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture.GetSize">
            <summary>
            <para>Returns the texture size.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture.HasAlpha">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.Texture"/> has an alpha channel.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture.Draw(Godot.RID,Godot.Vector2,System.Nullable{Godot.Color},System.Boolean,Godot.Texture)">
            <summary>
            <para>Draws the texture using a <see cref="T:Godot.CanvasItem"/> with the <see cref="T:Godot.VisualServer"/> API at the specified <c>position</c>. Equivalent to <see cref="M:Godot.VisualServer.CanvasItemAddTextureRect(Godot.RID,Godot.Rect2,Godot.RID,System.Boolean,System.Nullable{Godot.Color},System.Boolean,Godot.RID)"/> with a rect at <c>position</c> and the size of this <see cref="T:Godot.Texture"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.Texture.DrawRect(Godot.RID,Godot.Rect2,System.Boolean,System.Nullable{Godot.Color},System.Boolean,Godot.Texture)">
            <summary>
            <para>Draws the texture using a <see cref="T:Godot.CanvasItem"/> with the <see cref="T:Godot.VisualServer"/> API. Equivalent to <see cref="M:Godot.VisualServer.CanvasItemAddTextureRect(Godot.RID,Godot.Rect2,Godot.RID,System.Boolean,System.Nullable{Godot.Color},System.Boolean,Godot.RID)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.Texture.DrawRectRegion(Godot.RID,Godot.Rect2,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,Godot.Texture,System.Boolean)">
            <summary>
            <para>Draws a part of the texture using a <see cref="T:Godot.CanvasItem"/> with the <see cref="T:Godot.VisualServer"/> API. Equivalent to <see cref="M:Godot.VisualServer.CanvasItemAddTextureRectRegion(Godot.RID,Godot.Rect2,Godot.RID,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,Godot.RID,System.Boolean)"/>.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.Texture.GetData">
            <summary>
            <para>Returns an <see cref="T:Godot.Image"/> that is a copy of data from this <see cref="T:Godot.Texture"/>. <see cref="T:Godot.Image"/>s can be accessed and manipulated directly.</para>
            </summary>
        </member>
        <member name="T:Godot.Texture3D">
            <summary>
            <para>Texture3D is a 3-dimensional <see cref="T:Godot.Texture"/> that has a width, height, and depth. See also <see cref="T:Godot.TextureArray"/>.</para>
            <para>Note: <see cref="T:Godot.Texture3D"/>s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.</para>
            </summary>
        </member>
        <member name="M:Godot.Texture3D.Create(System.UInt32,System.UInt32,System.UInt32,Godot.Image.Format,System.UInt32)">
            <summary>
            <para>Creates the Texture3D with specified <c>width</c>, <c>height</c>, and <c>depth</c>. See <see cref="T:Godot.Image.Format"/> for <c>format</c> options. See <see cref="T:Godot.TextureLayered.FlagsEnum"/> enumerator for <c>flags</c> options.</para>
            </summary>
        </member>
        <member name="T:Godot.TextureArray">
            <summary>
            <para><see cref="T:Godot.TextureArray"/>s store an array of <see cref="T:Godot.Image"/>s in a single <see cref="T:Godot.Texture"/> primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. See also <see cref="T:Godot.Texture3D"/>.</para>
            <para><see cref="T:Godot.TextureArray"/>s must be displayed using shaders. After importing your file as a <see cref="T:Godot.TextureArray"/> and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example (2D):</para>
            <para><code>
            shader_type canvas_item;
            
            uniform sampler2DArray tex;
            uniform int index;
            
            void fragment() {
                COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
            }
            </code></para>
            <para>Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.</para>
            <para>Note: When sampling an albedo texture from a texture array in 3D, the sRGB -&gt; linear conversion hint (<c>hint_albedo</c>) should be used to prevent colors from looking washed out:</para>
            <para><code>
            shader_type spatial;
            
            uniform sampler2DArray tex : hint_albedo;
            uniform int index;
            
            void fragment() {
                ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
            }
            </code></para>
            <para>Note: <see cref="T:Godot.TextureArray"/>s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureArray.Create(System.UInt32,System.UInt32,System.UInt32,Godot.Image.Format,System.UInt32)">
            <summary>
            <para>Creates the TextureArray with specified <c>width</c>, <c>height</c>, and <c>depth</c>. See <see cref="T:Godot.Image.Format"/> for <c>format</c> options. See <see cref="T:Godot.TextureLayered.FlagsEnum"/> enumerator for <c>flags</c> options.</para>
            </summary>
        </member>
        <member name="T:Godot.TextureButton">
            <summary>
            <para><see cref="T:Godot.TextureButton"/> has the same functionality as <see cref="T:Godot.Button"/>, except it uses sprites instead of Godot's <see cref="T:Godot.Theme"/> resource. It is faster to create, but it doesn't support localization like more complex <see cref="T:Godot.Control"/>s.</para>
            <para>The "normal" state must contain a texture (<see cref="P:Godot.TextureButton.TextureNormal"/>); other textures are optional.</para>
            <para>See also <see cref="T:Godot.BaseButton"/> which contains common properties and methods associated with this node.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureButton.StretchModeEnum.Scale">
            <summary>
            <para>Scale to fit the node's bounding rectangle.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureButton.StretchModeEnum.Tile">
            <summary>
            <para>Tile inside the node's bounding rectangle.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureButton.StretchModeEnum.Keep">
            <summary>
            <para>The texture keeps its original size and stays in the bounding rectangle's top-left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureButton.StretchModeEnum.KeepCentered">
            <summary>
            <para>The texture keeps its original size and stays centered in the node's bounding rectangle.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureButton.StretchModeEnum.KeepAspect">
            <summary>
            <para>Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureButton.StretchModeEnum.KeepAspectCentered">
            <summary>
            <para>Scale the texture to fit the node's bounding rectangle, center it, and maintain its aspect ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureButton.StretchModeEnum.KeepAspectCovered">
            <summary>
            <para>Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.TextureNormal">
            <summary>
            <para>Texture to display by default, when the node is not in the disabled, focused, hover or pressed state.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.TexturePressed">
            <summary>
            <para>Texture to display on mouse down over the node, if the node has keyboard focus and the player presses the Enter key or if the player presses the <see cref="P:Godot.BaseButton.Shortcut"/> key.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.TextureHover">
            <summary>
            <para>Texture to display when the mouse hovers the node.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.TextureDisabled">
            <summary>
            <para>Texture to display when the node is disabled. See <see cref="P:Godot.BaseButton.Disabled"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.TextureFocused">
            <summary>
            <para>Texture to display when the node has mouse or keyboard focus.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.TextureClickMask">
            <summary>
            <para>Pure black and white <see cref="T:Godot.BitMap"/> image to use for click detection. On the mask, white pixels represent the button's clickable area. Use it to create buttons with curved shapes.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.Expand">
            <summary>
            <para>If <c>true</c>, the texture stretches to the edges of the node's bounding rectangle using the <see cref="P:Godot.TextureButton.StretchMode"/>. If <c>false</c>, the texture will not scale with the node.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.StretchMode">
            <summary>
            <para>Controls the texture's behavior when you resize the node's bounding rectangle, only if <see cref="P:Godot.TextureButton.Expand"/> is <c>true</c>. Set it to one of the <see cref="T:Godot.TextureButton.StretchModeEnum"/> constants. See the constants to learn more.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.FlipH">
            <summary>
            <para>If <c>true</c>, texture is flipped horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureButton.FlipV">
            <summary>
            <para>If <c>true</c>, texture is flipped vertically.</para>
            </summary>
        </member>
        <member name="T:Godot.TextureLayered">
            <summary>
            <para>Base class for <see cref="T:Godot.Texture3D"/> and <see cref="T:Godot.TextureArray"/>. Cannot be used directly, but contains all the functions necessary for accessing and using <see cref="T:Godot.Texture3D"/> and <see cref="T:Godot.TextureArray"/>. Data is set on a per-layer basis. For <see cref="T:Godot.Texture3D"/>s, the layer specifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for <see cref="T:Godot.TextureArray"/>s, the layer specifies the array layer.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.FlagsEnum.FlagsDefaultTextureArray">
            <summary>
            <para>Default flags for <see cref="T:Godot.TextureArray"/>. <see cref="F:Godot.TextureLayered.FlagsEnum.FlagMipmaps"/>, <see cref="F:Godot.TextureLayered.FlagsEnum.FlagRepeat"/> and <see cref="F:Godot.TextureLayered.FlagsEnum.FlagFilter"/> are enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.FlagsEnum.FlagsDefaultTexture3d">
            <summary>
            <para>Default flags for <see cref="T:Godot.Texture3D"/>. <see cref="F:Godot.TextureLayered.FlagsEnum.FlagFilter"/> is enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.FlagsEnum.FlagMipmaps">
            <summary>
            <para>Texture will generate mipmaps on creation.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.FlagsEnum.FlagRepeat">
            <summary>
            <para>Texture will repeat when UV used is outside the 0-1 range.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.FlagsEnum.FlagFilter">
            <summary>
            <para>Use filtering when reading from texture. Filtering smooths out pixels. Turning filtering off is slightly faster and more appropriate when you need access to individual pixels.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureLayered.FlagsEnum.FlagAnisotropicFilter">
            <summary>
            <para>Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.</para>
            <para>This results in better-looking textures when viewed from oblique angles.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureLayered.Flags">
            <summary>
            <para>Specifies which <see cref="T:Godot.TextureLayered.FlagsEnum"/> apply to this texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureLayered.Data">
            <summary>
            <para>Returns a dictionary with all the data used by this texture.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.GetFormat">
            <summary>
            <para>Returns the current format being used by this texture. See <see cref="T:Godot.Image.Format"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.GetWidth">
            <summary>
            <para>Returns the width of the texture. Width is typically represented by the X-axis.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.GetHeight">
            <summary>
            <para>Returns the height of the texture. Height is typically represented by the Y-axis.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.GetDepth">
            <summary>
            <para>Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.SetLayerData(Godot.Image,System.Int32)">
            <summary>
            <para>Sets the data for the specified layer. Data takes the form of a 2-dimensional <see cref="T:Godot.Image"/> resource.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.GetLayerData(System.Int32)">
            <summary>
            <para>Returns an <see cref="T:Godot.Image"/> resource with the data from specified <c>layer</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TextureLayered.SetDataPartial(Godot.Image,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Partially sets the data for a specified <c>layer</c> by overwriting using the data of the specified <c>image</c>. <c>x_offset</c> and <c>y_offset</c> determine where the <see cref="T:Godot.Image"/> is "stamped" over the texture. The <c>image</c> must fit within the texture.</para>
            </summary>
        </member>
        <member name="T:Godot.TextureProgress">
            <summary>
            <para>TextureProgress works like <see cref="T:Godot.ProgressBar"/>, but uses up to 3 textures instead of Godot's <see cref="T:Godot.Theme"/> resource. It can be used to create horizontal, vertical and radial progress bars.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.LeftToRight">
            <summary>
            <para>The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills from left to right.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.RightToLeft">
            <summary>
            <para>The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills from right to left.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.TopToBottom">
            <summary>
            <para>The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills from top to bottom.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.BottomToTop">
            <summary>
            <para>The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills from bottom to top.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.Clockwise">
            <summary>
            <para>Turns the node into a radial bar. The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills clockwise. See <see cref="P:Godot.TextureProgress.RadialCenterOffset"/>, <see cref="P:Godot.TextureProgress.RadialInitialAngle"/> and <see cref="P:Godot.TextureProgress.RadialFillDegrees"/> to control the way the bar fills up.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.CounterClockwise">
            <summary>
            <para>Turns the node into a radial bar. The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills counterclockwise. See <see cref="P:Godot.TextureProgress.RadialCenterOffset"/>, <see cref="P:Godot.TextureProgress.RadialInitialAngle"/> and <see cref="P:Godot.TextureProgress.RadialFillDegrees"/> to control the way the bar fills up.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.BilinearLeftAndRight">
            <summary>
            <para>The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills from the center, expanding both towards the left and the right.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.BilinearTopAndBottom">
            <summary>
            <para>The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills from the center, expanding both towards the top and the bottom.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureProgress.FillModeEnum.ClockwiseAndCounterClockwise">
            <summary>
            <para>Turns the node into a radial bar. The <see cref="P:Godot.TextureProgress.TextureProgress_"/> fills radially from the center, expanding both clockwise and counterclockwise. See <see cref="P:Godot.TextureProgress.RadialCenterOffset"/>, <see cref="P:Godot.TextureProgress.RadialInitialAngle"/> and <see cref="P:Godot.TextureProgress.RadialFillDegrees"/> to control the way the bar fills up.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.TextureUnder">
            <summary>
            <para><see cref="T:Godot.Texture"/> that draws under the progress bar. The bar's background.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.TextureOver">
            <summary>
            <para><see cref="T:Godot.Texture"/> that draws over the progress bar. Use it to add highlights or an upper-frame that hides part of <see cref="P:Godot.TextureProgress.TextureProgress_"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.TextureProgress_">
            <summary>
            <para><see cref="T:Godot.Texture"/> that clips based on the node's <c>value</c> and <see cref="P:Godot.TextureProgress.FillMode"/>. As <c>value</c> increased, the texture fills up. It shows entirely when <c>value</c> reaches <c>max_value</c>. It doesn't show at all if <c>value</c> is equal to <c>min_value</c>.</para>
            <para>The <c>value</c> property comes from <see cref="T:Godot.Range"/>. See <see cref="P:Godot.Range.Value"/>, <see cref="P:Godot.Range.MinValue"/>, <see cref="P:Godot.Range.MaxValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.TextureProgressOffset">
            <summary>
            <para>The offset of <see cref="P:Godot.TextureProgress.TextureProgress_"/>. Useful for <see cref="P:Godot.TextureProgress.TextureOver"/> and <see cref="P:Godot.TextureProgress.TextureUnder"/> with fancy borders, to avoid transparent margins in your progress texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.FillMode">
            <summary>
            <para>The fill direction. See <see cref="T:Godot.TextureProgress.FillModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.TintUnder">
            <summary>
            <para>Multiplies the color of the bar's <c>texture_under</c> texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.TintOver">
            <summary>
            <para>Multiplies the color of the bar's <c>texture_over</c> texture. The effect is similar to <see cref="P:Godot.CanvasItem.Modulate"/>, except it only affects this specific texture instead of the entire node.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.TintProgress">
            <summary>
            <para>Multiplies the color of the bar's <c>texture_progress</c> texture.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.RadialInitialAngle">
            <summary>
            <para>Starting angle for the fill of <see cref="P:Godot.TextureProgress.TextureProgress_"/> if <see cref="P:Godot.TextureProgress.FillMode"/> is <see cref="F:Godot.TextureProgress.FillModeEnum.Clockwise"/> or <see cref="F:Godot.TextureProgress.FillModeEnum.CounterClockwise"/>. When the node's <c>value</c> is equal to its <c>min_value</c>, the texture doesn't show up at all. When the <c>value</c> increases, the texture fills and tends towards <see cref="P:Godot.TextureProgress.RadialFillDegrees"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.RadialFillDegrees">
            <summary>
            <para>Upper limit for the fill of <see cref="P:Godot.TextureProgress.TextureProgress_"/> if <see cref="P:Godot.TextureProgress.FillMode"/> is <see cref="F:Godot.TextureProgress.FillModeEnum.Clockwise"/> or <see cref="F:Godot.TextureProgress.FillModeEnum.CounterClockwise"/>. When the node's <c>value</c> is equal to its <c>max_value</c>, the texture fills up to this angle.</para>
            <para>See <see cref="P:Godot.Range.Value"/>, <see cref="P:Godot.Range.MaxValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.RadialCenterOffset">
            <summary>
            <para>Offsets <see cref="P:Godot.TextureProgress.TextureProgress_"/> if <see cref="P:Godot.TextureProgress.FillMode"/> is <see cref="F:Godot.TextureProgress.FillModeEnum.Clockwise"/> or <see cref="F:Godot.TextureProgress.FillModeEnum.CounterClockwise"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.NinePatchStretch">
            <summary>
            <para>If <c>true</c>, Godot treats the bar's textures like in <see cref="T:Godot.NinePatchRect"/>. Use the <c>stretch_margin_*</c> properties like <see cref="P:Godot.TextureProgress.StretchMarginBottom"/> to set up the nine patch's 3×3 grid. When using a radial <see cref="P:Godot.TextureProgress.FillMode"/>, this setting will enable stretching.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.StretchMarginLeft">
            <summary>
            <para>The width of the 9-patch's left column.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.StretchMarginTop">
            <summary>
            <para>The height of the 9-patch's top row.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.StretchMarginRight">
            <summary>
            <para>The width of the 9-patch's right column.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureProgress.StretchMarginBottom">
            <summary>
            <para>The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's bottom corners and side will have a height of 16 pixels. You can set all 4 margin values individually to create panels with non-uniform borders.</para>
            </summary>
        </member>
        <member name="T:Godot.TextureRect">
            <summary>
            <para>Used to draw icons and sprites in a user interface. The texture's placement can be controlled with the <see cref="P:Godot.TextureRect.StretchMode"/> property. It can scale, tile, or stay centered inside its bounding rectangle.</para>
            <para>Note: You should enable <see cref="P:Godot.TextureRect.FlipV"/> when using a TextureRect to display a <see cref="T:Godot.ViewportTexture"/>. Alternatively, you can enable <see cref="P:Godot.Viewport.RenderTargetVFlip"/> on the Viewport. Otherwise, the image will appear upside down.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.StretchModeEnum.ScaleOnExpand">
            <summary>
            <para>Scale to fit the node's bounding rectangle, only if <c>expand</c> is <c>true</c>. Default <c>stretch_mode</c>, for backwards compatibility. Until you set <c>expand</c> to <c>true</c>, the texture will behave like <see cref="F:Godot.TextureRect.StretchModeEnum.Keep"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.StretchModeEnum.Scale">
            <summary>
            <para>Scale to fit the node's bounding rectangle.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.StretchModeEnum.Tile">
            <summary>
            <para>Tile inside the node's bounding rectangle.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.StretchModeEnum.Keep">
            <summary>
            <para>The texture keeps its original size and stays in the bounding rectangle's top-left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.StretchModeEnum.KeepCentered">
            <summary>
            <para>The texture keeps its original size and stays centered in the node's bounding rectangle.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.StretchModeEnum.KeepAspect">
            <summary>
            <para>Scale the texture to fit the node's bounding rectangle, but maintain the texture's aspect ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.StretchModeEnum.KeepAspectCentered">
            <summary>
            <para>Scale the texture to fit the node's bounding rectangle, center it and maintain its aspect ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.TextureRect.StretchModeEnum.KeepAspectCovered">
            <summary>
            <para>Scale the texture so that the shorter side fits the bounding rectangle. The other side clips to the node's limits.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureRect.Texture">
            <summary>
            <para>The node's <see cref="T:Godot.Texture"/> resource.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureRect.Expand">
            <summary>
            <para>If <c>true</c>, the texture scales to fit its bounding rectangle.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureRect.StretchMode">
            <summary>
            <para>Controls the texture's behavior when resizing the node's bounding rectangle. See <see cref="T:Godot.TextureRect.StretchModeEnum"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureRect.FlipH">
            <summary>
            <para>If <c>true</c>, texture is flipped horizontally.</para>
            </summary>
        </member>
        <member name="P:Godot.TextureRect.FlipV">
            <summary>
            <para>If <c>true</c>, texture is flipped vertically.</para>
            </summary>
        </member>
        <member name="T:Godot.Theme">
            <summary>
            <para>A theme for skinning controls. Controls can be skinned individually, but for complex applications, it's more practical to just create a global theme that defines everything. This theme can be applied to any <see cref="T:Godot.Control"/>; the Control and its children will automatically use it.</para>
            <para>Theme resources can alternatively be loaded by writing them in a <c>.theme</c> file, see the documentation for more information.</para>
            </summary>
        </member>
        <member name="F:Godot.Theme.DataType.Color">
            <summary>
            <para>Theme's <see cref="T:Godot.Color"/> item type.</para>
            </summary>
        </member>
        <member name="F:Godot.Theme.DataType.Constant">
            <summary>
            <para>Theme's constant item type.</para>
            </summary>
        </member>
        <member name="F:Godot.Theme.DataType.Font">
            <summary>
            <para>Theme's <see cref="T:Godot.Font"/> item type.</para>
            </summary>
        </member>
        <member name="F:Godot.Theme.DataType.Icon">
            <summary>
            <para>Theme's icon <see cref="T:Godot.Texture"/> item type.</para>
            </summary>
        </member>
        <member name="F:Godot.Theme.DataType.Stylebox">
            <summary>
            <para>Theme's <see cref="T:Godot.StyleBox"/> item type.</para>
            </summary>
        </member>
        <member name="F:Godot.Theme.DataType.Max">
            <summary>
            <para>Maximum value for the DataType enum.</para>
            </summary>
        </member>
        <member name="P:Godot.Theme.DefaultFont">
            <summary>
            <para>The default font of this <see cref="T:Godot.Theme"/> resource. Used as a fallback value for font items defined in this theme, but having invalid values. If this value is also invalid, the global default value is used.</para>
            <para>Use <see cref="M:Godot.Theme.HasDefaultFont"/> to check if this value is valid.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetIcon(System.String,System.String,Godot.Texture)">
            <summary>
            <para>Sets the theme's icon <see cref="T:Godot.Texture"/> to <c>texture</c> at <c>name</c> in <c>theme_type</c>.</para>
            <para>Creates <c>theme_type</c> if the theme does not have it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetIcon(System.String,System.String)">
            <summary>
            <para>Returns the icon <see cref="T:Godot.Texture"/> at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasIcon(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if icon <see cref="T:Godot.Texture"/> with <c>name</c> is in <c>theme_type</c>.</para>
            <para>Returns <c>false</c> if the theme does not have <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameIcon(System.String,System.String,System.String)">
            <summary>
            <para>Renames the icon at <c>old_name</c> to <c>name</c> if the theme has <c>theme_type</c>. If <c>name</c> is already taken, this method fails.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearIcon(System.String,System.String)">
            <summary>
            <para>Clears the icon at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetIconList(System.String)">
            <summary>
            <para>Returns all the icons as a <see cref="T:System.String"/> filled with each <see cref="T:Godot.Texture"/>'s name, for use in <see cref="M:Godot.Theme.GetIcon(System.String,System.String)"/>, if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetIconTypes">
            <summary>
            <para>Returns all the icon types as a <see cref="T:System.String"/> filled with unique type names, for use in <see cref="M:Godot.Theme.GetIcon(System.String,System.String)"/> and/or <see cref="M:Godot.Theme.GetIconList(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetStylebox(System.String,System.String,Godot.StyleBox)">
            <summary>
            <para>Sets theme's <see cref="T:Godot.StyleBox"/> to <c>stylebox</c> at <c>name</c> in <c>theme_type</c>.</para>
            <para>Creates <c>theme_type</c> if the theme does not have it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetStylebox(System.String,System.String)">
            <summary>
            <para>Returns the <see cref="T:Godot.StyleBox"/> at <c>name</c> if the theme has <c>theme_type</c>.</para>
            <para>Valid <c>name</c>s may be found using <see cref="M:Godot.Theme.GetStyleboxList(System.String)"/>. Valid <c>theme_type</c>s may be found using <see cref="M:Godot.Theme.GetStyleboxTypes"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasStylebox(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if <see cref="T:Godot.StyleBox"/> with <c>name</c> is in <c>theme_type</c>.</para>
            <para>Returns <c>false</c> if the theme does not have <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameStylebox(System.String,System.String,System.String)">
            <summary>
            <para>Renames <see cref="T:Godot.StyleBox"/> at <c>old_name</c> to <c>name</c> if the theme has <c>theme_type</c>. If <c>name</c> is already taken, this method fails.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearStylebox(System.String,System.String)">
            <summary>
            <para>Clears <see cref="T:Godot.StyleBox"/> at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetStyleboxList(System.String)">
            <summary>
            <para>Returns all the <see cref="T:Godot.StyleBox"/>s as a <see cref="T:System.String"/> filled with each <see cref="T:Godot.StyleBox"/>'s name, for use in <see cref="M:Godot.Theme.GetStylebox(System.String,System.String)"/>, if the theme has <c>theme_type</c>.</para>
            <para>Valid <c>theme_type</c>s may be found using <see cref="M:Godot.Theme.GetStyleboxTypes"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetStyleboxTypes">
            <summary>
            <para>Returns all the <see cref="T:Godot.StyleBox"/> types as a <see cref="T:System.String"/> filled with unique type names, for use in <see cref="M:Godot.Theme.GetStylebox(System.String,System.String)"/> and/or <see cref="M:Godot.Theme.GetStyleboxList(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetFont(System.String,System.String,Godot.Font)">
            <summary>
            <para>Sets the theme's <see cref="T:Godot.Font"/> to <c>font</c> at <c>name</c> in <c>theme_type</c>.</para>
            <para>Creates <c>theme_type</c> if the theme does not have it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFont(System.String,System.String)">
            <summary>
            <para>Returns the <see cref="T:Godot.Font"/> at <c>name</c> if the theme has <c>theme_type</c>. If such item does not exist and <see cref="P:Godot.Theme.DefaultFont"/> is set on the theme, the default font will be returned.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasFont(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if <see cref="T:Godot.Font"/> with <c>name</c> is in <c>theme_type</c>.</para>
            <para>Returns <c>false</c> if the theme does not have <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameFont(System.String,System.String,System.String)">
            <summary>
            <para>Renames the <see cref="T:Godot.Font"/> at <c>old_name</c> to <c>name</c> if the theme has <c>theme_type</c>. If <c>name</c> is already taken, this method fails.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearFont(System.String,System.String)">
            <summary>
            <para>Clears the <see cref="T:Godot.Font"/> at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFontList(System.String)">
            <summary>
            <para>Returns all the <see cref="T:Godot.Font"/>s as a <see cref="T:System.String"/> filled with each <see cref="T:Godot.Font"/>'s name, for use in <see cref="M:Godot.Theme.GetFont(System.String,System.String)"/>, if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetFontTypes">
            <summary>
            <para>Returns all the <see cref="T:Godot.Font"/> types as a <see cref="T:System.String"/> filled with unique type names, for use in <see cref="M:Godot.Theme.GetFont(System.String,System.String)"/> and/or <see cref="M:Godot.Theme.GetFontList(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetColor(System.String,System.String,Godot.Color)">
            <summary>
            <para>Sets the theme's <see cref="T:Godot.Color"/> to <c>color</c> at <c>name</c> in <c>theme_type</c>.</para>
            <para>Creates <c>theme_type</c> if the theme does not have it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetColor(System.String,System.String)">
            <summary>
            <para>Returns the <see cref="T:Godot.Color"/> at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasColor(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if <see cref="T:Godot.Color"/> with <c>name</c> is in <c>theme_type</c>.</para>
            <para>Returns <c>false</c> if the theme does not have <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameColor(System.String,System.String,System.String)">
            <summary>
            <para>Renames the <see cref="T:Godot.Color"/> at <c>old_name</c> to <c>name</c> if the theme has <c>theme_type</c>. If <c>name</c> is already taken, this method fails.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearColor(System.String,System.String)">
            <summary>
            <para>Clears the <see cref="T:Godot.Color"/> at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetColorList(System.String)">
            <summary>
            <para>Returns all the <see cref="T:Godot.Color"/>s as a <see cref="T:System.String"/> filled with each <see cref="T:Godot.Color"/>'s name, for use in <see cref="M:Godot.Theme.GetColor(System.String,System.String)"/>, if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetColorTypes">
            <summary>
            <para>Returns all the <see cref="T:Godot.Color"/> types as a <see cref="T:System.String"/> filled with unique type names, for use in <see cref="M:Godot.Theme.GetColor(System.String,System.String)"/> and/or <see cref="M:Godot.Theme.GetColorList(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetConstant(System.String,System.String,System.Int32)">
            <summary>
            <para>Sets the theme's constant to <c>constant</c> at <c>name</c> in <c>theme_type</c>.</para>
            <para>Creates <c>theme_type</c> if the theme does not have it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetConstant(System.String,System.String)">
            <summary>
            <para>Returns the constant at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasConstant(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if constant with <c>name</c> is in <c>theme_type</c>.</para>
            <para>Returns <c>false</c> if the theme does not have <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameConstant(System.String,System.String,System.String)">
            <summary>
            <para>Renames the constant at <c>old_name</c> to <c>name</c> if the theme has <c>theme_type</c>. If <c>name</c> is already taken, this method fails.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearConstant(System.String,System.String)">
            <summary>
            <para>Clears the constant at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetConstantList(System.String)">
            <summary>
            <para>Returns all the constants as a <see cref="T:System.String"/> filled with each constant's name, for use in <see cref="M:Godot.Theme.GetConstant(System.String,System.String)"/>, if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetConstantTypes">
            <summary>
            <para>Returns all the constant types as a <see cref="T:System.String"/> filled with unique type names, for use in <see cref="M:Godot.Theme.GetConstant(System.String,System.String)"/> and/or <see cref="M:Godot.Theme.GetConstantList(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasDefaultFont">
            <summary>
            <para>Returns <c>true</c> if this theme has a valid <see cref="P:Godot.Theme.DefaultFont"/> value.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetThemeItem(Godot.Theme.DataType,System.String,System.String,System.Object)">
            <summary>
            <para>Sets the theme item of <c>data_type</c> to <c>value</c> at <c>name</c> in <c>theme_type</c>.</para>
            <para>Does nothing if the <c>value</c> type does not match <c>data_type</c>.</para>
            <para>Creates <c>theme_type</c> if the theme does not have it.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetThemeItem(Godot.Theme.DataType,System.String,System.String)">
            <summary>
            <para>Returns the theme item of <c>data_type</c> at <c>name</c> if the theme has <c>theme_type</c>.</para>
            <para>Valid <c>name</c>s may be found using <see cref="M:Godot.Theme.GetThemeItemList(Godot.Theme.DataType,System.String)"/> or a data type specific method. Valid <c>theme_type</c>s may be found using <see cref="M:Godot.Theme.GetThemeItemTypes(Godot.Theme.DataType)"/> or a data type specific method.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.HasThemeItem(Godot.Theme.DataType,System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if a theme item of <c>data_type</c> with <c>name</c> is in <c>theme_type</c>.</para>
            <para>Returns <c>false</c> if the theme does not have <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RenameThemeItem(Godot.Theme.DataType,System.String,System.String,System.String)">
            <summary>
            <para>Renames the theme item of <c>data_type</c> at <c>old_name</c> to <c>name</c> if the theme has <c>theme_type</c>. If <c>name</c> is already taken, this method fails.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearThemeItem(Godot.Theme.DataType,System.String,System.String)">
            <summary>
            <para>Clears the theme item of <c>data_type</c> at <c>name</c> if the theme has <c>theme_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetThemeItemList(Godot.Theme.DataType,System.String)">
            <summary>
            <para>Returns all the theme items of <c>data_type</c> as a <see cref="T:System.String"/> filled with each theme items's name, for use in <see cref="M:Godot.Theme.GetThemeItem(Godot.Theme.DataType,System.String,System.String)"/> or a data type specific method, if the theme has <c>theme_type</c>.</para>
            <para>Valid <c>theme_type</c>s may be found using <see cref="M:Godot.Theme.GetThemeItemTypes(Godot.Theme.DataType)"/> or a data type specific method.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetThemeItemTypes(Godot.Theme.DataType)">
            <summary>
            <para>Returns all the theme items of <c>data_type</c> types as a <see cref="T:System.String"/> filled with unique type names, for use in <see cref="M:Godot.Theme.GetThemeItem(Godot.Theme.DataType,System.String,System.String)"/>, <see cref="M:Godot.Theme.GetThemeItemList(Godot.Theme.DataType,System.String)"/> or data type specific methods.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.SetTypeVariation(System.String,System.String)">
            <summary>
            <para>Marks <c>theme_type</c> as a variation of <c>base_type</c>.</para>
            <para>This adds <c>theme_type</c> as a suggested option for <see cref="P:Godot.Control.ThemeTypeVariation"/> on a <see cref="T:Godot.Control"/> that is of the <c>base_type</c> class.</para>
            <para>Variations can also be nested, i.e. <c>base_type</c> can be another variation. If a chain of variations ends with a <c>base_type</c> matching the class of the <see cref="T:Godot.Control"/>, the whole chain is going to be suggested as options.</para>
            <para>Note: Suggestions only show up if this theme resource is set as the project default theme. See <c>ProjectSettings.gui/theme/custom</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.IsTypeVariation(System.String,System.String)">
            <summary>
            <para>Returns <c>true</c> if <c>theme_type</c> is marked as a variation of <c>base_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.ClearTypeVariation(System.String)">
            <summary>
            <para>Unmarks <c>theme_type</c> as being a variation of another theme type. See <see cref="M:Godot.Theme.SetTypeVariation(System.String,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetTypeVariationBase(System.String)">
            <summary>
            <para>Returns the name of the base theme type if <c>theme_type</c> is a valid variation type. Returns an empty string otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetTypeVariationList(System.String)">
            <summary>
            <para>Returns a list of all type variations for the given <c>base_type</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.AddType(System.String)">
            <summary>
            <para>Adds an empty theme type for every valid data type.</para>
            <para>Note: Empty types are not saved with the theme. This method only exists to perform in-memory changes to the resource. Use available <c>set_*</c> methods to add theme items.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.RemoveType(System.String)">
            <summary>
            <para>Removes the theme type, gracefully discarding defined theme items. If the type is a variation, this information is also erased. If the type is a base for type variations, those variations lose their base.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.GetTypeList(System.String)">
            <summary>
            <para>Returns all the theme types as a <see cref="T:System.String"/> filled with unique type names, for use in other <c>get_*</c> functions of this theme.</para>
            <para>Note: <c>theme_type</c> has no effect and will be removed in future version.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.CopyDefaultTheme">
            <summary>
            <para>Sets the theme's values to a copy of the default theme values.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.CopyTheme(Godot.Theme)">
            <summary>
            <para>Sets the theme's values to a copy of a given theme.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.MergeWith(Godot.Theme)">
            <summary>
            <para>Adds missing and overrides existing definitions with values from the <c>other</c> <see cref="T:Godot.Theme"/>.</para>
            <para>Note: This modifies the current theme. If you want to merge two themes together without modifying either one, create a new empty theme and merge the other two into it one after another.</para>
            </summary>
        </member>
        <member name="M:Godot.Theme.Clear">
            <summary>
            <para>Clears all values on the theme.</para>
            </summary>
        </member>
        <member name="T:Godot.TileMap">
            <summary>
            <para>Node for 2D tile-based maps. Tilemaps use a <see cref="T:Godot.TileSet"/> which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps.</para>
            <para>When doing physics queries against the tilemap, the cell coordinates are encoded as <c>metadata</c> for each detected collision shape returned by methods such as <see cref="M:Godot.Physics2DDirectSpaceState.IntersectShape(Godot.Physics2DShapeQueryParameters,System.Int32)"/>, <see cref="M:Godot.Physics2DDirectBodyState.GetContactColliderShapeMetadata(System.Int32)"/>, etc.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.InvalidCell">
            <summary>
            <para>Returned when a cell doesn't exist.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.ModeEnum.Square">
            <summary>
            <para>Orthogonal orientation mode.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.ModeEnum.Isometric">
            <summary>
            <para>Isometric orientation mode.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.ModeEnum.Custom">
            <summary>
            <para>Custom orientation mode.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.TileOrigin.TopLeft">
            <summary>
            <para>Tile origin at its top-left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.TileOrigin.Center">
            <summary>
            <para>Tile origin at its center.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.TileOrigin.BottomLeft">
            <summary>
            <para>Tile origin at its bottom-left corner.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.HalfOffset.X">
            <summary>
            <para>Half offset on the X coordinate.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.HalfOffset.Y">
            <summary>
            <para>Half offset on the Y coordinate.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.HalfOffset.Disabled">
            <summary>
            <para>Half offset disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.HalfOffset.NegativeX">
            <summary>
            <para>Half offset on the X coordinate (negative).</para>
            </summary>
        </member>
        <member name="F:Godot.TileMap.HalfOffset.NegativeY">
            <summary>
            <para>Half offset on the Y coordinate (negative).</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.Mode">
            <summary>
            <para>The TileMap orientation mode. See <see cref="T:Godot.TileMap.ModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.TileSet">
            <summary>
            <para>The assigned <see cref="T:Godot.TileSet"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CellSize">
            <summary>
            <para>The TileMap's cell size.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CellQuadrantSize">
            <summary>
            <para>The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CellCustomTransform">
            <summary>
            <para>The custom <see cref="T:Godot.Transform2D"/> to be applied to the TileMap's cells.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CellHalfOffset">
            <summary>
            <para>Amount to offset alternating tiles. See <see cref="T:Godot.TileMap.HalfOffset"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CellTileOrigin">
            <summary>
            <para>Position for tile origin. See <see cref="T:Godot.TileMap.TileOrigin"/> for possible values.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CellYSort">
            <summary>
            <para>If <c>true</c>, the TileMap's direct children will be drawn in order of their Y coordinate.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.ShowCollision">
            <summary>
            <para>If <c>true</c>, collision shapes are visible in the editor. Doesn't affect collision shapes visibility at runtime. To show collision shapes at runtime, enable Visible Collision Shapes in the Debug menu instead.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CompatibilityMode">
            <summary>
            <para>If <c>true</c>, the compatibility with the tilemaps made in Godot 3.1 or earlier is maintained (textures move when the tile origin changes and rotate if the texture size is not homogeneous). This mode presents problems when doing <c>flip_h</c>, <c>flip_v</c> and <c>transpose</c> tile operations on non-homogeneous isometric tiles (e.g. 2:1), in which the texture could not coincide with the collision, thus it is not recommended for isometric or non-square tiles.</para>
            <para>If <c>false</c>, the textures do not move when doing <c>flip_h</c>, <c>flip_v</c> operations if no offset is used, nor when changing the tile origin.</para>
            <para>The compatibility mode doesn't work with the <see cref="P:Godot.TileMap.CenteredTextures"/> option, because displacing textures with the <see cref="P:Godot.TileMap.CellTileOrigin"/> option or in irregular tiles is not relevant when centering those textures.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CenteredTextures">
            <summary>
            <para>If <c>true</c>, the textures will be centered in the middle of each tile. This is useful for certain isometric or top-down modes when textures are made larger or smaller than the tiles (e.g. to avoid flickering on tile edges). The offset is still applied, but from the center of the tile. If used, <see cref="P:Godot.TileMap.CompatibilityMode"/> is ignored.</para>
            <para>If <c>false</c>, the texture position start in the top-left corner unless <see cref="P:Godot.TileMap.CompatibilityMode"/> is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CellClipUv">
            <summary>
            <para>If <c>true</c>, the cell's UVs will be clipped.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CollisionUseParent">
            <summary>
            <para>If <c>true</c>, this tilemap's collision shape will be added to the collision shape of the parent. The parent has to be a <see cref="T:Godot.CollisionObject2D"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CollisionUseKinematic">
            <summary>
            <para>If <c>true</c>, TileMap collisions will be handled as a kinematic body. If <c>false</c>, collisions will be handled as static body.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CollisionFriction">
            <summary>
            <para>Friction value for static body collisions (see <c>collision_use_kinematic</c>).</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CollisionBounce">
            <summary>
            <para>Bounce value for static body collisions (see <c>collision_use_kinematic</c>).</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CollisionLayer">
            <summary>
            <para>The collision layer(s) for all colliders in the TileMap. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.CollisionMask">
            <summary>
            <para>The collision mask(s) for all colliders in the TileMap. See <a href="$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks">Collision layers and masks</a> in the documentation for more information.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.BakeNavigation">
            <summary>
            <para>If <c>true</c>, this TileMap bakes a navigation region.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.NavigationLayers">
            <summary>
            <para>The navigation layers the TileMap generates its navigation regions in.</para>
            </summary>
        </member>
        <member name="P:Godot.TileMap.OccluderLightMask">
            <summary>
            <para>The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetCollisionLayerBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the given collision layer bit.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCollisionLayerBit(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given collision layer bit is set.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetCollisionMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Sets the given collision mask bit.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCollisionMaskBit(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given collision mask bit is set.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.SetCell(System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Sets the tile index for the given cell.</para>
            <para>An index of <c>-1</c> clears the cell.</para>
            <para>Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.</para>
            <para>Note: Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.</para>
            <para>If you need these to be immediately updated, you can call <see cref="M:Godot.TileMap.UpdateDirtyQuadrants"/>.</para>
            <para>Overriding this method also overrides it internally, allowing custom logic to be implemented when tiles are placed/removed:</para>
            <para><code>
            func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, autotile_coord=Vector2()):
                # Write your custom logic here.
                # To call the default method:
                .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)
            </code></para>
            </summary>
            <param name="autotileCoord">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.TileMap.SetCellv(Godot.Vector2,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Sets the tile index for the cell given by a Vector2.</para>
            <para>An index of <c>-1</c> clears the cell.</para>
            <para>Optionally, the tile can also be flipped, transposed, or given autotile coordinates. The autotile coordinate refers to the column and row of the subtile.</para>
            <para>Note: Data such as navigation polygons and collision shapes are not immediately updated for performance reasons.</para>
            <para>If you need these to be immediately updated, you can call <see cref="M:Godot.TileMap.UpdateDirtyQuadrants"/>.</para>
            </summary>
            <param name="autotileCoord">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.TileMap.GetCell(System.Int32,System.Int32)">
            <summary>
            <para>Returns the tile index of the given cell. If no tile exists in the cell, returns <see cref="F:Godot.TileMap.InvalidCell"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCellv(Godot.Vector2)">
            <summary>
            <para>Returns the tile index of the cell given by a Vector2. If no tile exists in the cell, returns <see cref="F:Godot.TileMap.InvalidCell"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.IsCellXFlipped(System.Int32,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given cell is flipped in the X axis.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.IsCellYFlipped(System.Int32,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given cell is flipped in the Y axis.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.IsCellTransposed(System.Int32,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given cell is transposed, i.e. the X and Y axes are swapped.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetCellAutotileCoord(System.Int32,System.Int32)">
            <summary>
            <para>Returns the coordinate (subtile column and row) of the autotile variation in the tileset. Returns a zero vector if the cell doesn't have autotiling.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.FixInvalidTiles">
            <summary>
            <para>Clears cells that do not exist in the tileset.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.Clear">
            <summary>
            <para>Clears all cells.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetUsedCells">
            <summary>
            <para>Returns a <see cref="T:Godot.Vector2"/> array with the positions of all cells containing a tile from the tileset (i.e. a tile index different from <c>-1</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetUsedCellsById(System.Int32)">
            <summary>
            <para>Returns an array of all cells with the given tile index specified in <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.GetUsedRect">
            <summary>
            <para>Returns a rectangle enclosing the used (non-empty) tiles of the map.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.MapToWorld(Godot.Vector2,System.Boolean)">
            <summary>
            <para>Returns the local position of the top left corner of the cell corresponding to the given tilemap (grid-based) coordinates.</para>
            <para>To get the global position, use <see cref="M:Godot.Node2D.ToGlobal(Godot.Vector2)"/>:</para>
            <para><code>
            var local_position = my_tilemap.map_to_world(map_position)
            var global_position = my_tilemap.to_global(local_position)
            </code></para>
            <para>Optionally, the tilemap's half offset can be ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.WorldToMap(Godot.Vector2)">
            <summary>
            <para>Returns the tilemap (grid-based) coordinates corresponding to the given local position.</para>
            <para>To use this with a global position, first determine the local position with <see cref="M:Godot.Node2D.ToLocal(Godot.Vector2)"/>:</para>
            <para><code>
            var local_position = my_tilemap.to_local(global_position)
            var map_position = my_tilemap.world_to_map(local_position)
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.UpdateDirtyQuadrants">
            <summary>
            <para>Updates the tile map's quadrants, allowing things such as navigation and collision shapes to be immediately used if modified.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.UpdateBitmaskArea(Godot.Vector2)">
            <summary>
            <para>Applies autotiling rules to the cell (and its adjacent cells) referenced by its grid-based X and Y coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileMap.UpdateBitmaskRegion(System.Nullable{Godot.Vector2},System.Nullable{Godot.Vector2})">
            <summary>
            <para>Applies autotiling rules to the cells in the given region (specified by grid-based X and Y coordinates).</para>
            <para>Calling with invalid (or missing) parameters applies autotiling rules for the entire tilemap.</para>
            </summary>
            <param name="start">If the parameter is null, then the default value is new Vector2(0, 0)</param>
            <param name="end">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="T:Godot.TileSet">
            <summary>
            <para>A TileSet is a library of tiles for a <see cref="T:Godot.TileMap"/>. It contains a list of tiles, each consisting of a sprite and optional collision shapes.</para>
            <para>Tiles are referenced by a unique integer ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet._IsTileBound(System.Int32,System.Int32)">
            <summary>
            <para>Determines when the auto-tiler should consider two different auto-tile IDs to be bound together.</para>
            <para>Note: <c>neighbor_id</c> will be <c>-1</c> (<see cref="F:Godot.TileMap.InvalidCell"/>) when checking a tile against an empty neighbor tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.CreateTile(System.Int32)">
            <summary>
            <para>Creates a new tile with the given ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileClearBitmaskMap(System.Int32)">
            <summary>
            <para>Clears all bitmask information of the autotile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetIconCoordinate(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the subtile that will be used as an icon in an atlas/autotile given its coordinates.</para>
            <para>The subtile defined as the icon will be used as a fallback when the atlas/autotile's bitmask information is incomplete. It will also be used to represent it in the TileSet editor.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetIconCoordinate(System.Int32)">
            <summary>
            <para>Returns the subtile that's being used as an icon in an atlas/autotile given its coordinates.</para>
            <para>The subtile defined as the icon will be used as a fallback when the atlas/autotile's bitmask information is incomplete. It will also be used to represent it in the TileSet editor.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetSubtilePriority(System.Int32,Godot.Vector2,System.Int32)">
            <summary>
            <para>Sets the priority of the subtile from an autotile given its coordinates.</para>
            <para>When more than one subtile has the same bitmask value, one of them will be picked randomly for drawing. Its priority will define how often it will be picked.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetSubtilePriority(System.Int32,Godot.Vector2)">
            <summary>
            <para>Returns the priority of the subtile from an autotile given its coordinates.</para>
            <para>When more than one subtile has the same bitmask value, one of them will be picked randomly for drawing. Its priority will define how often it will be picked.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetZIndex(System.Int32,Godot.Vector2,System.Int32)">
            <summary>
            <para>Sets the drawing index of the subtile from an atlas/autotile given its coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetZIndex(System.Int32,Godot.Vector2)">
            <summary>
            <para>Returns the drawing index of the subtile from an atlas/autotile given its coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetLightOccluder(System.Int32,Godot.OccluderPolygon2D,Godot.Vector2)">
            <summary>
            <para>Sets the light occluder of the subtile from an atlas/autotile given its coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetLightOccluder(System.Int32,Godot.Vector2)">
            <summary>
            <para>Returns the light occluder of the subtile from an atlas/autotile given its coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetNavigationPolygon(System.Int32,Godot.NavigationPolygon,Godot.Vector2)">
            <summary>
            <para>Sets the navigation polygon of the subtile from an atlas/autotile given its coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetNavigationPolygon(System.Int32,Godot.Vector2)">
            <summary>
            <para>Returns the navigation polygon of the subtile from an atlas/autotile given its coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetBitmask(System.Int32,Godot.Vector2,System.UInt32)">
            <summary>
            <para>Sets the bitmask of the subtile from an autotile given its coordinates.</para>
            <para>The value is the sum of the values in <see cref="T:Godot.TileSet.AutotileBindings"/> present in the subtile (e.g. a value of 5 means the bitmask has bindings in both the top left and top right).</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetBitmask(System.Int32,Godot.Vector2)">
            <summary>
            <para>Returns the bitmask of the subtile from an autotile given its coordinates.</para>
            <para>The value is the sum of the values in <see cref="T:Godot.TileSet.AutotileBindings"/> present in the subtile (e.g. a value of 5 means the bitmask has bindings in both the top left and top right).</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetBitmaskMode(System.Int32,Godot.TileSet.BitmaskMode)">
            <summary>
            <para>Sets the <see cref="T:Godot.TileSet.BitmaskMode"/> of the autotile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetBitmaskMode(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.TileSet.BitmaskMode"/> of the autotile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetSpacing(System.Int32,System.Int32)">
            <summary>
            <para>Sets the spacing between subtiles of the atlas/autotile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetSpacing(System.Int32)">
            <summary>
            <para>Returns the spacing between subtiles of the atlas/autotile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileSetSize(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the size of the subtiles in an atlas/autotile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.AutotileGetSize(System.Int32)">
            <summary>
            <para>Returns the size of the subtiles in an atlas/autotile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetName(System.Int32,System.String)">
            <summary>
            <para>Sets the tile's name.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetName(System.Int32)">
            <summary>
            <para>Returns the tile's name.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetTexture(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets the tile's texture.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetTexture(System.Int32)">
            <summary>
            <para>Returns the tile's texture.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetNormalMap(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets the tile's normal map texture.</para>
            <para>Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See <a href="http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates">this page</a> for a comparison of normal map coordinates expected by popular engines.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetNormalMap(System.Int32)">
            <summary>
            <para>Returns the tile's normal map texture.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetMaterial(System.Int32,Godot.ShaderMaterial)">
            <summary>
            <para>Sets the tile's material.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetMaterial(System.Int32)">
            <summary>
            <para>Returns the tile's material.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetModulate(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the tile's modulation color.</para>
            <para>Note: Modulation is performed by setting the tile's vertex color. To access this in a shader, use <c>COLOR</c> rather than <c>MODULATE</c> (which instead accesses the <see cref="T:Godot.TileMap"/>'s <see cref="P:Godot.CanvasItem.Modulate"/> property).</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetModulate(System.Int32)">
            <summary>
            <para>Returns the tile's modulation color.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetTextureOffset(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the tile's texture offset.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetTextureOffset(System.Int32)">
            <summary>
            <para>Returns the texture offset of the tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetRegion(System.Int32,Godot.Rect2)">
            <summary>
            <para>Sets the tile's sub-region in the texture. This is common in texture atlases.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetRegion(System.Int32)">
            <summary>
            <para>Returns the tile sub-region in the texture.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetShape(System.Int32,System.Int32,Godot.Shape2D)">
            <summary>
            <para>Sets a shape for the tile, enabling collision.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetShape(System.Int32,System.Int32)">
            <summary>
            <para>Returns a tile's given shape.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetShapeOffset(System.Int32,System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the offset of a tile's shape.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetShapeOffset(System.Int32,System.Int32)">
            <summary>
            <para>Returns the offset of a tile's shape.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetShapeTransform(System.Int32,System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets a <see cref="T:Godot.Transform2D"/> on a tile's shape.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetShapeTransform(System.Int32,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform2D"/> of a tile's shape.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetShapeOneWay(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>Enables one-way collision on a tile's shape.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetShapeOneWay(System.Int32,System.Int32)">
            <summary>
            <para>Returns the one-way collision value of a tile's shape.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileAddShape(System.Int32,Godot.Shape2D,Godot.Transform2D,System.Boolean,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Adds a shape to the tile.</para>
            </summary>
            <param name="autotileCoord">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.TileSet.TileGetShapeCount(System.Int32)">
            <summary>
            <para>Returns the number of shapes assigned to a tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetShapes(System.Int32,Godot.Collections.Array)">
            <summary>
            <para>Sets an array of shapes for the tile, enabling collision.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetShapes(System.Int32)">
            <summary>
            <para>Returns an array of dictionaries describing the tile's shapes.</para>
            <para>Dictionary structure in the array returned by this method:</para>
            <para><code>
            {
                "autotile_coord": Vector2,
                "one_way": bool,
                "one_way_margin": int,
                "shape": CollisionShape2D,
                "shape_transform": Transform2D,
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetTileMode(System.Int32,Godot.TileSet.TileMode)">
            <summary>
            <para>Sets the tile's <see cref="T:Godot.TileSet.TileMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetTileMode(System.Int32)">
            <summary>
            <para>Returns the tile's <see cref="T:Godot.TileSet.TileMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetNavigationPolygon(System.Int32,Godot.NavigationPolygon)">
            <summary>
            <para>Sets the tile's navigation polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetNavigationPolygon(System.Int32)">
            <summary>
            <para>Returns the navigation polygon of the tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetNavigationPolygonOffset(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets an offset for the tile's navigation polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetNavigationPolygonOffset(System.Int32)">
            <summary>
            <para>Returns the offset of the tile's navigation polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetLightOccluder(System.Int32,Godot.OccluderPolygon2D)">
            <summary>
            <para>Sets a light occluder for the tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetLightOccluder(System.Int32)">
            <summary>
            <para>Returns the tile's light occluder.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetOccluderOffset(System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets an offset for the tile's light occluder.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetOccluderOffset(System.Int32)">
            <summary>
            <para>Returns the offset of the tile's light occluder.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileSetZIndex(System.Int32,System.Int32)">
            <summary>
            <para>Sets the tile's drawing index.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.TileGetZIndex(System.Int32)">
            <summary>
            <para>Returns the tile's Z index (drawing layer).</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.RemoveTile(System.Int32)">
            <summary>
            <para>Removes the given tile ID.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.Clear">
            <summary>
            <para>Clears all tiles.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetLastUnusedTileId">
            <summary>
            <para>Returns the ID following the last currently used ID, useful when creating a new tile.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.FindTileByName(System.String)">
            <summary>
            <para>Returns the first tile matching the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.TileSet.GetTilesIds">
            <summary>
            <para>Returns an array of all currently used tile IDs.</para>
            </summary>
        </member>
        <member name="T:Godot.Time">
            <summary>
            <para>The Time singleton allows converting time between various formats and also getting time information from the system.</para>
            <para>This class conforms with as many of the ISO 8601 standards as possible. All dates follow the Proleptic Gregorian calendar. As such, the day before <c>1582-10-15</c> is <c>1582-10-14</c>, not <c>1582-10-04</c>. The year before 1 AD (aka 1 BC) is number <c>0</c>, with the year before that (2 BC) being <c>-1</c>, etc.</para>
            <para>Conversion methods assume "the same timezone", and do not handle timezone conversions or DST automatically. Leap seconds are also not handled, they must be done manually if desired. Suffixes such as "Z" are not handled, you need to strip them away manually.</para>
            <para>When getting time information from the system, the time can either be in the local timezone or UTC depending on the <c>utc</c> parameter. However, the <see cref="M:Godot.Time.GetUnixTimeFromSystem"/> method always returns the time in UTC.</para>
            <para>Important: The <c>_from_system</c> methods use the system clock that the user can manually set. Never use this method for precise time calculation since its results are subject to automatic adjustments by the user or the operating system. Always use <see cref="M:Godot.Time.GetTicksUsec"/> or <see cref="M:Godot.Time.GetTicksMsec"/> for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.January">
            <summary>
            <para>The month of January, represented numerically as <c>01</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.February">
            <summary>
            <para>The month of February, represented numerically as <c>02</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.March">
            <summary>
            <para>The month of March, represented numerically as <c>03</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.April">
            <summary>
            <para>The month of April, represented numerically as <c>04</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.May">
            <summary>
            <para>The month of May, represented numerically as <c>05</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.June">
            <summary>
            <para>The month of June, represented numerically as <c>06</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.July">
            <summary>
            <para>The month of July, represented numerically as <c>07</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.August">
            <summary>
            <para>The month of August, represented numerically as <c>08</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.September">
            <summary>
            <para>The month of September, represented numerically as <c>09</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.October">
            <summary>
            <para>The month of October, represented numerically as <c>10</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.November">
            <summary>
            <para>The month of November, represented numerically as <c>11</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Month.December">
            <summary>
            <para>The month of December, represented numerically as <c>12</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Weekday.Sunday">
            <summary>
            <para>The day of the week Sunday, represented numerically as <c>0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Weekday.Monday">
            <summary>
            <para>The day of the week Monday, represented numerically as <c>1</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Weekday.Tuesday">
            <summary>
            <para>The day of the week Tuesday, represented numerically as <c>2</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Weekday.Wednesday">
            <summary>
            <para>The day of the week Wednesday, represented numerically as <c>3</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Weekday.Thursday">
            <summary>
            <para>The day of the week Thursday, represented numerically as <c>4</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Weekday.Friday">
            <summary>
            <para>The day of the week Friday, represented numerically as <c>5</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Time.Weekday.Saturday">
            <summary>
            <para>The day of the week Saturday, represented numerically as <c>6</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDatetimeDictFromUnixTime(System.Int64)">
            <summary>
            <para>Converts the given Unix timestamp to a dictionary of keys: <c>year</c>, <c>month</c>, <c>day</c>, and <c>weekday</c>.</para>
            <para>The returned Dictionary's values will be the same as the <see cref="M:Godot.Time.GetDatetimeDictFromSystem(System.Boolean)"/> if the Unix timestamp is the current time, with the exception of Daylight Savings Time as it cannot be determined from the epoch.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDateDictFromUnixTime(System.Int64)">
            <summary>
            <para>Converts the given Unix timestamp to a dictionary of keys: <c>year</c>, <c>month</c>, <c>day</c>, and <c>weekday</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetTimeDictFromUnixTime(System.Int64)">
            <summary>
            <para>Converts the given time to a dictionary of keys: <c>hour</c>, <c>minute</c>, and <c>second</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDatetimeStringFromUnixTime(System.Int64,System.Boolean)">
            <summary>
            <para>Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS).</para>
            <para>If <c>use_space</c> is true, use a space instead of the letter T in the middle.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDateStringFromUnixTime(System.Int64)">
            <summary>
            <para>Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD).</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetTimeStringFromUnixTime(System.Int64)">
            <summary>
            <para>Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS).</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDatetimeDictFromDatetimeString(System.String,System.Boolean)">
            <summary>
            <para>Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a dictionary of keys: <c>year</c>, <c>month</c>, <c>day</c>, <c>weekday</c>, <c>hour</c>, <c>minute</c>, and <c>second</c>.</para>
            <para>If <c>weekday</c> is false, then the <c>weekday</c> entry is excluded (the calculation is relatively expensive).</para>
            <para>Note: Any decimal fraction in the time string will be ignored silently.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDatetimeStringFromDatetimeDict(Godot.Collections.Dictionary,System.Boolean)">
            <summary>
            <para>Converts the given dictionary of keys to an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS).</para>
            <para>The given dictionary can be populated with the following keys: <c>year</c>, <c>month</c>, <c>day</c>, <c>hour</c>, <c>minute</c>, and <c>second</c>. Any other entries (including <c>dst</c>) are ignored.</para>
            <para>If the dictionary is empty, <c>0</c> is returned. If some keys are omitted, they default to the equivalent values for the Unix epoch timestamp 0 (1970-01-01 at 00:00:00).</para>
            <para>If <c>use_space</c> is true, use a space instead of the letter T in the middle.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetUnixTimeFromDatetimeDict(Godot.Collections.Dictionary)">
            <summary>
            <para>Converts a dictionary of time values to a Unix timestamp.</para>
            <para>The given dictionary can be populated with the following keys: <c>year</c>, <c>month</c>, <c>day</c>, <c>hour</c>, <c>minute</c>, and <c>second</c>. Any other entries (including <c>dst</c>) are ignored.</para>
            <para>If the dictionary is empty, <c>0</c> is returned. If some keys are omitted, they default to the equivalent values for the Unix epoch timestamp 0 (1970-01-01 at 00:00:00).</para>
            <para>You can pass the output from <see cref="M:Godot.Time.GetDatetimeDictFromUnixTime(System.Int64)"/> directly into this function and get the same as what was put in.</para>
            <para>Note: Unix timestamps are often in UTC. This method does not do any timezone conversion, so the timestamp will be in the same timezone as the given datetime dictionary.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetUnixTimeFromDatetimeString(System.String)">
            <summary>
            <para>Converts the given ISO 8601 date and/or time string to a Unix timestamp. The string can contain a date only, a time only, or both.</para>
            <para>Note: Unix timestamps are often in UTC. This method does not do any timezone conversion, so the timestamp will be in the same timezone as the given datetime string.</para>
            <para>Note: Any decimal fraction in the time string will be ignored silently.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetOffsetStringFromOffsetMinutes(System.Int64)">
            <summary>
            <para>Converts the given timezone offset in minutes to a timezone offset string. For example, -480 returns "-08:00", 345 returns "+05:45", and 0 returns "+00:00".</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDatetimeDictFromSystem(System.Boolean)">
            <summary>
            <para>Returns the current date as a dictionary of keys: <c>year</c>, <c>month</c>, <c>day</c>, <c>weekday</c>, <c>hour</c>, <c>minute</c>, and <c>second</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDateDictFromSystem(System.Boolean)">
            <summary>
            <para>Returns the current date as a dictionary of keys: <c>year</c>, <c>month</c>, <c>day</c>, <c>weekday</c>, and <c>dst</c> (Daylight Savings Time).</para>
            <para>The returned values are in the system's local time when <c>utc</c> is false, otherwise they are in UTC.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetTimeDictFromSystem(System.Boolean)">
            <summary>
            <para>Returns the current time as a dictionary of keys: <c>hour</c>, <c>minute</c>, and <c>second</c>.</para>
            <para>The returned values are in the system's local time when <c>utc</c> is false, otherwise they are in UTC.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDatetimeStringFromSystem(System.Boolean,System.Boolean)">
            <summary>
            <para>Returns the current date and time as an ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS).</para>
            <para>The returned values are in the system's local time when <c>utc</c> is false, otherwise they are in UTC.</para>
            <para>If <c>use_space</c> is true, use a space instead of the letter T in the middle.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetDateStringFromSystem(System.Boolean)">
            <summary>
            <para>Returns the current date as an ISO 8601 date string (YYYY-MM-DD).</para>
            <para>The returned values are in the system's local time when <c>utc</c> is false, otherwise they are in UTC.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetTimeStringFromSystem(System.Boolean)">
            <summary>
            <para>Returns the current time as an ISO 8601 time string (HH:MM:SS).</para>
            <para>The returned values are in the system's local time when <c>utc</c> is false, otherwise they are in UTC.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetTimeZoneFromSystem">
            <summary>
            <para>Returns the current time zone as a dictionary of keys: <c>bias</c> and <c>name</c>. The <c>bias</c> value is the offset from UTC in minutes, since not all time zones are multiples of an hour from UTC.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetUnixTimeFromSystem">
            <summary>
            <para>Returns the current Unix timestamp in seconds based on the system time in UTC. This method is implemented by the operating system and always returns the time in UTC.</para>
            <para>Note: Unlike other methods that use integer timestamps, this method returns the timestamp as a <see cref="T:System.Single"/> for sub-second precision.</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetTicksMsec">
            <summary>
            <para>Returns the amount of time passed in milliseconds since the engine started.</para>
            <para>Will always be positive or 0 and uses a 64-bit value (it will wrap after roughly 500 million years).</para>
            </summary>
        </member>
        <member name="M:Godot.Time.GetTicksUsec">
            <summary>
            <para>Returns the amount of time passed in microseconds since the engine started.</para>
            <para>Will always be positive or 0 and uses a 64-bit value (it will wrap after roughly half a million years).</para>
            </summary>
        </member>
        <member name="T:Godot.Timer">
            <summary>
            <para>Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode.</para>
            <para>Note: To create a one-shot timer without instantiating a node, use <see cref="M:Godot.SceneTree.CreateTimer(System.Single,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Timer.TimerProcessMode.Physics">
            <summary>
            <para>Update the timer during the physics step at each frame (fixed framerate processing).</para>
            </summary>
        </member>
        <member name="F:Godot.Timer.TimerProcessMode.Idle">
            <summary>
            <para>Update the timer during the idle time at each frame.</para>
            </summary>
        </member>
        <member name="P:Godot.Timer.ProcessMode">
            <summary>
            <para>Processing mode. See <see cref="T:Godot.Timer.TimerProcessMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Timer.WaitTime">
            <summary>
            <para>The wait time in seconds.</para>
            <para>Note: Timers can only emit once per rendered frame at most (or once per physics frame if <see cref="P:Godot.Timer.ProcessMode"/> is <see cref="F:Godot.Timer.TimerProcessMode.Physics"/>). This means very low wait times (lower than 0.05 seconds) will behave in significantly different ways depending on the rendered framerate. For very low wait times, it is recommended to use a process loop in a script instead of using a Timer node.</para>
            </summary>
        </member>
        <member name="P:Godot.Timer.OneShot">
            <summary>
            <para>If <c>true</c>, the timer will stop when reaching 0. If <c>false</c>, it will restart.</para>
            </summary>
        </member>
        <member name="P:Godot.Timer.Autostart">
            <summary>
            <para>If <c>true</c>, the timer will automatically start when entering the scene tree.</para>
            <para>Note: This property is automatically set to <c>false</c> after the timer enters the scene tree and starts.</para>
            </summary>
        </member>
        <member name="P:Godot.Timer.Paused">
            <summary>
            <para>If <c>true</c>, the timer is paused and will not process until it is unpaused again, even if <see cref="M:Godot.Timer.Start(System.Single)"/> is called.</para>
            </summary>
        </member>
        <member name="P:Godot.Timer.TimeLeft">
            <summary>
            <para>The timer's remaining time in seconds. Returns 0 if the timer is inactive.</para>
            <para>Note: You cannot set this value. To change the timer's remaining time, use <see cref="M:Godot.Timer.Start(System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Timer.Start(System.Single)">
            <summary>
            <para>Starts the timer. Sets <c>wait_time</c> to <c>time_sec</c> if <c>time_sec &gt; 0</c>. This also resets the remaining time to <c>wait_time</c>.</para>
            <para>Note: This method will not resume a paused timer. See <see cref="P:Godot.Timer.Paused"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Timer.Stop">
            <summary>
            <para>Stops the timer.</para>
            </summary>
        </member>
        <member name="M:Godot.Timer.IsStopped">
            <summary>
            <para>Returns <c>true</c> if the timer is stopped.</para>
            </summary>
        </member>
        <member name="T:Godot.ToolButton">
            <summary>
            <para>This is a helper class to generate a flat <see cref="T:Godot.Button"/> (see <see cref="P:Godot.Button.Flat"/>), creating a <see cref="T:Godot.ToolButton"/> is equivalent to:</para>
            <para><code>
            var btn = Button.new()
            btn.flat = true
            </code></para>
            </summary>
        </member>
        <member name="T:Godot.TorusMesh">
            <summary>
            <para>Class representing a torus <see cref="T:Godot.PrimitiveMesh"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TorusMesh.InnerRadius">
            <summary>
            <para>The inner radius of the torus.</para>
            </summary>
        </member>
        <member name="P:Godot.TorusMesh.OuterRadius">
            <summary>
            <para>The outer radius of the torus.</para>
            </summary>
        </member>
        <member name="P:Godot.TorusMesh.Rings">
            <summary>
            <para>The number of slices the torus is constructed of.</para>
            </summary>
        </member>
        <member name="P:Godot.TorusMesh.RingSegments">
            <summary>
            <para>The number of edges each ring of the torus is constructed of.</para>
            </summary>
        </member>
        <member name="T:Godot.TouchScreenButton">
            <summary>
            <para>TouchScreenButton allows you to create on-screen buttons for touch devices. It's intended for gameplay use, such as a unit you have to touch to move. Unlike <see cref="T:Godot.Button"/>, TouchScreenButton supports multitouch out of the box. Several TouchScreenButtons can be pressed at the same time with touch input.</para>
            <para>This node inherits from <see cref="T:Godot.Node2D"/>. Unlike with <see cref="T:Godot.Control"/> nodes, you cannot set anchors on it. If you want to create menus or user interfaces, you may want to use <see cref="T:Godot.Button"/> nodes instead. To make button nodes react to touch events, you can enable the Emulate Mouse option in the Project Settings.</para>
            <para>You can configure TouchScreenButton to be visible only on touch devices, helping you develop your game both for desktop and mobile devices.</para>
            </summary>
        </member>
        <member name="F:Godot.TouchScreenButton.VisibilityModeEnum.Always">
            <summary>
            <para>Always visible.</para>
            </summary>
        </member>
        <member name="F:Godot.TouchScreenButton.VisibilityModeEnum.TouchscreenOnly">
            <summary>
            <para>Visible on touch screens only.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.Normal">
            <summary>
            <para>The button's texture for the normal state.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.Pressed">
            <summary>
            <para>The button's texture for the pressed state.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.Bitmask">
            <summary>
            <para>The button's bitmask.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.Shape">
            <summary>
            <para>The button's shape.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.ShapeCentered">
            <summary>
            <para>If <c>true</c>, the button's shape is centered in the provided texture. If no texture is used, this property has no effect.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.ShapeVisible">
            <summary>
            <para>If <c>true</c>, the button's shape is visible.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.PassbyPress">
            <summary>
            <para>If <c>true</c>, the <c>pressed</c> and <c>released</c> signals are emitted whenever a pressed finger goes in and out of the button, even if the pressure started outside the active area of the button.</para>
            <para>Note: This is a "pass-by" (not "bypass") press mode.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.Action">
            <summary>
            <para>The button's action. Actions can be handled with <see cref="T:Godot.InputEventAction"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.TouchScreenButton.VisibilityMode">
            <summary>
            <para>The button's visibility mode. See <see cref="T:Godot.TouchScreenButton.VisibilityModeEnum"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.TouchScreenButton.IsPressed">
            <summary>
            <para>Returns <c>true</c> if this button is currently pressed.</para>
            </summary>
        </member>
        <member name="T:Godot.Translation">
            <summary>
            <para>Translations are resources that can be loaded and unloaded on demand. They map a string to another string.</para>
            </summary>
        </member>
        <member name="P:Godot.Translation.Locale">
            <summary>
            <para>The locale of the translation.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation._GetMessage(System.String)">
            <summary>
            <para>Virtual method to override <see cref="M:Godot.Translation.GetMessage(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.AddMessage(System.String,System.String)">
            <summary>
            <para>Adds a message if nonexistent, followed by its translation.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.GetMessage(System.String)">
            <summary>
            <para>Returns a message's translation.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.EraseMessage(System.String)">
            <summary>
            <para>Erases a message.</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.GetMessageList">
            <summary>
            <para>Returns all the messages (keys).</para>
            </summary>
        </member>
        <member name="M:Godot.Translation.GetMessageCount">
            <summary>
            <para>Returns the number of existing messages.</para>
            </summary>
        </member>
        <member name="T:Godot.TranslationServer">
            <summary>
            <para>Server that manages all translations. Translations can be set to it and removed from it.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.SetLocale(System.String)">
            <summary>
            <para>Sets the locale of the project. The <c>locale</c> string will be standardized to match known locales (e.g. <c>en-US</c> would be matched to <c>en_US</c>).</para>
            <para>If translations have been loaded beforehand for the new locale, they will be applied.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetLocale">
            <summary>
            <para>Returns the current locale of the project.</para>
            <para>See also <see cref="M:Godot.OS.GetLocale"/> and <see cref="M:Godot.OS.GetLocaleLanguage"/> to query the locale of the user system.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.CompareLocales(System.String,System.String)">
            <summary>
            <para>Compares two locales and return similarity score between <c>0</c>(no match) and <c>10</c>(full match).</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.StandardizeLocale(System.String)">
            <summary>
            <para>Returns <c>locale</c> string standardized to match known locales (e.g. <c>en-US</c> would be matched to <c>en_US</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetAllLanguages">
            <summary>
            <para>Returns array of known language codes.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetLanguageName(System.String)">
            <summary>
            <para>Returns readable language name for the <c>language</c> code.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetAllScripts">
            <summary>
            <para>Returns array of known script codes.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetScriptName(System.String)">
            <summary>
            <para>Returns readable script name for the <c>script</c> code.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetAllCountries">
            <summary>
            <para>Returns array of known country codes.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetCountryName(System.String)">
            <summary>
            <para>Returns readable country name for the <c>country</c> code.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetLocaleName(System.String)">
            <summary>
            <para>Returns a locale's language and its variant (e.g. <c>"en_US"</c> would return <c>"English (United States)"</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.Translate(System.String)">
            <summary>
            <para>Returns the current locale's translation for the given message (key).</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.AddTranslation(Godot.Translation)">
            <summary>
            <para>Adds a <see cref="T:Godot.Translation"/> resource.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.RemoveTranslation(Godot.Translation)">
            <summary>
            <para>Removes the given translation from the server.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.Clear">
            <summary>
            <para>Clears the server from all translations.</para>
            </summary>
        </member>
        <member name="M:Godot.TranslationServer.GetLoadedLocales">
            <summary>
            <para>Returns an array of all loaded locales of the project.</para>
            </summary>
        </member>
        <member name="T:Godot.Tree">
            <summary>
            <para>This shows a tree of items that can be selected, expanded and collapsed. The tree can have multiple columns with custom controls like text editing, buttons and popups. It can be useful for structured displays and interactions.</para>
            <para>Trees are built via code, using <see cref="T:Godot.TreeItem"/> objects to create the structure. They have a single root but multiple roots can be simulated if a dummy hidden root is added.</para>
            <para><code>
            func _ready():
                var tree = Tree.new()
                var root = tree.create_item()
                tree.set_hide_root(true)
                var child1 = tree.create_item(root)
                var child2 = tree.create_item(root)
                var subchild1 = tree.create_item(child1)
                subchild1.set_text(0, "Subchild1")
            </code></para>
            <para>To iterate over all the <see cref="T:Godot.TreeItem"/> objects in a <see cref="T:Godot.Tree"/> object, use <see cref="M:Godot.TreeItem.GetNext"/> and <see cref="M:Godot.TreeItem.GetChildren"/> after getting the root through <see cref="M:Godot.Tree.GetRoot"/>. You can use <see cref="M:Godot.Object.Free"/> on a <see cref="T:Godot.TreeItem"/> to remove it from the <see cref="T:Godot.Tree"/>.</para>
            <para>Incremental search: Like <see cref="T:Godot.ItemList"/> and <see cref="T:Godot.PopupMenu"/>, <see cref="T:Godot.Tree"/> supports searching within the list while the control is focused. Press a key that matches the first letter of an item's name to select the first item starting with the given letter. After that point, there are two ways to perform incremental search: 1) Press the same key again before the timeout duration to select the next item starting with the same letter. 2) Press letter keys that match the rest of the word before the timeout duration to match to select the item in question directly. Both of these actions will be reset to the beginning of the list if the timeout duration has passed since the last keystroke was registered. You can adjust the timeout duration by changing <c>ProjectSettings.gui/timers/incremental_search_max_interval_msec</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Tree.SelectModeEnum.Single">
            <summary>
            <para>Allows selection of a single cell at a time. From the perspective of items, only a single item is allowed to be selected. And there is only one column selected in the selected item.</para>
            <para>The focus cursor is always hidden in this mode, but it is positioned at the current selection, making the currently selected item the currently focused item.</para>
            </summary>
        </member>
        <member name="F:Godot.Tree.SelectModeEnum.Row">
            <summary>
            <para>Allows selection of a single row at a time. From the perspective of items, only a single items is allowed to be selected. And all the columns are selected in the selected item.</para>
            <para>The focus cursor is always hidden in this mode, but it is positioned at the first column of the current selection, making the currently selected item the currently focused item.</para>
            </summary>
        </member>
        <member name="F:Godot.Tree.SelectModeEnum.Multi">
            <summary>
            <para>Allows selection of multiple cells at the same time. From the perspective of items, multiple items are allowed to be selected. And there can be multiple columns selected in each selected item.</para>
            <para>The focus cursor is visible in this mode, the item or column under the cursor is not necessarily selected.</para>
            </summary>
        </member>
        <member name="F:Godot.Tree.DropModeFlagsEnum.Disabled">
            <summary>
            <para>Disables all drop sections, but still allows to detect the "on item" drop section by <see cref="M:Godot.Tree.GetDropSectionAtPosition(Godot.Vector2)"/>.</para>
            <para>Note: This is the default flag, it has no effect when combined with other flags.</para>
            </summary>
        </member>
        <member name="F:Godot.Tree.DropModeFlagsEnum.OnItem">
            <summary>
            <para>Enables the "on item" drop section. This drop section covers the entire item.</para>
            <para>When combined with <see cref="F:Godot.Tree.DropModeFlagsEnum.Inbetween"/>, this drop section halves the height and stays centered vertically.</para>
            </summary>
        </member>
        <member name="F:Godot.Tree.DropModeFlagsEnum.Inbetween">
            <summary>
            <para>Enables "above item" and "below item" drop sections. The "above item" drop section covers the top half of the item, and the "below item" drop section covers the bottom half.</para>
            <para>When combined with <see cref="F:Godot.Tree.DropModeFlagsEnum.OnItem"/>, these drop sections halves the height and stays on top / bottom accordingly.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.Columns">
            <summary>
            <para>The number of columns.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.ColumnTitlesVisible">
            <summary>
            <para>If <c>true</c>, column titles are visible.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.AllowReselect">
            <summary>
            <para>If <c>true</c>, the currently selected cell may be selected again.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.AllowRmbSelect">
            <summary>
            <para>If <c>true</c>, a right mouse button click can select items.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.HideFolding">
            <summary>
            <para>If <c>true</c>, the folding arrow is hidden.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.HideRoot">
            <summary>
            <para>If <c>true</c>, the tree's root is hidden.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.DropModeFlags">
            <summary>
            <para>The drop mode as an OR combination of flags. See <see cref="T:Godot.Tree.DropModeFlagsEnum"/> constants. Once dropping is done, reverts to <see cref="F:Godot.Tree.DropModeFlagsEnum.Disabled"/>. Setting this during <see cref="M:Godot.Control.CanDropData(Godot.Vector2,System.Object)"/> is recommended.</para>
            <para>This controls the drop sections, i.e. the decision and drawing of possible drop locations based on the mouse position.</para>
            </summary>
        </member>
        <member name="P:Godot.Tree.SelectMode">
            <summary>
            <para>Allows single or multiple selection. See the <see cref="T:Godot.Tree.SelectModeEnum"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.Clear">
            <summary>
            <para>Clears the tree. This removes all items.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.CreateItem(Godot.Object,System.Int32)">
            <summary>
            <para>Creates an item in the tree and adds it as a child of <c>parent</c>, which can be either a valid <see cref="T:Godot.TreeItem"/> or <c>null</c>.</para>
            <para>If <c>parent</c> is <c>null</c>, the root item will be the parent, or the new item will be the root itself if the tree is empty.</para>
            <para>The new item will be the <c>idx</c>th child of parent, or it will be the last child if there are not enough siblings.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetRoot">
            <summary>
            <para>Returns the tree's root item, or <c>null</c> if the tree is empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetColumnMinWidth(System.Int32,System.Int32)">
            <summary>
            <para>Sets the minimum width of a column. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to <see cref="P:Godot.Control.SizeFlagsStretchRatio"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetColumnExpand(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the column will have the "Expand" flag of <see cref="T:Godot.Control"/>. Columns that have the "Expand" flag will use their "min_width" in a similar fashion to <see cref="P:Godot.Control.SizeFlagsStretchRatio"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetColumnWidth(System.Int32)">
            <summary>
            <para>Returns the column's width in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetNextSelected(Godot.Object)">
            <summary>
            <para>Returns the next selected <see cref="T:Godot.TreeItem"/> after the given one, or <c>null</c> if the end is reached.</para>
            <para>If <c>from</c> is <c>null</c>, this returns the first selected item.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetSelected">
            <summary>
            <para>Returns the currently focused item, or <c>null</c> if no item is focused.</para>
            <para>In <see cref="F:Godot.Tree.SelectModeEnum.Row"/> and <see cref="F:Godot.Tree.SelectModeEnum.Single"/> modes, the focused item is same as the selected item. In <see cref="F:Godot.Tree.SelectModeEnum.Multi"/> mode, the focused item is the item under the focus cursor, not necessarily selected.</para>
            <para>To get the currently selected item(s), use <see cref="M:Godot.Tree.GetNextSelected(Godot.Object)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetSelected(Godot.Object,System.Int32)">
            <summary>
            <para>Selects the specified <see cref="T:Godot.TreeItem"/> and column.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetSelectedColumn">
            <summary>
            <para>Returns the currently focused column, or -1 if no column is focused.</para>
            <para>In <see cref="F:Godot.Tree.SelectModeEnum.Single"/> mode, the focused column is the selected column. In <see cref="F:Godot.Tree.SelectModeEnum.Row"/> mode, the focused column is always 0 if any item is selected. In <see cref="F:Godot.Tree.SelectModeEnum.Multi"/> mode, the focused column is the column under the focus cursor, and there are not necessarily any column selected.</para>
            <para>To tell whether a column of an item is selected, use <see cref="M:Godot.TreeItem.IsSelected(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetPressedButton">
            <summary>
            <para>Returns the last pressed button's index.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetEdited">
            <summary>
            <para>Returns the currently edited item. Can be used with <c>item_edited</c> to get the item that was modified.</para>
            <para><code>
            func _ready():
                $Tree.connect("item_edited", self, "on_Tree_item_edited")
            
            func on_Tree_item_edited():
                print($Tree.get_edited()) # This item just got edited (e.g. checked).
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetEditedColumn">
            <summary>
            <para>Returns the column for the currently edited item.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.EditSelected">
            <summary>
            <para>Edits the selected tree item as if it was clicked. The item must be set editable with <see cref="M:Godot.TreeItem.SetEditable(System.Int32,System.Boolean)"/>. Returns <c>true</c> if the item could be edited. Fails if no item is selected.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetCustomPopupRect">
            <summary>
            <para>Returns the rectangle for custom popups. Helper to create custom cell controls that display a popup. See <see cref="M:Godot.TreeItem.SetCellMode(System.Int32,Godot.TreeItem.TreeCellMode)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetItemAreaRect(Godot.Object,System.Int32)">
            <summary>
            <para>Returns the rectangle area for the specified <see cref="T:Godot.TreeItem"/>. If <c>column</c> is specified, only get the position and size of that column, otherwise get the rectangle containing all columns.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetItemAtPosition(Godot.Vector2)">
            <summary>
            <para>Returns the tree item at the specified position (relative to the tree origin position).</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetColumnAtPosition(Godot.Vector2)">
            <summary>
            <para>Returns the column index at <c>position</c>, or -1 if no item is there.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetDropSectionAtPosition(Godot.Vector2)">
            <summary>
            <para>Returns the drop section at <c>position</c>, or -100 if no item is there.</para>
            <para>Values -1, 0, or 1 will be returned for the "above item", "on item", and "below item" drop sections, respectively. See <see cref="T:Godot.Tree.DropModeFlagsEnum"/> for a description of each drop section.</para>
            <para>To get the item which the returned drop section is relative to, use <see cref="M:Godot.Tree.GetItemAtPosition(Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetButtonIdAtPosition(Godot.Vector2)">
            <summary>
            <para>Returns the button id at <c>position</c>, or -1 if no button is there.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.EnsureCursorIsVisible">
            <summary>
            <para>Makes the currently focused cell visible.</para>
            <para>This will scroll the tree if necessary. In <see cref="F:Godot.Tree.SelectModeEnum.Row"/> mode, this will not do horizontal scrolling, as all the cells in the selected row is focused logically.</para>
            <para>Note: Despite the name of this method, the focus cursor itself is only visible in <see cref="F:Godot.Tree.SelectModeEnum.Multi"/> mode.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.SetColumnTitle(System.Int32,System.String)">
            <summary>
            <para>Sets the title of a column.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetColumnTitle(System.Int32)">
            <summary>
            <para>Returns the column's title.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.GetScroll">
            <summary>
            <para>Returns the current scrolling position.</para>
            </summary>
        </member>
        <member name="M:Godot.Tree.ScrollToItem(Godot.Object)">
            <summary>
            <para>Causes the <see cref="T:Godot.Tree"/> to jump to the specified <see cref="T:Godot.TreeItem"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.TreeItem">
            <summary>
            <para>Control for a single item inside a <see cref="T:Godot.Tree"/>. May have child <see cref="T:Godot.TreeItem"/>s and be styled as well as contain buttons.</para>
            <para>You can remove a <see cref="T:Godot.TreeItem"/> by using <see cref="M:Godot.Object.Free"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.TreeItem.TreeCellMode.String">
            <summary>
            <para>Cell contains a string.</para>
            </summary>
        </member>
        <member name="F:Godot.TreeItem.TreeCellMode.Check">
            <summary>
            <para>Cell contains a checkbox.</para>
            </summary>
        </member>
        <member name="F:Godot.TreeItem.TreeCellMode.Range">
            <summary>
            <para>Cell contains a range.</para>
            </summary>
        </member>
        <member name="F:Godot.TreeItem.TreeCellMode.Icon">
            <summary>
            <para>Cell contains an icon.</para>
            </summary>
        </member>
        <member name="F:Godot.TreeItem.TextAlign.Left">
            <summary>
            <para>Align text to the left. See <c>set_text_align()</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.TreeItem.TextAlign.Center">
            <summary>
            <para>Center text. See <c>set_text_align()</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.TreeItem.TextAlign.Right">
            <summary>
            <para>Align text to the right. See <c>set_text_align()</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.TreeItem.Collapsed">
            <summary>
            <para>If <c>true</c>, the TreeItem is collapsed.</para>
            </summary>
        </member>
        <member name="P:Godot.TreeItem.DisableFolding">
            <summary>
            <para>If <c>true</c>, folding is disabled for this TreeItem.</para>
            </summary>
        </member>
        <member name="P:Godot.TreeItem.CustomMinimumHeight">
            <summary>
            <para>The custom minimum height.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetCellMode(System.Int32,Godot.TreeItem.TreeCellMode)">
            <summary>
            <para>Sets the given column's cell mode to <c>mode</c>. See <see cref="T:Godot.TreeItem.TreeCellMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetCellMode(System.Int32)">
            <summary>
            <para>Returns the column's cell mode.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetChecked(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the column <c>column</c> is checked.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsChecked(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given column is checked.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetText(System.Int32,System.String)">
            <summary>
            <para>Sets the given column's text value.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetText(System.Int32)">
            <summary>
            <para>Returns the given column's text.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetSuffix(System.Int32,System.String)">
            <summary>
            <para>Sets a string to be shown after a column's value (for example, a unit abbreviation).</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetSuffix(System.Int32)">
            <summary>
            <para>Gets the suffix string shown after the column value.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetIcon(System.Int32,Godot.Texture)">
            <summary>
            <para>Sets the given column's icon <see cref="T:Godot.Texture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetIcon(System.Int32)">
            <summary>
            <para>Returns the given column's icon <see cref="T:Godot.Texture"/>. Error if no icon is set.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetIconRegion(System.Int32,Godot.Rect2)">
            <summary>
            <para>Sets the given column's icon's texture region.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetIconRegion(System.Int32)">
            <summary>
            <para>Returns the icon <see cref="T:Godot.Texture"/> region as <see cref="T:Godot.Rect2"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetIconMaxWidth(System.Int32,System.Int32)">
            <summary>
            <para>Sets the given column's icon's maximum width.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetIconMaxWidth(System.Int32)">
            <summary>
            <para>Returns the column's icon's maximum width.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetIconModulate(System.Int32,Godot.Color)">
            <summary>
            <para>Modulates the given column's icon with <c>modulate</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetIconModulate(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Color"/> modulating the column's icon.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetRange(System.Int32,System.Double)">
            <summary>
            <para>Sets the value of a <see cref="F:Godot.TreeItem.TreeCellMode.Range"/> column.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetRange(System.Int32)">
            <summary>
            <para>Returns the value of a <see cref="F:Godot.TreeItem.TreeCellMode.Range"/> column.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetRangeConfig(System.Int32,System.Double,System.Double,System.Double,System.Boolean)">
            <summary>
            <para>Sets the range of accepted values for a column. The column must be in the <see cref="F:Godot.TreeItem.TreeCellMode.Range"/> mode.</para>
            <para>If <c>expr</c> is <c>true</c>, the edit mode slider will use an exponential scale as with <see cref="P:Godot.Range.ExpEdit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetRangeConfig(System.Int32)">
            <summary>
            <para>Returns a dictionary containing the range parameters for a given column. The keys are "min", "max", "step", and "expr".</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetMetadata(System.Int32,System.Object)">
            <summary>
            <para>Sets the metadata value for the given column, which can be retrieved later using <see cref="M:Godot.TreeItem.GetMetadata(System.Int32)"/>. This can be used, for example, to store a reference to the original data.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetMetadata(System.Int32)">
            <summary>
            <para>Returns the metadata value that was set for the given column using <see cref="M:Godot.TreeItem.SetMetadata(System.Int32,System.Object)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetCustomDraw(System.Int32,Godot.Object,System.String)">
            <summary>
            <para>Sets the given column's custom draw callback to <c>callback</c> method on <c>object</c>.</para>
            <para>The <c>callback</c> should accept two arguments: the <see cref="T:Godot.TreeItem"/> that is drawn and its position and size as a <see cref="T:Godot.Rect2"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetNext">
            <summary>
            <para>Returns the next sibling TreeItem in the tree or a null object if there is none.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetPrev">
            <summary>
            <para>Returns the previous sibling TreeItem in the tree or a null object if there is none.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetParent">
            <summary>
            <para>Returns the parent TreeItem or a null object if there is none.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetChildren">
            <summary>
            <para>Returns the TreeItem's first child item or a null object if there is none.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetNextVisible(System.Boolean)">
            <summary>
            <para>Returns the next visible sibling TreeItem in the tree or a null object if there is none.</para>
            <para>If <c>wrap</c> is enabled, the method will wrap around to the first visible element in the tree when called on the last visible element, otherwise it returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetPrevVisible(System.Boolean)">
            <summary>
            <para>Returns the previous visible sibling TreeItem in the tree or a null object if there is none.</para>
            <para>If <c>wrap</c> is enabled, the method will wrap around to the last visible element in the tree when called on the first visible element, otherwise it returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.RemoveChild(Godot.Object)">
            <summary>
            <para>Removes the given child <see cref="T:Godot.TreeItem"/> and all its children from the <see cref="T:Godot.Tree"/>. Note that it doesn't free the item from memory, so it can be reused later. To completely remove a <see cref="T:Godot.TreeItem"/> use <see cref="M:Godot.Object.Free"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetSelectable(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the given column is selectable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsSelectable(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if column <c>column</c> is selectable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsSelected(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if column <c>column</c> is selected.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.Select(System.Int32)">
            <summary>
            <para>Selects the column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.Deselect(System.Int32)">
            <summary>
            <para>Deselects the given column.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetEditable(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, column <c>column</c> is editable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsEditable(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if column <c>column</c> is editable.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetCustomColor(System.Int32,Godot.Color)">
            <summary>
            <para>Sets the given column's custom color.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.ClearCustomColor(System.Int32)">
            <summary>
            <para>Resets the color for the given column to default.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetCustomColor(System.Int32)">
            <summary>
            <para>Returns the custom color of column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetCustomBgColor(System.Int32,Godot.Color,System.Boolean)">
            <summary>
            <para>Sets the given column's custom background color and whether to just use it as an outline.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.ClearCustomBgColor(System.Int32)">
            <summary>
            <para>Resets the background color for the given column to default.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetCustomBgColor(System.Int32)">
            <summary>
            <para>Returns the custom background color of column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.AddButton(System.Int32,Godot.Texture,System.Int32,System.Boolean,System.String)">
            <summary>
            <para>Adds a button with <see cref="T:Godot.Texture"/> <c>button</c> at column <c>column</c>. The <c>id</c> is used to identify the button. If not specified, the next available index is used, which may be retrieved by calling <see cref="M:Godot.TreeItem.GetButtonCount(System.Int32)"/> immediately before this method. Optionally, the button can be <c>disabled</c> and have a <c>tooltip</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetButtonCount(System.Int32)">
            <summary>
            <para>Returns the number of buttons in column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetButtonTooltip(System.Int32,System.Int32)">
            <summary>
            <para>Returns the tooltip string for the button at index <c>button_idx</c> in column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetButtonId(System.Int32,System.Int32)">
            <summary>
            <para>Returns the id for the button at index <c>button_idx</c> in column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetButtonById(System.Int32,System.Int32)">
            <summary>
            <para>Returns the button index if there is a button with id <c>id</c> in column <c>column</c>, otherwise returns -1.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetButton(System.Int32,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Texture"/> of the button at index <c>button_idx</c> in column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetButton(System.Int32,System.Int32,Godot.Texture)">
            <summary>
            <para>Sets the given column's button <see cref="T:Godot.Texture"/> at index <c>button_idx</c> to <c>button</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.EraseButton(System.Int32,System.Int32)">
            <summary>
            <para>Removes the button at index <c>button_idx</c> in column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetButtonDisabled(System.Int32,System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, disables the button at index <c>button_idx</c> in column <c>column</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.IsButtonDisabled(System.Int32,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the button at index <c>button_idx</c> for the given column is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetExpandRight(System.Int32,System.Boolean)">
            <summary>
            <para>If <c>true</c>, column <c>column</c> is expanded to the right.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetExpandRight(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if <c>expand_right</c> is set.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetTooltip(System.Int32,System.String)">
            <summary>
            <para>Sets the given column's tooltip text.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetTooltip(System.Int32)">
            <summary>
            <para>Returns the given column's tooltip.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.SetTextAlign(System.Int32,Godot.TreeItem.TextAlign)">
            <summary>
            <para>Sets the given column's text alignment. See <see cref="T:Godot.TreeItem.TextAlign"/> for possible values.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.GetTextAlign(System.Int32)">
            <summary>
            <para>Returns the given column's text alignment.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.MoveToTop">
            <summary>
            <para>Moves this TreeItem to the top in the <see cref="T:Godot.Tree"/> hierarchy.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.MoveToBottom">
            <summary>
            <para>Moves this TreeItem to the bottom in the <see cref="T:Godot.Tree"/> hierarchy.</para>
            </summary>
        </member>
        <member name="M:Godot.TreeItem.CallRecursive(System.String,System.Object[])">
            <summary>
            <para>Calls the <c>method</c> on the actual TreeItem and its children recursively. Pass parameters as a comma separated list.</para>
            </summary>
        </member>
        <member name="T:Godot.TriangleMesh">
            <summary>
            <para>Mesh type used internally for collision calculations.</para>
            </summary>
        </member>
        <member name="T:Godot.Tween">
            <summary>
            <para>Tweens are useful for animations requiring a numerical property to be interpolated over a range of values. The name tween comes from in-betweening, an animation technique where you specify keyframes and the computer interpolates the frames that appear between them.</para>
            <para><see cref="T:Godot.Tween"/> is more suited than <see cref="T:Godot.AnimationPlayer"/> for animations where you don't know the final values in advance. For example, interpolating a dynamically-chosen camera zoom value is best done with a <see cref="T:Godot.Tween"/> node; it would be difficult to do the same thing with an <see cref="T:Godot.AnimationPlayer"/> node.</para>
            <para>Here is a brief usage example that makes a 2D node move smoothly between two positions:</para>
            <para><code>
            var tween = get_node("Tween")
            tween.interpolate_property($Node2D, "position",
                    Vector2(0, 0), Vector2(100, 100), 1,
                    Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
            tween.start()
            </code></para>
            <para>Many methods require a property name, such as <c>"position"</c> above. You can find the correct property name by hovering over the property in the Inspector. You can also provide the components of a property directly by using <c>"property:component"</c> (e.g. <c>position:x</c>), where it would only apply to that particular component.</para>
            <para>Many of the methods accept <c>trans_type</c> and <c>ease_type</c>. The first accepts an <see cref="T:Godot.Tween.TransitionType"/> constant, and refers to the way the timing of the animation is handled (see <a href="https://easings.net/">easings.net</a> for some examples). The second accepts an <see cref="T:Godot.Tween.EaseType"/> constant, and controls where the <c>trans_type</c> is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different <see cref="T:Godot.Tween.TransitionType"/> constants with <see cref="F:Godot.Tween.EaseType.InOut"/>, and use the one that looks best.</para>
            <para><a href="https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png">Tween easing and transition types cheatsheet</a></para>
            <para>Note: Tween methods will return <c>false</c> if the requested operation cannot be completed.</para>
            <para>Note: For an alternative method of tweening, that doesn't require using nodes, see <see cref="T:Godot.SceneTreeTween"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Linear">
            <summary>
            <para>The animation is interpolated linearly.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Sine">
            <summary>
            <para>The animation is interpolated using a sine function.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Quint">
            <summary>
            <para>The animation is interpolated with a quintic (to the power of 5) function.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Quart">
            <summary>
            <para>The animation is interpolated with a quartic (to the power of 4) function.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Quad">
            <summary>
            <para>The animation is interpolated with a quadratic (to the power of 2) function.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Expo">
            <summary>
            <para>The animation is interpolated with an exponential (to the power of x) function.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Elastic">
            <summary>
            <para>The animation is interpolated with elasticity, wiggling around the edges.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Cubic">
            <summary>
            <para>The animation is interpolated with a cubic (to the power of 3) function.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Circ">
            <summary>
            <para>The animation is interpolated with a function using square roots.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Bounce">
            <summary>
            <para>The animation is interpolated by bouncing at the end.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TransitionType.Back">
            <summary>
            <para>The animation is interpolated backing out at ends.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TweenProcessMode.Physics">
            <summary>
            <para>The tween updates with the <c>_physics_process</c> callback.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.TweenProcessMode.Idle">
            <summary>
            <para>The tween updates with the <c>_process</c> callback.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.EaseType.In">
            <summary>
            <para>The interpolation starts slowly and speeds up towards the end.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.EaseType.Out">
            <summary>
            <para>The interpolation starts quickly and slows down towards the end.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.EaseType.InOut">
            <summary>
            <para>A combination of <see cref="F:Godot.Tween.EaseType.In"/> and <see cref="F:Godot.Tween.EaseType.Out"/>. The interpolation is slowest at both ends.</para>
            </summary>
        </member>
        <member name="F:Godot.Tween.EaseType.OutIn">
            <summary>
            <para>A combination of <see cref="F:Godot.Tween.EaseType.In"/> and <see cref="F:Godot.Tween.EaseType.Out"/>. The interpolation is fastest at both ends.</para>
            </summary>
        </member>
        <member name="P:Godot.Tween.Repeat">
            <summary>
            <para>If <c>true</c>, the tween loops.</para>
            </summary>
        </member>
        <member name="P:Godot.Tween.PlaybackProcessMode">
            <summary>
            <para>The tween's animation process thread. See <see cref="T:Godot.Tween.TweenProcessMode"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Tween.PlaybackSpeed">
            <summary>
            <para>The tween's speed multiplier. For example, set it to <c>1.0</c> for normal speed, <c>2.0</c> for two times normal speed, or <c>0.5</c> for half of the normal speed. A value of <c>0</c> pauses the animation, but see also <see cref="M:Godot.Tween.SetActive(System.Boolean)"/> or <see cref="M:Godot.Tween.StopAll"/> for this.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.IsActive">
            <summary>
            <para>Returns <c>true</c> if any tweens are currently running.</para>
            <para>Note: This method doesn't consider tweens that have ended.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.SetActive(System.Boolean)">
            <summary>
            <para>Activates/deactivates the tween. See also <see cref="M:Godot.Tween.StopAll"/> and <see cref="M:Godot.Tween.ResumeAll"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Start">
            <summary>
            <para>Starts the tween. You can define animations both before and after this.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Reset(Godot.Object,System.String)">
            <summary>
            <para>Resets a tween to its initial value (the one given, not the one before the tween), given its object and property/method pair. By default, all tweens are reset, unless <c>key</c> is specified.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.ResetAll">
            <summary>
            <para>Resets all tweens to their initial values (the ones given, not those before the tween).</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Stop(Godot.Object,System.String)">
            <summary>
            <para>Stops a tween, given its object and property/method pair. By default, all tweens are stopped, unless <c>key</c> is specified.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.StopAll">
            <summary>
            <para>Stops animating all tweens.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Resume(Godot.Object,System.String)">
            <summary>
            <para>Continues animating a stopped tween, given its object and property/method pair. By default, all tweens are resumed, unless <c>key</c> is specified.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.ResumeAll">
            <summary>
            <para>Continues animating all stopped tweens.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Remove(Godot.Object,System.String)">
            <summary>
            <para>Stops animation and removes a tween, given its object and property/method pair. By default, all tweens are removed, unless <c>key</c> is specified.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.RemoveAll">
            <summary>
            <para>Stops animation and removes all tweens.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Seek(System.Single)">
            <summary>
            <para>Sets the interpolation to the given <c>time</c> in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.Tell">
            <summary>
            <para>Returns the current time of the tween.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.GetRuntime">
            <summary>
            <para>Returns the total time needed for all tweens to end. If you have two tweens, one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, as by that time all tweens would have finished.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.InterpolateProperty(Godot.Object,Godot.NodePath,System.Object,System.Object,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType,System.Single)">
            <summary>
            <para>Animates <c>property</c> of <c>object</c> from <c>initial_val</c> to <c>final_val</c> for <c>duration</c> seconds, <c>delay</c> seconds later. Setting the initial value to <c>null</c> uses the current value of the property.</para>
            <para>Use <see cref="T:Godot.Tween.TransitionType"/> for <c>trans_type</c> and <see cref="T:Godot.Tween.EaseType"/> for <c>ease_type</c> parameters. These values control the timing and direction of the interpolation. See the class description for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.InterpolateMethod(Godot.Object,System.String,System.Object,System.Object,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType,System.Single)">
            <summary>
            <para>Animates <c>method</c> of <c>object</c> from <c>initial_val</c> to <c>final_val</c> for <c>duration</c> seconds, <c>delay</c> seconds later. Methods are called with consecutive values.</para>
            <para>Use <see cref="T:Godot.Tween.TransitionType"/> for <c>trans_type</c> and <see cref="T:Godot.Tween.EaseType"/> for <c>ease_type</c> parameters. These values control the timing and direction of the interpolation. See the class description for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.InterpolateCallback(Godot.Object,System.Single,System.String,System.Object,System.Object,System.Object,System.Object,System.Object,System.Object,System.Object,System.Object)">
            <summary>
            <para>Calls <c>callback</c> of <c>object</c> after <c>duration</c>. <c>arg1</c>-<c>arg5</c> are arguments to be passed to the callback.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.InterpolateDeferredCallback(Godot.Object,System.Single,System.String,System.Object,System.Object,System.Object,System.Object,System.Object,System.Object,System.Object,System.Object)">
            <summary>
            <para>Calls <c>callback</c> of <c>object</c> after <c>duration</c> on the main thread (similar to <see cref="M:Godot.Object.CallDeferred(System.String,System.Object[])"/>). <c>arg1</c>-<c>arg5</c> are arguments to be passed to the callback.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.FollowProperty(Godot.Object,Godot.NodePath,System.Object,Godot.Object,Godot.NodePath,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType,System.Single)">
            <summary>
            <para>Follows <c>property</c> of <c>object</c> and applies it on <c>target_property</c> of <c>target</c>, beginning from <c>initial_val</c> for <c>duration</c> seconds, <c>delay</c> seconds later.</para>
            <para>Use <see cref="T:Godot.Tween.TransitionType"/> for <c>trans_type</c> and <see cref="T:Godot.Tween.EaseType"/> for <c>ease_type</c> parameters. These values control the timing and direction of the interpolation. See the class description for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.FollowMethod(Godot.Object,System.String,System.Object,Godot.Object,System.String,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType,System.Single)">
            <summary>
            <para>Follows <c>method</c> of <c>object</c> and applies the returned value on <c>target_method</c> of <c>target</c>, beginning from <c>initial_val</c> for <c>duration</c> seconds, <c>delay</c> later. Methods are called with consecutive values.</para>
            <para>Use <see cref="T:Godot.Tween.TransitionType"/> for <c>trans_type</c> and <see cref="T:Godot.Tween.EaseType"/> for <c>ease_type</c> parameters. These values control the timing and direction of the interpolation. See the class description for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.TargetingProperty(Godot.Object,Godot.NodePath,Godot.Object,Godot.NodePath,System.Object,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType,System.Single)">
            <summary>
            <para>Animates <c>property</c> of <c>object</c> from the current value of the <c>initial_val</c> property of <c>initial</c> to <c>final_val</c> for <c>duration</c> seconds, <c>delay</c> seconds later.</para>
            <para>Use <see cref="T:Godot.Tween.TransitionType"/> for <c>trans_type</c> and <see cref="T:Godot.Tween.EaseType"/> for <c>ease_type</c> parameters. These values control the timing and direction of the interpolation. See the class description for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.Tween.TargetingMethod(Godot.Object,System.String,Godot.Object,System.String,System.Object,System.Single,Godot.Tween.TransitionType,Godot.Tween.EaseType,System.Single)">
            <summary>
            <para>Animates <c>method</c> of <c>object</c> from the value returned by <c>initial_method</c> to <c>final_val</c> for <c>duration</c> seconds, <c>delay</c> seconds later. Methods are animated by calling them with consecutive values.</para>
            <para>Use <see cref="T:Godot.Tween.TransitionType"/> for <c>trans_type</c> and <see cref="T:Godot.Tween.EaseType"/> for <c>ease_type</c> parameters. These values control the timing and direction of the interpolation. See the class description for more information.</para>
            </summary>
        </member>
        <member name="T:Godot.Tweener">
            <summary>
            <para>Tweeners are objects that perform a specific animating task, e.g. interpolating a property or calling a method at a given time. A <see cref="T:Godot.Tweener"/> can't be created manually, you need to use a dedicated method from <see cref="T:Godot.SceneTreeTween"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.UDPServer">
            <summary>
            <para>A simple server that opens a UDP socket and returns connected <see cref="T:Godot.PacketPeerUDP"/> upon receiving new packets. See also <see cref="M:Godot.PacketPeerUDP.ConnectToHost(System.String,System.Int32)"/>.</para>
            <para>After starting the server (<see cref="M:Godot.UDPServer.Listen(System.UInt16,System.String)"/>), you will need to <see cref="M:Godot.UDPServer.Poll"/> it at regular intervals (e.g. inside <see cref="M:Godot.Node._Process(System.Single)"/>) for it to process new packets, delivering them to the appropriate <see cref="T:Godot.PacketPeerUDP"/>, and taking new connections.</para>
            <para>Below a small example of how it can be used:</para>
            <para><code>
            # server.gd
            extends Node
            
            var server := UDPServer.new()
            var peers = []
            
            func _ready():
                server.listen(4242)
            
            func _process(delta):
                server.poll() # Important!
                if server.is_connection_available():
                    var peer : PacketPeerUDP = server.take_connection()
                    var pkt = peer.get_packet()
                    print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
                    print("Received data: %s" % [pkt.get_string_from_utf8()])
                    # Reply so it knows we received the message.
                    peer.put_packet(pkt)
                    # Keep a reference so we can keep contacting the remote peer.
                    peers.append(peer)
            
                for i in range(0, peers.size()):
                    pass # Do something with the connected peers.
            
            </code></para>
            <para><code>
            # client.gd
            extends Node
            
            var udp := PacketPeerUDP.new()
            var connected = false
            
            func _ready():
                udp.connect_to_host("127.0.0.1", 4242)
            
            func _process(delta):
                if !connected:
                    # Try to contact server
                    udp.put_packet("The answer is... 42!".to_utf8())
                if udp.get_available_packet_count() &gt; 0:
                    print("Connected: %s" % udp.get_packet().get_string_from_utf8())
                    connected = true
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.UDPServer.MaxPendingConnections">
            <summary>
            <para>Define the maximum number of pending connections, during <see cref="M:Godot.UDPServer.Poll"/>, any new pending connection exceeding that value will be automatically dropped. Setting this value to <c>0</c> effectively prevents any new pending connection to be accepted (e.g. when all your players have connected).</para>
            </summary>
        </member>
        <member name="M:Godot.UDPServer.Listen(System.UInt16,System.String)">
            <summary>
            <para>Starts the server by opening a UDP socket listening on the given port. You can optionally specify a <c>bind_address</c> to only listen for packets sent to that address. See also <see cref="M:Godot.PacketPeerUDP.Listen(System.Int32,System.String,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.UDPServer.Poll">
            <summary>
            <para>Call this method at regular intervals (e.g. inside <see cref="M:Godot.Node._Process(System.Single)"/>) to process new packets. And packet from known address/port pair will be delivered to the appropriate <see cref="T:Godot.PacketPeerUDP"/>, any packet received from an unknown address/port pair will be added as a pending connection (see <see cref="M:Godot.UDPServer.IsConnectionAvailable"/>, <see cref="M:Godot.UDPServer.TakeConnection"/>). The maximum number of pending connection is defined via <see cref="P:Godot.UDPServer.MaxPendingConnections"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.UDPServer.IsConnectionAvailable">
            <summary>
            <para>Returns <c>true</c> if a packet with a new address/port combination was received on the socket.</para>
            </summary>
        </member>
        <member name="M:Godot.UDPServer.IsListening">
            <summary>
            <para>Returns <c>true</c> if the socket is open and listening on a port.</para>
            </summary>
        </member>
        <member name="M:Godot.UDPServer.TakeConnection">
            <summary>
            <para>Returns the first pending connection (connected to the appropriate address/port). Will return <c>null</c> if no new connection is available. See also <see cref="M:Godot.UDPServer.IsConnectionAvailable"/>, <see cref="M:Godot.PacketPeerUDP.ConnectToHost(System.String,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.UDPServer.Stop">
            <summary>
            <para>Stops the server, closing the UDP socket if open. Will close all connected <see cref="T:Godot.PacketPeerUDP"/> accepted via <see cref="M:Godot.UDPServer.TakeConnection"/> (remote peers will not be notified).</para>
            </summary>
        </member>
        <member name="T:Godot.UPNP">
            <summary>
            <para>This class can be used to discover compatible <see cref="T:Godot.UPNPDevice"/>s on the local network and execute commands on them, like managing port mappings (for port forwarding/NAT traversal) and querying the local and remote network IP address. Note that methods on this class are synchronous and block the calling thread.</para>
            <para>To forward a specific port (here <c>7777</c>, note both <see cref="M:Godot.UPNP.Discover(System.Int32,System.Int32,System.String)"/> and <see cref="M:Godot.UPNP.AddPortMapping(System.Int32,System.Int32,System.String,System.String,System.Int32)"/> can return errors that should be checked):</para>
            <para><code>
            var upnp = UPNP.new()
            upnp.discover()
            upnp.add_port_mapping(7777)
            </code></para>
            <para>To close a specific port (e.g. after you have finished using it):</para>
            <para><code>
            upnp.delete_port_mapping(port)
            </code></para>
            <para>Note: UPnP discovery blocks the current thread. To perform discovery without blocking the main thread, use <see cref="T:Godot.Thread"/>s like this:</para>
            <para><code>
            # Emitted when UPnP port mapping setup is completed (regardless of success or failure).
            signal upnp_completed(error)
            
            # Replace this with your own server port number between 1024 and 65535.
            const SERVER_PORT = 3928
            var thread = null
            
            func _upnp_setup(server_port):
                # UPNP queries take some time.
                var upnp = UPNP.new()
                var err = upnp.discover()
            
                if err != OK:
                    push_error(str(err))
                    emit_signal("upnp_completed", err)
                    return
            
                if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():
                    upnp.add_port_mapping(server_port, server_port, ProjectSettings.get_setting("application/config/name"), "UDP")
                    upnp.add_port_mapping(server_port, server_port, ProjectSettings.get_setting("application/config/name"), "TCP")
                    emit_signal("upnp_completed", OK)
            
            func _ready():
                thread = Thread.new()
                thread.start(self, "_upnp_setup", SERVER_PORT)
            
            func _exit_tree():
                # Wait for thread finish here to handle game exit while the thread is running.
                thread.wait_to_finish()
            </code></para>
            <para>Terminology: In the context of UPnP networking, "gateway" (or "internet gateway device", short IGD) refers to network devices that allow computers in the local network to access the internet ("wide area network", WAN). These gateways are often also called "routers".</para>
            <para>Pitfalls:</para>
            <para>- As explained above, these calls are blocking and shouldn't be run on the main thread, especially as they can block for multiple seconds at a time. Use threading!</para>
            <para>- Networking is physical and messy. Packets get lost in transit or get filtered, addresses, free ports and assigned mappings change, and devices may leave or join the network at any time. Be mindful of this, be diligent when checking and handling errors, and handle these gracefully if you can: add clear error UI, timeouts and re-try handling.</para>
            <para>- Port mappings may change (and be removed) at any time, and the remote/external IP address of the gateway can change likewise. You should consider re-querying the external IP and try to update/refresh the port mapping periodically (for example, every 5 minutes and on networking failures).</para>
            <para>- Not all devices support UPnP, and some users disable UPnP support. You need to handle this (e.g. documenting and requiring the user to manually forward ports, or adding alternative methods of NAT traversal, like a relay/mirror server, or NAT hole punching, STUN/TURN, etc.).</para>
            <para>- Consider what happens on mapping conflicts. Maybe multiple users on the same network would like to play your game at the same time, or maybe another application uses the same port. Make the port configurable, and optimally choose a port automatically (re-trying with a different port on failure).</para>
            <para>Further reading: If you want to know more about UPnP (and the Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), <a href="https://en.wikipedia.org/wiki/Universal_Plug_and_Play">Wikipedia</a> is a good first stop, the specification can be found at the <a href="https://openconnectivity.org/developer/specifications/upnp-resources/upnp/">Open Connectivity Foundation</a> and Godot's implementation is based on the <a href="https://github.com/miniupnp/miniupnp">MiniUPnP client</a>.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.Success">
            <summary>
            <para>UPNP command or discovery was successful.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.NotAuthorized">
            <summary>
            <para>Not authorized to use the command on the <see cref="T:Godot.UPNPDevice"/>. May be returned when the user disabled UPNP on their router.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.PortMappingNotFound">
            <summary>
            <para>No port mapping was found for the given port, protocol combination on the given <see cref="T:Godot.UPNPDevice"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.InconsistentParameters">
            <summary>
            <para>Inconsistent parameters.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.NoSuchEntryInArray">
            <summary>
            <para>No such entry in array. May be returned if a given port, protocol combination is not found on an <see cref="T:Godot.UPNPDevice"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.ActionFailed">
            <summary>
            <para>The action failed.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.SrcIpWildcardNotPermitted">
            <summary>
            <para>The <see cref="T:Godot.UPNPDevice"/> does not allow wildcard values for the source IP address.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.ExtPortWildcardNotPermitted">
            <summary>
            <para>The <see cref="T:Godot.UPNPDevice"/> does not allow wildcard values for the external port.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.IntPortWildcardNotPermitted">
            <summary>
            <para>The <see cref="T:Godot.UPNPDevice"/> does not allow wildcard values for the internal port.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.RemoteHostMustBeWildcard">
            <summary>
            <para>The remote host value must be a wildcard.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.ExtPortMustBeWildcard">
            <summary>
            <para>The external port value must be a wildcard.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.NoPortMapsAvailable">
            <summary>
            <para>No port maps are available. May also be returned if port mapping functionality is not available.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.ConflictWithOtherMechanism">
            <summary>
            <para>Conflict with other mechanism. May be returned instead of <see cref="F:Godot.UPNP.UPNPResult.ConflictWithOtherMapping"/> if a port mapping conflicts with an existing one.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.ConflictWithOtherMapping">
            <summary>
            <para>Conflict with an existing port mapping.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.SamePortValuesRequired">
            <summary>
            <para>External and internal port values must be the same.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.OnlyPermanentLeaseSupported">
            <summary>
            <para>Only permanent leases are supported. Do not use the <c>duration</c> parameter when adding port mappings.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.InvalidGateway">
            <summary>
            <para>Invalid gateway.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.InvalidPort">
            <summary>
            <para>Invalid port.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.InvalidProtocol">
            <summary>
            <para>Invalid protocol.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.InvalidDuration">
            <summary>
            <para>Invalid duration.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.InvalidArgs">
            <summary>
            <para>Invalid arguments.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.InvalidResponse">
            <summary>
            <para>Invalid response.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.InvalidParam">
            <summary>
            <para>Invalid parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.HttpError">
            <summary>
            <para>HTTP error.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.SocketError">
            <summary>
            <para>Socket error.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.MemAllocError">
            <summary>
            <para>Error allocating memory.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.NoGateway">
            <summary>
            <para>No gateway available. You may need to call <see cref="M:Godot.UPNP.Discover(System.Int32,System.Int32,System.String)"/> first, or discovery didn't detect any valid IGDs (InternetGatewayDevices).</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.NoDevices">
            <summary>
            <para>No devices available. You may need to call <see cref="M:Godot.UPNP.Discover(System.Int32,System.Int32,System.String)"/> first, or discovery didn't detect any valid <see cref="T:Godot.UPNPDevice"/>s.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNP.UPNPResult.UnknownError">
            <summary>
            <para>Unknown error.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNP.DiscoverMulticastIf">
            <summary>
            <para>Multicast interface to use for discovery. Uses the default multicast interface if empty.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNP.DiscoverLocalPort">
            <summary>
            <para>If <c>0</c>, the local port to use for discovery is chosen automatically by the system. If <c>1</c>, discovery will be done from the source port 1900 (same as destination port). Otherwise, the value will be used as the port.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNP.DiscoverIpv6">
            <summary>
            <para>If <c>true</c>, IPv6 is used for <see cref="T:Godot.UPNPDevice"/> discovery.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.GetDeviceCount">
            <summary>
            <para>Returns the number of discovered <see cref="T:Godot.UPNPDevice"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.GetDevice(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.UPNPDevice"/> at the given <c>index</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.AddDevice(Godot.UPNPDevice)">
            <summary>
            <para>Adds the given <see cref="T:Godot.UPNPDevice"/> to the list of discovered devices.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.SetDevice(System.Int32,Godot.UPNPDevice)">
            <summary>
            <para>Sets the device at <c>index</c> from the list of discovered devices to <c>device</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.RemoveDevice(System.Int32)">
            <summary>
            <para>Removes the device at <c>index</c> from the list of discovered devices.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.ClearDevices">
            <summary>
            <para>Clears the list of discovered devices.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.GetGateway">
            <summary>
            <para>Returns the default gateway. That is the first discovered <see cref="T:Godot.UPNPDevice"/> that is also a valid IGD (InternetGatewayDevice).</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.Discover(System.Int32,System.Int32,System.String)">
            <summary>
            <para>Discovers local <see cref="T:Godot.UPNPDevice"/>s. Clears the list of previously discovered devices.</para>
            <para>Filters for IGD (InternetGatewayDevice) type devices by default, as those manage port forwarding. <c>timeout</c> is the time to wait for responses in milliseconds. <c>ttl</c> is the time-to-live; only touch this if you know what you're doing.</para>
            <para>See <see cref="T:Godot.UPNP.UPNPResult"/> for possible return values.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.QueryExternalAddress">
            <summary>
            <para>Returns the external <see cref="T:Godot.IP"/> address of the default gateway (see <see cref="M:Godot.UPNP.GetGateway"/>) as string. Returns an empty string on error.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.AddPortMapping(System.Int32,System.Int32,System.String,System.String,System.Int32)">
            <summary>
            <para>Adds a mapping to forward the external <c>port</c> (between 1 and 65535, although recommended to use port 1024 or above) on the default gateway (see <see cref="M:Godot.UPNP.GetGateway"/>) to the <c>internal_port</c> on the local machine for the given protocol <c>proto</c> (either <c>TCP</c> or <c>UDP</c>, with UDP being the default). If a port mapping for the given port and protocol combination already exists on that gateway device, this method tries to overwrite it. If that is not desired, you can retrieve the gateway manually with <see cref="M:Godot.UPNP.GetGateway"/> and call <see cref="M:Godot.UPNP.AddPortMapping(System.Int32,System.Int32,System.String,System.String,System.Int32)"/> on it, if any. Note that forwarding a well-known port (below 1024) with UPnP may fail depending on the device.</para>
            <para>Depending on the gateway device, if a mapping for that port already exists, it will either be updated or it will refuse this command due to that conflict, especially if the existing mapping for that port wasn't created via UPnP or points to a different network address (or device) than this one.</para>
            <para>If <c>internal_port</c> is <c>0</c> (the default), the same port number is used for both the external and the internal port (the <c>port</c> value).</para>
            <para>The description (<c>desc</c>) is shown in some routers management UIs and can be used to point out which application added the mapping.</para>
            <para>The mapping's lease <c>duration</c> can be limited by specifying a duration in seconds. The default of <c>0</c> means no duration, i.e. a permanent lease and notably some devices only support these permanent leases. Note that whether permanent or not, this is only a request and the gateway may still decide at any point to remove the mapping (which usually happens on a reboot of the gateway, when its external IP address changes, or on some models when it detects a port mapping has become inactive, i.e. had no traffic for multiple minutes). If not <c>0</c> (permanent), the allowed range according to spec is between <c>120</c> (2 minutes) and <c>86400</c> seconds (24 hours).</para>
            <para>See <see cref="T:Godot.UPNP.UPNPResult"/> for possible return values.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNP.DeletePortMapping(System.Int32,System.String)">
            <summary>
            <para>Deletes the port mapping for the given port and protocol combination on the default gateway (see <see cref="M:Godot.UPNP.GetGateway"/>) if one exists. <c>port</c> must be a valid port between 1 and 65535, <c>proto</c> can be either <c>TCP</c> or <c>UDP</c>. May be refused for mappings pointing to addresses other than this one, for well-known ports (below 1024), or for mappings not added via UPnP. See <see cref="T:Godot.UPNP.UPNPResult"/> for possible return values.</para>
            </summary>
        </member>
        <member name="T:Godot.UPNPDevice">
            <summary>
            <para>Universal Plug and Play (UPnP) device. See <see cref="T:Godot.UPNP"/> for UPnP discovery and utility functions. Provides low-level access to UPNP control commands. Allows to manage port mappings (port forwarding) and to query network information of the device (like local and external IP address and status). Note that methods on this class are synchronous and block the calling thread.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.Ok">
            <summary>
            <para>OK.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.HttpError">
            <summary>
            <para>HTTP error.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.HttpEmpty">
            <summary>
            <para>Empty HTTP response.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.NoUrls">
            <summary>
            <para>Returned response contained no URLs.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.NoIgd">
            <summary>
            <para>Not a valid IGD.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.Disconnected">
            <summary>
            <para>Disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.UnknownDevice">
            <summary>
            <para>Unknown device.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.InvalidControl">
            <summary>
            <para>Invalid control.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.MallocError">
            <summary>
            <para>Memory allocation error.</para>
            </summary>
        </member>
        <member name="F:Godot.UPNPDevice.IGDStatus.UnknownError">
            <summary>
            <para>Unknown error.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNPDevice.DescriptionUrl">
            <summary>
            <para>URL to the device description.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNPDevice.ServiceType">
            <summary>
            <para>Service type.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNPDevice.IgdControlUrl">
            <summary>
            <para>IDG control URL.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNPDevice.IgdServiceType">
            <summary>
            <para>IGD service type.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNPDevice.IgdOurAddr">
            <summary>
            <para>Address of the local machine in the network connecting it to this <see cref="T:Godot.UPNPDevice"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.UPNPDevice.IgdStatus">
            <summary>
            <para>IGD status. See <see cref="T:Godot.UPNPDevice.IGDStatus"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNPDevice.IsValidGateway">
            <summary>
            <para>Returns <c>true</c> if this is a valid IGD (InternetGatewayDevice) which potentially supports port forwarding.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNPDevice.QueryExternalAddress">
            <summary>
            <para>Returns the external IP address of this <see cref="T:Godot.UPNPDevice"/> or an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNPDevice.AddPortMapping(System.Int32,System.Int32,System.String,System.String,System.Int32)">
            <summary>
            <para>Adds a port mapping to forward the given external port on this <see cref="T:Godot.UPNPDevice"/> for the given protocol to the local machine. See <see cref="M:Godot.UPNP.AddPortMapping(System.Int32,System.Int32,System.String,System.String,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.UPNPDevice.DeletePortMapping(System.Int32,System.String)">
            <summary>
            <para>Deletes the port mapping identified by the given port and protocol combination on this device. See <see cref="M:Godot.UPNP.DeletePortMapping(System.Int32,System.String)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.UndoRedo">
            <summary>
            <para>Helper to manage undo/redo operations in the editor or custom tools. It works by registering methods and property changes inside "actions".</para>
            <para>Common behavior is to create an action, then add do/undo calls to functions or property changes, then committing the action.</para>
            <para>Here's an example on how to add an action to the Godot editor's own <see cref="T:Godot.UndoRedo"/>, from a plugin:</para>
            <para><code>
            var undo_redo = get_undo_redo() # Method of EditorPlugin.
            
            func do_something():
                pass # Put your code here.
            
            func undo_something():
                pass # Put here the code that reverts what's done by "do_something()".
            
            func _on_MyButton_pressed():
                var node = get_node("MyNode2D")
                undo_redo.create_action("Move the node")
                undo_redo.add_do_method(self, "do_something")
                undo_redo.add_undo_method(self, "undo_something")
                undo_redo.add_do_property(node, "position", Vector2(100,100))
                undo_redo.add_undo_property(node, "position", node.position)
                undo_redo.commit_action()
            </code></para>
            <para><see cref="M:Godot.UndoRedo.CreateAction(System.String,Godot.UndoRedo.MergeMode)"/>, <see cref="M:Godot.UndoRedo.AddDoMethod(Godot.Object,System.String,System.Object[])"/>, <see cref="M:Godot.UndoRedo.AddUndoMethod(Godot.Object,System.String,System.Object[])"/>, <see cref="M:Godot.UndoRedo.AddDoProperty(Godot.Object,System.String,System.Object)"/>, <see cref="M:Godot.UndoRedo.AddUndoProperty(Godot.Object,System.String,System.Object)"/>, and <see cref="M:Godot.UndoRedo.CommitAction"/> should be called one after the other, like in the example. Not doing so could lead to crashes.</para>
            <para>If you don't need to register a method, you can leave <see cref="M:Godot.UndoRedo.AddDoMethod(Godot.Object,System.String,System.Object[])"/> and <see cref="M:Godot.UndoRedo.AddUndoMethod(Godot.Object,System.String,System.Object[])"/> out; the same goes for properties. You can also register more than one method/property.</para>
            </summary>
        </member>
        <member name="F:Godot.UndoRedo.MergeMode.Disable">
            <summary>
            <para>Makes "do"/"undo" operations stay in separate actions.</para>
            </summary>
        </member>
        <member name="F:Godot.UndoRedo.MergeMode.Ends">
            <summary>
            <para>Makes so that the action's "do" operation is from the first action created and the "undo" operation is from the last subsequent action with the same name.</para>
            </summary>
        </member>
        <member name="F:Godot.UndoRedo.MergeMode.All">
            <summary>
            <para>Makes subsequent actions with the same name be merged into one.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.CreateAction(System.String,Godot.UndoRedo.MergeMode)">
            <summary>
            <para>Create a new action. After this is called, do all your calls to <see cref="M:Godot.UndoRedo.AddDoMethod(Godot.Object,System.String,System.Object[])"/>, <see cref="M:Godot.UndoRedo.AddUndoMethod(Godot.Object,System.String,System.Object[])"/>, <see cref="M:Godot.UndoRedo.AddDoProperty(Godot.Object,System.String,System.Object)"/>, and <see cref="M:Godot.UndoRedo.AddUndoProperty(Godot.Object,System.String,System.Object)"/>, then commit the action with <see cref="M:Godot.UndoRedo.CommitAction"/>.</para>
            <para>The way actions are merged is dictated by the <c>merge_mode</c> argument. See <see cref="T:Godot.UndoRedo.MergeMode"/> for details.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.CommitAction">
            <summary>
            <para>Commit the action. All "do" methods/properties are called/set when this function is called.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.IsCommitingAction">
            <summary>
            <para>Returns <c>true</c> if the <see cref="T:Godot.UndoRedo"/> is currently committing the action, i.e. running its "do" method or property change (see <see cref="M:Godot.UndoRedo.CommitAction"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddDoMethod(Godot.Object,System.String,System.Object[])">
            <summary>
            <para>Register a method that will be called when the action is committed.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddUndoMethod(Godot.Object,System.String,System.Object[])">
            <summary>
            <para>Register a method that will be called when the action is undone.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddDoProperty(Godot.Object,System.String,System.Object)">
            <summary>
            <para>Register a property value change for "do".</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddUndoProperty(Godot.Object,System.String,System.Object)">
            <summary>
            <para>Register a property value change for "undo".</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddDoReference(Godot.Object)">
            <summary>
            <para>Register a reference for "do" that will be erased if the "do" history is lost. This is useful mostly for new nodes created for the "do" call. Do not use for resources.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.AddUndoReference(Godot.Object)">
            <summary>
            <para>Register a reference for "undo" that will be erased if the "undo" history is lost. This is useful mostly for nodes removed with the "do" call (not the "undo" call!).</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.ClearHistory(System.Boolean)">
            <summary>
            <para>Clear the undo/redo history and associated references.</para>
            <para>Passing <c>false</c> to <c>increase_version</c> will prevent the version number to be increased from this.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.GetCurrentActionName">
            <summary>
            <para>Gets the name of the current action.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.HasUndo">
            <summary>
            <para>Returns <c>true</c> if an "undo" action is available.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.HasRedo">
            <summary>
            <para>Returns <c>true</c> if a "redo" action is available.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.GetVersion">
            <summary>
            <para>Gets the version. Every time a new action is committed, the <see cref="T:Godot.UndoRedo"/>'s version number is increased automatically.</para>
            <para>This is useful mostly to check if something changed from a saved version.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.Redo">
            <summary>
            <para>Redo the last action.</para>
            </summary>
        </member>
        <member name="M:Godot.UndoRedo.Undo">
            <summary>
            <para>Undo the last action.</para>
            </summary>
        </member>
        <member name="T:Godot.VBoxContainer">
            <summary>
            <para>Vertical box container. See <see cref="T:Godot.BoxContainer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VFlowContainer">
            <summary>
            <para>Vertical version of <see cref="T:Godot.FlowContainer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VScrollBar">
            <summary>
            <para>Vertical version of <see cref="T:Godot.ScrollBar"/>, which goes from top (min) to bottom (max).</para>
            </summary>
        </member>
        <member name="T:Godot.VSeparator">
            <summary>
            <para>Vertical version of <see cref="T:Godot.Separator"/>. Even though it looks vertical, it is used to separate objects horizontally.</para>
            </summary>
        </member>
        <member name="T:Godot.VSlider">
            <summary>
            <para>Vertical slider. See <see cref="T:Godot.Slider"/>. This one goes from bottom (min) to top (max).</para>
            <para>Note: The <c>Range.changed</c> and <c>Range.value_changed</c> signals are part of the <see cref="T:Godot.Range"/> class which this class inherits from.</para>
            </summary>
        </member>
        <member name="T:Godot.VSplitContainer">
            <summary>
            <para>Vertical split container. See <see cref="T:Godot.SplitContainer"/>. This goes from top to bottom.</para>
            </summary>
        </member>
        <member name="T:Godot.VehicleBody">
            <summary>
            <para>This node implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. You will need to add a <see cref="T:Godot.CollisionShape"/> for the main body of your vehicle and add <see cref="T:Godot.VehicleWheel"/> nodes for the wheels. You should also add a <see cref="T:Godot.MeshInstance"/> to this node for the 3D model of your car but this model should not include meshes for the wheels. You should control the vehicle by using the <see cref="P:Godot.VehicleBody.Brake"/>, <see cref="P:Godot.VehicleBody.EngineForce"/>, and <see cref="P:Godot.VehicleBody.Steering"/> properties and not change the position or orientation of this node directly.</para>
            <para>Note: The origin point of your VehicleBody will determine the center of gravity of your vehicle so it is better to keep this low and move the <see cref="T:Godot.CollisionShape"/> and <see cref="T:Godot.MeshInstance"/> upwards.</para>
            <para>Note: This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another <see cref="T:Godot.PhysicsBody"/> class.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleBody.EngineForce">
            <summary>
            <para>Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have <see cref="P:Godot.VehicleWheel.UseAsTraction"/> set to <c>true</c> and are in contact with a surface. The <see cref="P:Godot.RigidBody.Mass"/> of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.</para>
            <para>Note: The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.</para>
            <para>A negative value will result in the vehicle reversing.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleBody.Brake">
            <summary>
            <para>Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the <see cref="P:Godot.RigidBody.Mass"/> of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleBody.Steering">
            <summary>
            <para>The steering angle for the vehicle. Setting this to a non-zero value will result in the vehicle turning when it's moving. Wheels that have <see cref="P:Godot.VehicleWheel.UseAsSteering"/> set to <c>true</c> will automatically be rotated.</para>
            </summary>
        </member>
        <member name="T:Godot.VehicleWheel">
            <summary>
            <para>This node needs to be used as a child node of <see cref="T:Godot.VehicleBody"/> and simulates the behavior of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface.</para>
            <para>Note: This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you will probably have to write your own physics integration using another <see cref="T:Godot.PhysicsBody"/> class.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.EngineForce">
            <summary>
            <para>Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The <see cref="P:Godot.RigidBody.Mass"/> of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.</para>
            <para>Note: The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.</para>
            <para>A negative value will result in the wheel reversing.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.Brake">
            <summary>
            <para>Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the <see cref="P:Godot.RigidBody.Mass"/> of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.Steering">
            <summary>
            <para>The steering angle for the wheel. Setting this to a non-zero value will result in the vehicle turning when it's moving.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.UseAsTraction">
            <summary>
            <para>If <c>true</c>, this wheel transfers engine force to the ground to propel the vehicle forward. This value is used in conjunction with <see cref="P:Godot.VehicleBody.EngineForce"/> and ignored if you are using the per-wheel <see cref="P:Godot.VehicleWheel.EngineForce"/> value instead.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.UseAsSteering">
            <summary>
            <para>If <c>true</c>, this wheel will be turned when the car steers. This value is used in conjunction with <see cref="P:Godot.VehicleBody.Steering"/> and ignored if you are using the per-wheel <see cref="P:Godot.VehicleWheel.Steering"/> value instead.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.WheelRollInfluence">
            <summary>
            <para>This value affects the roll of your vehicle. If set to 1.0 for all wheels, your vehicle will be prone to rolling over, while a value of 0.0 will resist body roll.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.WheelRadius">
            <summary>
            <para>The radius of the wheel in meters.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.WheelRestLength">
            <summary>
            <para>This is the distance in meters the wheel is lowered from its origin point. Don't set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.WheelFrictionSlip">
            <summary>
            <para>This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower than the front wheels, or use a lower value to simulate tire wear.</para>
            <para>It's best to set this to 1.0 when starting out.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.SuspensionTravel">
            <summary>
            <para>This is the distance the suspension can travel. As Godot units are equivalent to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.SuspensionStiffness">
            <summary>
            <para>This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.SuspensionMaxForce">
            <summary>
            <para>The maximum force the spring can resist. This value should be higher than a quarter of the <see cref="P:Godot.RigidBody.Mass"/> of the <see cref="T:Godot.VehicleBody"/> or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.DampingCompression">
            <summary>
            <para>The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car.</para>
            </summary>
        </member>
        <member name="P:Godot.VehicleWheel.DampingRelaxation">
            <summary>
            <para>The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the <see cref="P:Godot.VehicleWheel.DampingCompression"/> property. For a <see cref="P:Godot.VehicleWheel.DampingCompression"/> value of 0.3, try a relaxation value of 0.5.</para>
            </summary>
        </member>
        <member name="M:Godot.VehicleWheel.IsInContact">
            <summary>
            <para>Returns <c>true</c> if this wheel is in contact with a surface.</para>
            </summary>
        </member>
        <member name="M:Godot.VehicleWheel.GetContactBody">
            <summary>
            <para>Returns the contacting body node if valid in the tree, as <see cref="T:Godot.Spatial"/>. At the moment, <see cref="T:Godot.GridMap"/> is not supported so the node will be always of type <see cref="T:Godot.PhysicsBody"/>.</para>
            <para>Returns <c>null</c> if the wheel is not in contact with a surface, or the contact body is not a <see cref="T:Godot.PhysicsBody"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VehicleWheel.GetSkidinfo">
            <summary>
            <para>Returns a value between 0.0 and 1.0 that indicates whether this wheel is skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 means not skidding (the wheel has full grip, e.g. dry asphalt road).</para>
            </summary>
        </member>
        <member name="M:Godot.VehicleWheel.GetRpm">
            <summary>
            <para>Returns the rotational speed of the wheel in revolutions per minute.</para>
            </summary>
        </member>
        <member name="T:Godot.VideoPlayer">
            <summary>
            <para>Control node for playing video streams using <see cref="T:Godot.VideoStream"/> resources.</para>
            <para>Supported video formats are <a href="https://www.webmproject.org/">WebM</a> (<c>.webm</c>, <see cref="T:Godot.VideoStreamWebm"/>), <a href="https://www.theora.org/">Ogg Theora</a> (<c>.ogv</c>, <see cref="T:Godot.VideoStreamTheora"/>), and any format exposed via a GDNative plugin using <see cref="T:Godot.VideoStreamGDNative"/>.</para>
            <para>Note: Due to a bug, VideoPlayer does not support localization remapping yet.</para>
            <para>Warning: On HTML5, video playback will perform poorly due to missing architecture-specific assembly optimizations, especially for VP8/VP9.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.AudioTrack">
            <summary>
            <para>The embedded audio track to play.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.Stream">
            <summary>
            <para>The assigned video stream. See description for supported formats.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.VolumeDb">
            <summary>
            <para>Audio volume in dB.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.Volume">
            <summary>
            <para>Audio volume as a linear value.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.Autoplay">
            <summary>
            <para>If <c>true</c>, playback starts when the scene loads.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.Paused">
            <summary>
            <para>If <c>true</c>, the video is paused.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.Expand">
            <summary>
            <para>If <c>true</c>, the video scales to the control size. Otherwise, the control minimum size will be automatically adjusted to match the video stream's dimensions.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.BufferingMsec">
            <summary>
            <para>Amount of time in milliseconds to store in buffer while playing.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.StreamPosition">
            <summary>
            <para>The current position of the stream, in seconds.</para>
            <para>Note: Changing this value won't have any effect as seeking is not implemented yet, except in video formats implemented by a GDNative add-on.</para>
            </summary>
        </member>
        <member name="P:Godot.VideoPlayer.Bus">
            <summary>
            <para>Audio bus to use for sound playback.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoPlayer.Play">
            <summary>
            <para>Starts the video playback from the beginning. If the video is paused, this will not unpause the video.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoPlayer.Stop">
            <summary>
            <para>Stops the video playback and sets the stream position to 0.</para>
            <para>Note: Although the stream position will be set to 0, the first frame of the video stream won't become the current frame.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoPlayer.IsPlaying">
            <summary>
            <para>Returns <c>true</c> if the video is playing.</para>
            <para>Note: The video is still considered playing if paused during playback.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoPlayer.GetStreamName">
            <summary>
            <para>Returns the video stream's name, or <c>"&lt;No Stream&gt;"</c> if no video stream is assigned.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoPlayer.GetVideoTexture">
            <summary>
            <para>Returns the current frame as a <see cref="T:Godot.Texture"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VideoStream">
            <summary>
            <para>Base resource type for all video streams. Classes that derive from <see cref="T:Godot.VideoStream"/> can all be used as resource types to play back videos in <see cref="T:Godot.VideoPlayer"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VideoStreamGDNative">
            <summary>
            <para><see cref="T:Godot.VideoStream"/> resource for video formats implemented via GDNative.</para>
            <para>It can be used via <a href="https://github.com/KidRigger/godot-videodecoder">godot-videodecoder</a> which uses the <a href="https://ffmpeg.org">FFmpeg</a> library.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamGDNative.SetFile(System.String)">
            <summary>
            <para>Sets the video file that this <see cref="T:Godot.VideoStreamGDNative"/> resource handles. The supported extensions depend on the GDNative plugins used to expose video formats.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamGDNative.GetFile">
            <summary>
            <para>Returns the video file handled by this <see cref="T:Godot.VideoStreamGDNative"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VideoStreamTheora">
            <summary>
            <para><see cref="T:Godot.VideoStream"/> resource handling the <a href="https://www.theora.org/">Ogg Theora</a> video format with <c>.ogv</c> extension. The Theora codec is less efficient than <see cref="T:Godot.VideoStreamWebm"/>'s VP8 and VP9, but it requires less CPU resources to decode. The Theora codec is decoded on the CPU.</para>
            <para>Note: While Ogg Theora videos can also have an <c>.ogg</c> extension, you will have to rename the extension to <c>.ogv</c> to use those videos within Godot.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamTheora.SetFile(System.String)">
            <summary>
            <para>Sets the Ogg Theora video file that this <see cref="T:Godot.VideoStreamTheora"/> resource handles. The <c>file</c> name should have the <c>.ogv</c> extension.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamTheora.GetFile">
            <summary>
            <para>Returns the Ogg Theora video file handled by this <see cref="T:Godot.VideoStreamTheora"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VideoStreamWebm">
            <summary>
            <para><see cref="T:Godot.VideoStream"/> resource handling the <a href="https://www.webmproject.org/">WebM</a> video format with <c>.webm</c> extension. Both the VP8 and VP9 codecs are supported. The VP8 and VP9 codecs are more efficient than <see cref="T:Godot.VideoStreamTheora"/>, but they require more CPU resources to decode (especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.</para>
            <para>Note: Alpha channel (also known as transparency) is not supported. The video will always appear to have a black background, even if it originally contains an alpha channel.</para>
            <para>Note: Not supported on iOS, or when compiled for RISC-V, and there are known bugs and performance issues with WebM video playback in Godot. If you run into problems, try using the Ogg Theora format instead: <see cref="T:Godot.VideoStreamTheora"/></para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamWebm.SetFile(System.String)">
            <summary>
            <para>Sets the WebM video file that this <see cref="T:Godot.VideoStreamWebm"/> resource handles. The <c>file</c> name should have the <c>.webm</c> extension.</para>
            </summary>
        </member>
        <member name="M:Godot.VideoStreamWebm.GetFile">
            <summary>
            <para>Returns the WebM video file handled by this <see cref="T:Godot.VideoStreamWebm"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Viewport">
            <summary>
            <para>A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera 3D nodes will render on it too.</para>
            <para>Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports.</para>
            <para>If a viewport is a child of a <see cref="T:Godot.ViewportContainer"/>, the viewport will automatically take up the container's size, otherwise it must be set manually.</para>
            <para>Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.</para>
            <para>Also, viewports can be assigned to different screens in case the devices have multiple screens.</para>
            <para>Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.</para>
            <para>Note: By default, a newly created Viewport in Godot 3.x will appear to be upside down. Enabling <see cref="P:Godot.Viewport.RenderTargetVFlip"/> will display the Viewport with the correct orientation.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ClearMode.Always">
            <summary>
            <para>Always clear the render target before drawing.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ClearMode.Never">
            <summary>
            <para>Never clear the render target.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ClearMode.OnlyNextFrame">
            <summary>
            <para>Clear the render target next frame, then switch to <see cref="F:Godot.Viewport.ClearMode.Never"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.ObjectsInFrame">
            <summary>
            <para>Amount of objects in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.VerticesInFrame">
            <summary>
            <para>Amount of vertices in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.MaterialChangesInFrame">
            <summary>
            <para>Amount of material changes in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.ShaderChangesInFrame">
            <summary>
            <para>Amount of shader changes in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.SurfaceChangesInFrame">
            <summary>
            <para>Amount of surface changes in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.DrawCallsInFrame">
            <summary>
            <para>Amount of draw calls in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.Info2dItemsInFrame">
            <summary>
            <para>Amount of items or joined items in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.Info2dDrawCallsInFrame">
            <summary>
            <para>Amount of draw calls in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.RenderInfo.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Viewport.RenderInfo"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.UsageEnum.Usage2d">
            <summary>
            <para>Allocates all buffers needed for drawing 2D scenes. This takes less VRAM than the 3D usage modes. Note that 3D rendering effects such as glow and HDR are not available when using this mode.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.UsageEnum.Usage2dNoSampling">
            <summary>
            <para>Allocates buffers needed for 2D scenes without allocating a buffer for screen copy. Accordingly, you cannot read from the screen. Of the <see cref="T:Godot.Viewport.UsageEnum"/> types, this requires the least VRAM. Note that 3D rendering effects such as glow and HDR are not available when using this mode.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.UsageEnum.Usage3d">
            <summary>
            <para>Allocates full buffers for drawing 3D scenes and all 3D effects including buffers needed for 2D scenes and effects.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.UsageEnum.Usage3dNoEffects">
            <summary>
            <para>Allocates buffers needed for drawing 3D scenes. But does not allocate buffers needed for reading from the screen and post-processing effects. Saves some VRAM.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.Disabled">
            <summary>
            <para>Objects are displayed normally.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.Unshaded">
            <summary>
            <para>Objects are displayed without light information.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.Overdraw">
            <summary>
            <para>Objected are displayed semi-transparent with additive blending so you can see where they intersect.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.DebugDrawEnum.Wireframe">
            <summary>
            <para>Objects are displayed in wireframe style.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ShadowAtlasQuadrantSubdiv.Disabled">
            <summary>
            <para>This quadrant will not be used.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ShadowAtlasQuadrantSubdiv.Subdiv1">
            <summary>
            <para>This quadrant will only be used by one shadow map.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ShadowAtlasQuadrantSubdiv.Subdiv4">
            <summary>
            <para>This quadrant will be split in 4 and used by up to 4 shadow maps.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ShadowAtlasQuadrantSubdiv.Subdiv16">
            <summary>
            <para>This quadrant will be split 16 ways and used by up to 16 shadow maps.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ShadowAtlasQuadrantSubdiv.Subdiv64">
            <summary>
            <para>This quadrant will be split 64 ways and used by up to 64 shadow maps.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ShadowAtlasQuadrantSubdiv.Subdiv256">
            <summary>
            <para>This quadrant will be split 256 ways and used by up to 256 shadow maps. Unless the <see cref="P:Godot.Viewport.ShadowAtlasSize"/> is very high, the shadows in this quadrant will be very low resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ShadowAtlasQuadrantSubdiv.Subdiv1024">
            <summary>
            <para>This quadrant will be split 1024 ways and used by up to 1024 shadow maps. Unless the <see cref="P:Godot.Viewport.ShadowAtlasSize"/> is very high, the shadows in this quadrant will be very low resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.ShadowAtlasQuadrantSubdiv.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.Viewport.ShadowAtlasQuadrantSubdiv"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.UpdateMode.Disabled">
            <summary>
            <para>Do not update the render target.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.UpdateMode.Once">
            <summary>
            <para>Update the render target once, then switch to <see cref="F:Godot.Viewport.UpdateMode.Disabled"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.UpdateMode.WhenVisible">
            <summary>
            <para>Update the render target only when it is visible. This is the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.UpdateMode.Always">
            <summary>
            <para>Always update the render target.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.MSAA.Disabled">
            <summary>
            <para>Multisample anti-aliasing mode disabled. This is the default value.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.MSAA.Msaa2x">
            <summary>
            <para>Use 2x Multisample Antialiasing.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.MSAA.Msaa4x">
            <summary>
            <para>Use 4x Multisample Antialiasing.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.MSAA.Msaa8x">
            <summary>
            <para>Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware.</para>
            </summary>
        </member>
        <member name="F:Godot.Viewport.MSAA.Msaa16x">
            <summary>
            <para>Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Arvr">
            <summary>
            <para>If <c>true</c>, the viewport will be used in AR/VR process.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Size">
            <summary>
            <para>The width and height of viewport. Must be set to a value greater than or equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.SizeOverrideStretch">
            <summary>
            <para>If <c>true</c>, the size override affects stretch as well.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.OwnWorld">
            <summary>
            <para>If <c>true</c>, the viewport will use a unique copy of the <see cref="T:Godot.World"/> defined in <see cref="P:Godot.Viewport.World"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.World">
            <summary>
            <para>The custom <see cref="T:Godot.World"/> which can be used as 3D environment source.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.World2d">
            <summary>
            <para>The custom <see cref="T:Godot.World2D"/> which can be used as 2D environment source.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.TransparentBg">
            <summary>
            <para>If <c>true</c>, the viewport should render its background as transparent.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Msaa">
            <summary>
            <para>The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Fxaa">
            <summary>
            <para>Enables fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see <see cref="P:Godot.Viewport.SharpenIntensity"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Debanding">
            <summary>
            <para>If <c>true</c>, uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is not affected by debanding unless the <see cref="P:Godot.Environment.BackgroundMode"/> is <see cref="F:Godot.Environment.BGMode.Canvas"/>. In this case, <see cref="P:Godot.Viewport.Usage"/> must also be set to <see cref="F:Godot.Viewport.UsageEnum.Usage3d"/>. See also <c>ProjectSettings.rendering/quality/filters/use_debanding</c>.</para>
            <para>In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.</para>
            <para>Note: Only available on the GLES3 backend. <see cref="P:Godot.Viewport.Hdr"/> must also be <c>true</c> for debanding to be effective.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.SharpenIntensity">
            <summary>
            <para>If set to a value greater than <c>0.0</c>, contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around <c>0.5</c> generally give the best results. See also <see cref="P:Godot.Viewport.Fxaa"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Hdr">
            <summary>
            <para>If <c>true</c>, the viewport rendering will receive benefits from High Dynamic Range algorithm. High Dynamic Range allows the viewport to receive values that are outside the 0-1 range. In Godot, HDR uses half floating-point precision (16-bit) by default. To use full floating-point precision (32-bit), enable <see cref="P:Godot.Viewport.Use32BpcDepth"/>.</para>
            <para>Note: Requires <see cref="P:Godot.Viewport.Usage"/> to be set to <see cref="F:Godot.Viewport.UsageEnum.Usage3d"/> or <see cref="F:Godot.Viewport.UsageEnum.Usage3dNoEffects"/>, since HDR is not supported for 2D.</para>
            <para>Note: Only available on the GLES3 backend.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Use32BpcDepth">
            <summary>
            <para>If <c>true</c>, allocates the viewport's framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when <see cref="P:Godot.Viewport.Hdr"/> is also enabled.</para>
            <para>Note: Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable <see cref="P:Godot.Viewport.Debanding"/> instead.</para>
            <para>Note: Only available on the GLES3 backend.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Disable3d">
            <summary>
            <para>If <c>true</c>, the viewport will disable 3D rendering. To actually disable allocation of 3D buffers, set <see cref="P:Godot.Viewport.Usage"/> instead.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Keep3dLinear">
            <summary>
            <para>If <c>true</c>, the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output. For the GLES2 driver this will convert the sRGB output to linear, this should only be used for VR plugins that require input in linear color space!</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.Usage">
            <summary>
            <para>The viewport's rendering mode. This controls which buffers are allocated for the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage and improve performance slightly, especially on low-end devices.</para>
            <para>Note: If set to <see cref="F:Godot.Viewport.UsageEnum.Usage2d"/> or <see cref="F:Godot.Viewport.UsageEnum.Usage2dNoSampling"/>, <see cref="P:Godot.Viewport.Hdr"/> will have no effect when enabled since HDR is not supported for 2D.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.RenderDirectToScreen">
            <summary>
            <para>If <c>true</c>, renders the Viewport directly to the screen instead of to the root viewport. Only available in GLES2. This is a low-level optimization and should not be used in most cases. If used, reading from the Viewport or from <c>SCREEN_TEXTURE</c> becomes unavailable. For more information see <see cref="M:Godot.VisualServer.ViewportSetRenderDirectToScreen(Godot.RID,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.DebugDraw">
            <summary>
            <para>The overlay mode for test rendered geometry in debug purposes.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.RenderTargetVFlip">
            <summary>
            <para>If <c>true</c>, the result of rendering will be flipped vertically. Since Viewports in Godot 3.x render upside-down, it's recommended to set this to <c>true</c> in most situations.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.RenderTargetClearMode">
            <summary>
            <para>The clear mode when viewport used as a render target.</para>
            <para>Note: This property is intended for 2D usage.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.RenderTargetUpdateMode">
            <summary>
            <para>The update mode when viewport used as a render target.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.AudioListenerEnable2d">
            <summary>
            <para>If <c>true</c>, the viewport will process 2D audio streams.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.AudioListenerEnable3d">
            <summary>
            <para>If <c>true</c>, the viewport will process 3D audio streams.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.PhysicsObjectPicking">
            <summary>
            <para>If <c>true</c>, the objects rendered by viewport become subjects of mouse picking process.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.GuiDisableInput">
            <summary>
            <para>If <c>true</c>, the viewport will not receive input events.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.GuiSnapControlsToPixels">
            <summary>
            <para>If <c>true</c>, the GUI controls on the viewport will lay pixel perfectly.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.ShadowAtlasSize">
            <summary>
            <para>The shadow atlas' resolution (used for omni and spot lights). The value will be rounded up to the nearest power of 2.</para>
            <para>Note: If this is set to <c>0</c>, both point and directional shadows won't be visible. Since user-created viewports default to a value of <c>0</c>, this value must be set above <c>0</c> manually (typically at least <c>256</c>).</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.ShadowAtlasQuad0">
            <summary>
            <para>The subdivision amount of the first quadrant on the shadow atlas.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.ShadowAtlasQuad1">
            <summary>
            <para>The subdivision amount of the second quadrant on the shadow atlas.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.ShadowAtlasQuad2">
            <summary>
            <para>The subdivision amount of the third quadrant on the shadow atlas.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.ShadowAtlasQuad3">
            <summary>
            <para>The subdivision amount of the fourth quadrant on the shadow atlas.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.CanvasTransform">
            <summary>
            <para>The canvas transform of the viewport, useful for changing the on-screen positions of all child <see cref="T:Godot.CanvasItem"/>s. This is relative to the global canvas transform of the viewport.</para>
            </summary>
        </member>
        <member name="P:Godot.Viewport.GlobalCanvasTransform">
            <summary>
            <para>The global canvas transform of the viewport. The canvas transform is relative to this.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.FindWorld2d">
            <summary>
            <para>Returns the first valid <see cref="T:Godot.World2D"/> for this viewport, searching the <see cref="P:Godot.Viewport.World2d"/> property of itself and any Viewport ancestor.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.FindWorld">
            <summary>
            <para>Returns the first valid <see cref="T:Godot.World"/> for this viewport, searching the <see cref="P:Godot.Viewport.World"/> property of itself and any Viewport ancestor.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetFinalTransform">
            <summary>
            <para>Returns the total transform of the viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetVisibleRect">
            <summary>
            <para>Returns the visible rectangle in global screen coordinates.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.SetSizeOverride(System.Boolean,System.Nullable{Godot.Vector2},System.Nullable{Godot.Vector2})">
            <summary>
            <para>Sets the size override of the viewport. If the <c>enable</c> parameter is <c>true</c> the override is used, otherwise it uses the default size. If the size parameter is <c>(-1, -1)</c>, it won't update the size.</para>
            </summary>
            <param name="size">If the parameter is null, then the default value is new Vector2(-1, -1)</param>
            <param name="margin">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.Viewport.GetSizeOverride">
            <summary>
            <para>Returns the size override set with <see cref="M:Godot.Viewport.SetSizeOverride(System.Boolean,System.Nullable{Godot.Vector2},System.Nullable{Godot.Vector2})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.IsSizeOverrideEnabled">
            <summary>
            <para>Returns <c>true</c> if the size override is enabled. See <see cref="M:Godot.Viewport.SetSizeOverride(System.Boolean,System.Nullable{Godot.Vector2},System.Nullable{Godot.Vector2})"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetRenderInfo(Godot.Viewport.RenderInfo)">
            <summary>
            <para>Returns information about the viewport from the rendering pipeline.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetTexture">
            <summary>
            <para>Returns the viewport's texture.</para>
            <para>Note: Due to the way OpenGL works, the resulting <see cref="T:Godot.ViewportTexture"/> is flipped vertically. You can use <see cref="M:Godot.Image.FlipY"/> on the result of <see cref="M:Godot.Texture.GetData"/> to flip it back, for example:</para>
            <para><code>
            var img = get_viewport().get_texture().get_data()
            img.flip_y()
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetViewportRid">
            <summary>
            <para>Returns the viewport's RID from the <see cref="T:Godot.VisualServer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.UpdateWorlds">
            <summary>
            <para>Forces update of the 2D and 3D worlds.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetCamera">
            <summary>
            <para>Returns the active 3D camera.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.SetAttachToScreenRect(Godot.Rect2)">
            <summary>
            <para>Attaches this <see cref="T:Godot.Viewport"/> to the root <see cref="T:Godot.Viewport"/> with the specified rectangle. This bypasses the need for another node to display this <see cref="T:Godot.Viewport"/> but makes you responsible for updating the position of this <see cref="T:Godot.Viewport"/> manually.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetMousePosition">
            <summary>
            <para>Returns the mouse's position in this <see cref="T:Godot.Viewport"/> using the coordinate system of this <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.WarpMouse(Godot.Vector2)">
            <summary>
            <para>Moves the mouse pointer to the specified position in this <see cref="T:Godot.Viewport"/> using the coordinate system of this <see cref="T:Godot.Viewport"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GuiHasModalStack">
            <summary>
            <para>Returns <c>true</c> if there are visible modals on-screen.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GuiGetDragData">
            <summary>
            <para>Returns the drag data from the GUI, that was previously returned by <see cref="M:Godot.Control.GetDragData(Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GuiIsDragging">
            <summary>
            <para>Returns <c>true</c> if the viewport is currently performing a drag operation.</para>
            <para>Alternative to <see cref="F:Godot.Node.NotificationDragBegin"/> and <see cref="F:Godot.Node.NotificationDragEnd"/> when you prefer polling the value.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GuiIsDragSuccessful">
            <summary>
            <para>Returns <c>true</c> if the drag operation is successful.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetModalStackTop">
            <summary>
            <para>Returns the topmost modal in the stack.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.SetShadowAtlasQuadrantSubdiv(System.Int32,Godot.Viewport.ShadowAtlasQuadrantSubdiv)">
            <summary>
            <para>Sets the number of subdivisions to use in the specified quadrant. A higher number of subdivisions allows you to have more shadows in the scene at once, but reduces the quality of the shadows. A good practice is to have quadrants with a varying number of subdivisions and to have as few subdivisions as possible.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.GetShadowAtlasQuadrantSubdiv(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Viewport.ShadowAtlasQuadrantSubdiv"/> of the specified quadrant.</para>
            </summary>
        </member>
        <member name="M:Godot.Viewport.SetInputAsHandled">
            <summary>
            <para>Stops the input from propagating further down the <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.ViewportContainer">
            <summary>
            <para>A <see cref="T:Godot.Container"/> node that holds a <see cref="T:Godot.Viewport"/>, automatically setting the viewport's size.</para>
            <para>Note: Changing a ViewportContainer's <see cref="P:Godot.Control.RectScale"/> will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container).</para>
            </summary>
        </member>
        <member name="P:Godot.ViewportContainer.Stretch">
            <summary>
            <para>If <c>true</c>, the viewport will be scaled to the control's size.</para>
            </summary>
        </member>
        <member name="P:Godot.ViewportContainer.StretchShrink">
            <summary>
            <para>Divides the viewport's effective resolution by this value while preserving its scale. This can be used to speed up rendering.</para>
            <para>For example, a 1280×720 viewport with <see cref="P:Godot.ViewportContainer.StretchShrink"/> set to <c>2</c> will be rendered at 640×360 while occupying the same size in the container.</para>
            <para>Note: <see cref="P:Godot.ViewportContainer.Stretch"/> must be <c>true</c> for this property to work.</para>
            </summary>
        </member>
        <member name="T:Godot.ViewportTexture">
            <summary>
            <para>Displays the content of a <see cref="T:Godot.Viewport"/> node as a dynamic <see cref="T:Godot.Texture"/>. This can be used to mix controls, 2D, and 3D elements in the same scene.</para>
            <para>To create a ViewportTexture in code, use the <see cref="M:Godot.Viewport.GetTexture"/> method on the target viewport.</para>
            </summary>
        </member>
        <member name="P:Godot.ViewportTexture.ViewportPath">
            <summary>
            <para>The path to the <see cref="T:Godot.Viewport"/> node to display. This is relative to the scene root, not to the node which uses the texture.</para>
            </summary>
        </member>
        <member name="T:Godot.VisibilityEnabler">
            <summary>
            <para>The VisibilityEnabler will disable <see cref="T:Godot.RigidBody"/> and <see cref="T:Godot.AnimationPlayer"/> nodes when they are not visible. It will only affect other nodes within the same scene as the VisibilityEnabler itself.</para>
            <para>If you just want to receive notifications, use <see cref="T:Godot.VisibilityNotifier"/> instead.</para>
            <para>Note: VisibilityEnabler uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account (unless you are using <see cref="T:Godot.Portal"/>s). The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an <see cref="T:Godot.Area"/> node as a child of a <see cref="T:Godot.Camera"/> node and/or <c>Vector3.dot</c>.</para>
            <para>Note: VisibilityEnabler will not affect nodes added after scene initialization.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler.Enabler.PauseAnimations">
            <summary>
            <para>This enabler will pause <see cref="T:Godot.AnimationPlayer"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler.Enabler.FreezeBodies">
            <summary>
            <para>This enabler will freeze <see cref="T:Godot.RigidBody"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler.Enabler.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisibilityEnabler.Enabler"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityEnabler.PauseAnimations">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.AnimationPlayer"/> nodes will be paused.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityEnabler.FreezeBodies">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.RigidBody"/> nodes will be paused.</para>
            </summary>
        </member>
        <member name="M:Godot.VisibilityEnabler.SetEnabler(Godot.VisibilityEnabler.Enabler,System.Boolean)">
            <summary>
            <para>Sets active state of the enabler identified by given <see cref="T:Godot.VisibilityEnabler.Enabler"/> constant.</para>
            </summary>
        </member>
        <member name="M:Godot.VisibilityEnabler.IsEnablerEnabled(Godot.VisibilityEnabler.Enabler)">
            <summary>
            <para>Returns whether the enabler identified by given <see cref="T:Godot.VisibilityEnabler.Enabler"/> constant is active.</para>
            </summary>
        </member>
        <member name="T:Godot.VisibilityEnabler2D">
            <summary>
            <para>The VisibilityEnabler2D will disable <see cref="T:Godot.RigidBody2D"/>, <see cref="T:Godot.AnimationPlayer"/>, and other nodes when they are not visible. It will only affect nodes with the same root node as the VisibilityEnabler2D, and the root node itself.</para>
            <para>If you just want to receive notifications, use <see cref="T:Godot.VisibilityNotifier2D"/> instead.</para>
            <para>Note: For performance reasons, VisibilityEnabler2D uses an approximate heuristic with precision determined by <c>ProjectSettings.world/2d/cell_size</c>. If you need precise visibility checking, use another method such as adding an <see cref="T:Godot.Area2D"/> node as a child of a <see cref="T:Godot.Camera2D"/> node.</para>
            <para>Note: VisibilityEnabler2D will not affect nodes added after scene initialization.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler2D.Enabler.PauseAnimations">
            <summary>
            <para>This enabler will pause <see cref="T:Godot.AnimationPlayer"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler2D.Enabler.FreezeBodies">
            <summary>
            <para>This enabler will freeze <see cref="T:Godot.RigidBody2D"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler2D.Enabler.PauseParticles">
            <summary>
            <para>This enabler will stop <see cref="T:Godot.Particles2D"/> nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler2D.Enabler.ParentProcess">
            <summary>
            <para>This enabler will stop the parent's <see cref="M:Godot.Node._Process(System.Single)"/> function.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler2D.Enabler.ParentPhysicsProcess">
            <summary>
            <para>This enabler will stop the parent's <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> function.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler2D.Enabler.PauseAnimatedSprites">
            <summary>
            <para>This enabler will stop <see cref="T:Godot.AnimatedSprite"/> nodes animations.</para>
            </summary>
        </member>
        <member name="F:Godot.VisibilityEnabler2D.Enabler.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisibilityEnabler2D.Enabler"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityEnabler2D.PauseAnimations">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.AnimationPlayer"/> nodes will be paused.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityEnabler2D.FreezeBodies">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.RigidBody2D"/> nodes will be paused.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityEnabler2D.PauseParticles">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.Particles2D"/> nodes will be paused.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityEnabler2D.PauseAnimatedSprites">
            <summary>
            <para>If <c>true</c>, <see cref="T:Godot.AnimatedSprite"/> nodes will be paused.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityEnabler2D.ProcessParent">
            <summary>
            <para>If <c>true</c>, the parent's <see cref="M:Godot.Node._Process(System.Single)"/> will be stopped.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityEnabler2D.PhysicsProcessParent">
            <summary>
            <para>If <c>true</c>, the parent's <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> will be stopped.</para>
            </summary>
        </member>
        <member name="M:Godot.VisibilityEnabler2D.SetEnabler(Godot.VisibilityEnabler2D.Enabler,System.Boolean)">
            <summary>
            <para>Sets active state of the enabler identified by given <see cref="T:Godot.VisibilityEnabler2D.Enabler"/> constant.</para>
            </summary>
        </member>
        <member name="M:Godot.VisibilityEnabler2D.IsEnablerEnabled(Godot.VisibilityEnabler2D.Enabler)">
            <summary>
            <para>Returns whether the enabler identified by given <see cref="T:Godot.VisibilityEnabler2D.Enabler"/> constant is active.</para>
            </summary>
        </member>
        <member name="T:Godot.VisibilityNotifier">
            <summary>
            <para>The VisibilityNotifier detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a <see cref="T:Godot.Camera"/>'s view.</para>
            <para>If you want nodes to be disabled automatically when they exit the screen, use <see cref="T:Godot.VisibilityEnabler"/> instead.</para>
            <para>Note: VisibilityNotifier uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account (unless you are using <see cref="T:Godot.Portal"/>s). The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an <see cref="T:Godot.Area"/> node as a child of a <see cref="T:Godot.Camera"/> node and/or <c>Vector3.dot</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityNotifier.Aabb">
            <summary>
            <para>The VisibilityNotifier's bounding box.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityNotifier.MaxDistance">
            <summary>
            <para>In addition to checking whether a node is on screen or within a <see cref="T:Godot.Camera"/>'s view, VisibilityNotifier can also optionally check whether a node is within a specified maximum distance when using a <see cref="T:Godot.Camera"/> with perspective projection. This is useful for throttling the performance requirements of nodes that are far away.</para>
            <para>Note: This feature will be disabled if set to 0.0.</para>
            </summary>
        </member>
        <member name="M:Godot.VisibilityNotifier.IsOnScreen">
            <summary>
            <para>If <c>true</c>, the bounding box is on the screen.</para>
            <para>Note: It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return <c>false</c> right after it is instantiated, even if it will be on screen in the draw pass.</para>
            </summary>
        </member>
        <member name="T:Godot.VisibilityNotifier2D">
            <summary>
            <para>The VisibilityNotifier2D detects when it is visible on the screen. It also notifies when its bounding rectangle enters or exits the screen or a viewport.</para>
            <para>If you want nodes to be disabled automatically when they exit the screen, use <see cref="T:Godot.VisibilityEnabler2D"/> instead.</para>
            <para>Note: For performance reasons, VisibilityNotifier2D uses an approximate heuristic with precision determined by <c>ProjectSettings.world/2d/cell_size</c>. If you need precise visibility checking, use another method such as adding an <see cref="T:Godot.Area2D"/> node as a child of a <see cref="T:Godot.Camera2D"/> node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisibilityNotifier2D.Rect">
            <summary>
            <para>The VisibilityNotifier2D's bounding rectangle.</para>
            </summary>
        </member>
        <member name="M:Godot.VisibilityNotifier2D.IsOnScreen">
            <summary>
            <para>If <c>true</c>, the bounding rectangle is on the screen.</para>
            <para>Note: It takes one frame for the node's visibility to be assessed once added to the scene tree, so this method will return <c>false</c> right after it is instantiated, even if it will be on screen in the draw pass.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualInstance">
            <summary>
            <para>The <see cref="T:Godot.VisualInstance"/> is used to connect a resource to a visual representation. All visual 3D nodes inherit from the <see cref="T:Godot.VisualInstance"/>. In general, you should not access the <see cref="T:Godot.VisualInstance"/> properties directly as they are accessed and managed by the nodes that inherit from <see cref="T:Godot.VisualInstance"/>. <see cref="T:Godot.VisualInstance"/> is the node representation of the <see cref="T:Godot.VisualServer"/> instance.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualInstance.Layers">
            <summary>
            <para>The render layer(s) this <see cref="T:Godot.VisualInstance"/> is drawn on.</para>
            <para>This object will only be visible for <see cref="T:Godot.Camera"/>s whose cull mask includes the render object this <see cref="T:Godot.VisualInstance"/> is set to.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualInstance.SortingOffset">
            <summary>
            <para>The sorting offset used by this <see cref="T:Godot.VisualInstance"/>. Adjusting it to a higher value will make the <see cref="T:Godot.VisualInstance"/> reliably draw on top of other <see cref="T:Godot.VisualInstance"/>s that are otherwise positioned at the same spot.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualInstance.SortingUseAabbCenter">
            <summary>
            <para>If <c>true</c>, the object is sorted based on the <see cref="T:Godot.AABB"/> center. Sorted based on the global position otherwise.</para>
            <para>The <see cref="T:Godot.AABB"/> center based sorting is generally more accurate for 3D models. The position based sorting instead allows to better control the drawing order when working with <see cref="T:Godot.Particles"/> and <see cref="T:Godot.CPUParticles"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance.SetBase(Godot.RID)">
            <summary>
            <para>Sets the resource that is instantiated by this <see cref="T:Godot.VisualInstance"/>, which changes how the engine handles the <see cref="T:Godot.VisualInstance"/> under the hood. Equivalent to <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance.GetBase">
            <summary>
            <para>Returns the RID of the resource associated with this <see cref="T:Godot.VisualInstance"/>. For example, if the Node is a <see cref="T:Godot.MeshInstance"/>, this will return the RID of the associated <see cref="T:Godot.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance.GetInstance">
            <summary>
            <para>Returns the RID of this instance. This RID is the same as the RID returned by <see cref="M:Godot.VisualServer.InstanceCreate"/>. This RID is needed if you want to call <see cref="T:Godot.VisualServer"/> functions directly on this <see cref="T:Godot.VisualInstance"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance.SetLayerMaskBit(System.Int32,System.Boolean)">
            <summary>
            <para>Enables a particular layer in <see cref="P:Godot.VisualInstance.Layers"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance.GetLayerMaskBit(System.Int32)">
            <summary>
            <para>Returns <c>true</c> when the specified layer is enabled in <see cref="P:Godot.VisualInstance.Layers"/> and <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance.GetTransformedAabb">
            <summary>
            <para>Returns the transformed <see cref="T:Godot.AABB"/> (also known as the bounding box) for this <see cref="T:Godot.VisualInstance"/>.</para>
            <para>Transformed in this case means the <see cref="T:Godot.AABB"/> plus the position, rotation, and scale of the <see cref="T:Godot.Spatial"/>'s <see cref="T:Godot.Transform"/>. See also <see cref="M:Godot.VisualInstance.GetAabb"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualInstance.GetAabb">
            <summary>
            <para>Returns the <see cref="T:Godot.AABB"/> (also known as the bounding box) for this <see cref="T:Godot.VisualInstance"/>. See also <see cref="M:Godot.VisualInstance.GetTransformedAabb"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScript">
            <summary>
            <para>A script implemented in the Visual Script programming environment. The script extends the functionality of all objects that instance it.</para>
            <para><see cref="M:Godot.Object.SetScript(Godot.Reference)"/> extends an existing object, if that object's class matches one of the script's base classes.</para>
            <para>You are most likely to use this class via the Visual Script editor or when writing plugins for it.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.AddFunction(System.String)">
            <summary>
            <para>Add a function with the specified name to the VisualScript.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.HasFunction(System.String)">
            <summary>
            <para>Returns whether a function exists with the specified name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.RemoveFunction(System.String)">
            <summary>
            <para>Remove a specific function and its nodes from the script.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.RenameFunction(System.String,System.String)">
            <summary>
            <para>Change the name of a function.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.SetFunctionScroll(System.String,Godot.Vector2)">
            <summary>
            <para>Position the center of the screen for a function.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.GetFunctionScroll(System.String)">
            <summary>
            <para>Returns the position of the center of the screen for a given function.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.AddNode(System.String,System.Int32,Godot.VisualScriptNode,System.Nullable{Godot.Vector2})">
            <summary>
            <para>Add a node to a function of the VisualScript.</para>
            </summary>
            <param name="position">If the parameter is null, then the default value is new Vector2(0, 0)</param>
        </member>
        <member name="M:Godot.VisualScript.RemoveNode(System.String,System.Int32)">
            <summary>
            <para>Remove a specific node.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.GetFunctionNodeId(System.String)">
            <summary>
            <para>Returns the id of a function's entry point node.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.GetNode(System.String,System.Int32)">
            <summary>
            <para>Returns a node given its id and its function.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.HasNode(System.String,System.Int32)">
            <summary>
            <para>Returns whether a node exists with the given id.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.SetNodePosition(System.String,System.Int32,Godot.Vector2)">
            <summary>
            <para>Position a node on the screen.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.GetNodePosition(System.String,System.Int32)">
            <summary>
            <para>Returns a node's position in pixels.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.SequenceConnect(System.String,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Connect two sequence ports. The execution will flow from of <c>from_node</c>'s <c>from_output</c> into <c>to_node</c>.</para>
            <para>Unlike <see cref="M:Godot.VisualScript.DataConnect(System.String,System.Int32,System.Int32,System.Int32,System.Int32)"/>, there isn't a <c>to_port</c>, since the target node can have only one sequence port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.SequenceDisconnect(System.String,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Disconnect two sequence ports previously connected with <see cref="M:Godot.VisualScript.SequenceConnect(System.String,System.Int32,System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.HasSequenceConnection(System.String,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Returns whether the specified sequence ports are connected.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.DataConnect(System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Connect two data ports. The value of <c>from_node</c>'s <c>from_port</c> would be fed into <c>to_node</c>'s <c>to_port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.DataDisconnect(System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Disconnect two data ports previously connected with <see cref="M:Godot.VisualScript.DataConnect(System.String,System.Int32,System.Int32,System.Int32,System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.HasDataConnection(System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Returns whether the specified data ports are connected.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.AddVariable(System.String,System.Object,System.Boolean)">
            <summary>
            <para>Add a variable to the VisualScript, optionally giving it a default value or marking it as exported.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.HasVariable(System.String)">
            <summary>
            <para>Returns whether a variable exists with the specified name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.RemoveVariable(System.String)">
            <summary>
            <para>Remove a variable with the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.SetVariableDefaultValue(System.String,System.Object)">
            <summary>
            <para>Change the default (initial) value of a variable.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.GetVariableDefaultValue(System.String)">
            <summary>
            <para>Returns the default (initial) value of a variable.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.SetVariableInfo(System.String,Godot.Collections.Dictionary)">
            <summary>
            <para>Set a variable's info, using the same format as <see cref="M:Godot.VisualScript.GetVariableInfo(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.GetVariableInfo(System.String)">
            <summary>
            <para>Returns the information for a given variable as a dictionary. The information includes its name, type, hint and usage.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.SetVariableExport(System.String,System.Boolean)">
            <summary>
            <para>Change whether a variable is exported.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.GetVariableExport(System.String)">
            <summary>
            <para>Returns whether a variable is exported.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.RenameVariable(System.String,System.String)">
            <summary>
            <para>Change the name of a variable.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.AddCustomSignal(System.String)">
            <summary>
            <para>Add a custom signal with the specified name to the VisualScript.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.HasCustomSignal(System.String)">
            <summary>
            <para>Returns whether a signal exists with the specified name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.CustomSignalAddArgument(System.String,Godot.Variant.Type,System.String,System.Int32)">
            <summary>
            <para>Add an argument to a custom signal added with <see cref="M:Godot.VisualScript.AddCustomSignal(System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.CustomSignalSetArgumentType(System.String,System.Int32,Godot.Variant.Type)">
            <summary>
            <para>Change the type of a custom signal's argument.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.CustomSignalGetArgumentType(System.String,System.Int32)">
            <summary>
            <para>Get the type of a custom signal's argument.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.CustomSignalSetArgumentName(System.String,System.Int32,System.String)">
            <summary>
            <para>Rename a custom signal's argument.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.CustomSignalGetArgumentName(System.String,System.Int32)">
            <summary>
            <para>Get the name of a custom signal's argument.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.CustomSignalRemoveArgument(System.String,System.Int32)">
            <summary>
            <para>Remove a specific custom signal's argument.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.CustomSignalGetArgumentCount(System.String)">
            <summary>
            <para>Get the count of a custom signal's arguments.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.CustomSignalSwapArgument(System.String,System.Int32,System.Int32)">
            <summary>
            <para>Swap two of the arguments of a custom signal.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.RemoveCustomSignal(System.String)">
            <summary>
            <para>Remove a custom signal with the given name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.RenameCustomSignal(System.String,System.String)">
            <summary>
            <para>Change the name of a custom signal.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScript.SetInstanceBaseType(System.String)">
            <summary>
            <para>Set the base type of the script.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptBasicTypeConstant">
            <summary>
            <para>A Visual Script node representing a constant from base types, such as <c>Vector3.AXIS_X</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptBasicTypeConstant.BasicType">
            <summary>
            <para>The type to get the constant from.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptBasicTypeConstant.Constant">
            <summary>
            <para>The name of the constant to return.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptBuiltinFunc">
            <summary>
            <para>A built-in function used inside a <see cref="T:Godot.VisualScript"/>. It is usually a math function or an utility function.</para>
            <para>See also <c>@GDScript</c>, for the same functions in the GDScript language.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathSin">
            <summary>
            <para>Return the sine of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathCos">
            <summary>
            <para>Return the cosine of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathTan">
            <summary>
            <para>Return the tangent of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathSinh">
            <summary>
            <para>Return the hyperbolic sine of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathCosh">
            <summary>
            <para>Return the hyperbolic cosine of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathTanh">
            <summary>
            <para>Return the hyperbolic tangent of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathAsin">
            <summary>
            <para>Return the arc sine of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathAcos">
            <summary>
            <para>Return the arc cosine of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathAtan">
            <summary>
            <para>Return the arc tangent of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathAtan2">
            <summary>
            <para>Return the arc tangent of the input, using the signs of both parameters to determine the exact angle.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathSqrt">
            <summary>
            <para>Return the square root of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathFmod">
            <summary>
            <para>Return the remainder of one input divided by the other, using floating-point numbers.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathFposmod">
            <summary>
            <para>Return the positive remainder of one input divided by the other, using floating-point numbers.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathFloor">
            <summary>
            <para>Return the input rounded down.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathCeil">
            <summary>
            <para>Return the input rounded up.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathRound">
            <summary>
            <para>Return the input rounded to the nearest integer.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathAbs">
            <summary>
            <para>Return the absolute value of the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathSign">
            <summary>
            <para>Return the sign of the input, turning it into 1, -1, or 0. Useful to determine if the input is positive or negative.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathPow">
            <summary>
            <para>Return the input raised to a given power.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathLog">
            <summary>
            <para>Return the natural logarithm of the input. Note that this is not the typical base-10 logarithm function calculators use.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathExp">
            <summary>
            <para>Return the mathematical constant e raised to the specified power of the input. e has an approximate value of 2.71828.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathIsnan">
            <summary>
            <para>Return whether the input is NaN (Not a Number) or not. NaN is usually produced by dividing 0 by 0, though other ways exist.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathIsinf">
            <summary>
            <para>Return whether the input is an infinite floating-point number or not. Infinity is usually produced by dividing a number by 0, though other ways exist.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathEase">
            <summary>
            <para>Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-out/out in.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathDecimals">
            <summary>
            <para>Return the number of digit places after the decimal that the first non-zero digit occurs.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathStepify">
            <summary>
            <para>Return the input snapped to a given step.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathLerp">
            <summary>
            <para>Return a number linearly interpolated between the first two inputs, based on the third input. Uses the formula <c>a + (a - b) * t</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathMoveToward">
            <summary>
            <para>Moves the number toward a value, based on the third input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathDectime">
            <summary>
            <para>Return the result of <c>value</c> decreased by <c>step</c> * <c>amount</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathRandomize">
            <summary>
            <para>Randomize the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathRand">
            <summary>
            <para>Return a random 32 bits integer value. To obtain a random value between 0 to N (where N is smaller than 2^32 - 1), you can use it with the remainder function.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathRandf">
            <summary>
            <para>Return a random floating-point value between 0 and 1. To obtain a random value between 0 to N, you can use it with multiplication.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathRandom">
            <summary>
            <para>Return a random floating-point value between the two inputs.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathSeed">
            <summary>
            <para>Set the seed for the random number generator.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathRandseed">
            <summary>
            <para>Return a random value from the given seed, along with the new seed.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathDeg2rad">
            <summary>
            <para>Convert the input from degrees to radians.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathRad2deg">
            <summary>
            <para>Convert the input from radians to degrees.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathLinear2db">
            <summary>
            <para>Convert the input from linear volume to decibel volume.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathDb2linear">
            <summary>
            <para>Convert the input from decibel volume to linear volume.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathPolar2cartesian">
            <summary>
            <para>Converts a 2D point expressed in the polar coordinate system (a distance from the origin <c>r</c> and an angle <c>th</c>) to the cartesian coordinate system (X and Y axis).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathCartesian2polar">
            <summary>
            <para>Converts a 2D point expressed in the cartesian coordinate system (X and Y axis) to the polar coordinate system (a distance from the origin and an angle).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.LogicMax">
            <summary>
            <para>Return the greater of the two numbers, also known as their maximum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.LogicMin">
            <summary>
            <para>Return the lesser of the two numbers, also known as their minimum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.LogicClamp">
            <summary>
            <para>Return the input clamped inside the given range, ensuring the result is never outside it. Equivalent to <c>min(max(input, range_low), range_high)</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.LogicNearestPo2">
            <summary>
            <para>Return the nearest power of 2 to the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.ObjWeakref">
            <summary>
            <para>Create a <see cref="T:Godot.WeakRef"/> from the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.FuncFuncref">
            <summary>
            <para>Create a <see cref="T:Godot.FuncRef"/> from the input.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.TypeConvert">
            <summary>
            <para>Convert between types.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.TypeOf">
            <summary>
            <para>Return the type of the input as an integer. Check <see cref="T:Godot.Variant.Type"/> for the integers that might be returned.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.TypeExists">
            <summary>
            <para>Checks if a type is registered in the <see cref="T:Godot.ClassDB"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.TextChar">
            <summary>
            <para>Return a character with the given ascii value.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.TextStr">
            <summary>
            <para>Convert the input to a string.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.TextPrint">
            <summary>
            <para>Print the given string to the output window.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.TextPrinterr">
            <summary>
            <para>Print the given string to the standard error output.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.TextPrintraw">
            <summary>
            <para>Print the given string to the standard output, without adding a newline.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.VarToStr">
            <summary>
            <para>Serialize a <c>Variant</c> to a string.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.StrToVar">
            <summary>
            <para>Deserialize a <c>Variant</c> from a string serialized using <see cref="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.VarToStr"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.VarToBytes">
            <summary>
            <para>Serialize a <c>Variant</c> to a <see cref="T:System.Byte"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.BytesToVar">
            <summary>
            <para>Deserialize a <c>Variant</c> from a <see cref="T:System.Byte"/> serialized using <see cref="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.VarToBytes"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.Colorn">
            <summary>
            <para>Return the <see cref="T:Godot.Color"/> with the given name and alpha ranging from 0 to 1.</para>
            <para>Note: Names are defined in <c>color_names.inc</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathSmoothstep">
            <summary>
            <para>Return a number smoothly interpolated between the first two inputs, based on the third input. Similar to <see cref="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.MathLerp"/>, but interpolates faster at the beginning and slower at the end. Using Hermite interpolation formula:</para>
            <para><code>
            var t = clamp((weight - from) / (to - from), 0.0, 1.0)
            return t * t * (3.0 - 2.0 * t)
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptBuiltinFunc.BuiltinFunc.FuncMax">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualScriptBuiltinFunc.BuiltinFunc"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptBuiltinFunc.Function">
            <summary>
            <para>The function to be executed.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptClassConstant">
            <summary>
            <para>This node returns a constant from a given class, such as <see cref="F:Godot.Variant.Type.Int"/>. See the given class' documentation for available constants.</para>
            <para>Input Ports:</para>
            <para>none</para>
            <para>Output Ports:</para>
            <para>- Data (variant): <c>value</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptClassConstant.BaseType">
            <summary>
            <para>The constant's parent class.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptClassConstant.Constant">
            <summary>
            <para>The constant to return. See the given class for its available constants.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptComment">
            <summary>
            <para>A Visual Script node used to display annotations in the script, so that code may be documented.</para>
            <para>Comment nodes can be resized so they encompass a group of nodes.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptComment.Title">
            <summary>
            <para>The comment node's title.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptComment.Description">
            <summary>
            <para>The text inside the comment node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptComment.Size">
            <summary>
            <para>The comment node's size (in pixels).</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptComposeArray">
            <summary>
            <para>A Visual Script Node used to compose array from the list of elements provided with custom in-graph UI hard coded in the VisualScript Editor.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptCondition">
            <summary>
            <para>A Visual Script node that checks a <see cref="T:System.Boolean"/> input port. If <c>true</c>, it will exit via the "true" sequence port. If <c>false</c>, it will exit via the "false" sequence port. After exiting either, it exits via the "done" port. Sequence ports may be left disconnected.</para>
            <para>Input Ports:</para>
            <para>- Sequence: <c>if (cond) is</c></para>
            <para>- Data (boolean): <c>cond</c></para>
            <para>Output Ports:</para>
            <para>- Sequence: <c>true</c></para>
            <para>- Sequence: <c>false</c></para>
            <para>- Sequence: <c>done</c></para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptConstant">
            <summary>
            <para>This node returns a constant's value.</para>
            <para>Input Ports:</para>
            <para>none</para>
            <para>Output Ports:</para>
            <para>- Data (variant): <c>get</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptConstant.Type">
            <summary>
            <para>The constant's type.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptConstant.Value">
            <summary>
            <para>The constant's value.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptConstructor">
            <summary>
            <para>A Visual Script node which calls a base type constructor. It can be used for type conversion as well.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptCustomNode">
            <summary>
            <para>A custom Visual Script node which can be scripted in powerful ways.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptCustomNode.StepPushStackBit">
            <summary>
            <para>Hint used by <see cref="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)"/> to tell that control should return to it when there is no other node left to execute.</para>
            <para>This is used by <see cref="T:Godot.VisualScriptCondition"/> to redirect the sequence to the "Done" port after the <c>true</c>/<c>false</c> branch has finished execution.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptCustomNode.StepGoBackBit">
            <summary>
            <para>Hint used by <see cref="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)"/> to tell that control should return back, either hitting a previous <see cref="F:Godot.VisualScriptCustomNode.StepPushStackBit"/> or exiting the function.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptCustomNode.StepExitFunctionBit">
            <summary>
            <para>Hint used by <see cref="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)"/> to tell that control should stop and exit the function.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptCustomNode.StepYieldBit">
            <summary>
            <para>Hint used by <see cref="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)"/> to tell that the function should be yielded.</para>
            <para>Using this requires you to have at least one working memory slot, which is used for the <see cref="T:Godot.VisualScriptFunctionState"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptCustomNode.StartMode.BeginSequence">
            <summary>
            <para>The start mode used the first time when <see cref="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)"/> is called.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptCustomNode.StartMode.ContinueSequence">
            <summary>
            <para>The start mode used when <see cref="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)"/> is called after coming back from a <see cref="F:Godot.VisualScriptCustomNode.StepPushStackBit"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptCustomNode.StartMode.ResumeYield">
            <summary>
            <para>The start mode used when <see cref="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)"/> is called after resuming from <see cref="F:Godot.VisualScriptCustomNode.StepYieldBit"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetCaption">
            <summary>
            <para>Return the node's title.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetCategory">
            <summary>
            <para>Return the node's category.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetInputValuePortCount">
            <summary>
            <para>Return the count of input value ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetInputValuePortHint(System.Int32)">
            <summary>
            <para>Return the specified input port's hint. See the <see cref="T:Godot.PropertyHint"/> hints.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetInputValuePortHintString(System.Int32)">
            <summary>
            <para>Return the specified input port's hint string.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetInputValuePortName(System.Int32)">
            <summary>
            <para>Return the specified input port's name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetInputValuePortType(System.Int32)">
            <summary>
            <para>Return the specified input port's type. See the <see cref="T:Godot.Variant.Type"/> values.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetOutputSequencePortCount">
            <summary>
            <para>Return the amount of output sequence ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetOutputSequencePortText(System.Int32)">
            <summary>
            <para>Return the specified sequence output's name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetOutputValuePortCount">
            <summary>
            <para>Return the amount of output value ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetOutputValuePortHint(System.Int32)">
            <summary>
            <para>Return the specified output port's hint. See the <see cref="T:Godot.PropertyHint"/> hints.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetOutputValuePortHintString(System.Int32)">
            <summary>
            <para>Return the specified output port's hint string.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetOutputValuePortName(System.Int32)">
            <summary>
            <para>Return the specified output port's name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetOutputValuePortType(System.Int32)">
            <summary>
            <para>Return the specified output port's type. See the <see cref="T:Godot.Variant.Type"/> values.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetText">
            <summary>
            <para>Return the custom node's text, which is shown right next to the input sequence port (if there is none, on the place that is usually taken by it).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._GetWorkingMemorySize">
            <summary>
            <para>Return the size of the custom node's working memory. See <see cref="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._HasInputSequencePort">
            <summary>
            <para>Return whether the custom node has an input sequence port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptCustomNode._Step(Godot.Collections.Array,Godot.Collections.Array,System.Int32,Godot.Collections.Array)">
            <summary>
            <para>Execute the custom node's logic, returning the index of the output sequence port to use or a <see cref="T:System.String"/> when there is an error.</para>
            <para>The <c>inputs</c> array contains the values of the input ports.</para>
            <para><c>outputs</c> is an array whose indices should be set to the respective outputs.</para>
            <para>The <c>start_mode</c> is usually <see cref="F:Godot.VisualScriptCustomNode.StartMode.BeginSequence"/>, unless you have used the <c>STEP_*</c> constants.</para>
            <para><c>working_mem</c> is an array which can be used to persist information between runs of the custom node. The size needs to be predefined using <see cref="M:Godot.VisualScriptCustomNode._GetWorkingMemorySize"/>.</para>
            <para>When returning, you can mask the returned value with one of the <c>STEP_*</c> constants.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptDeconstruct">
            <summary>
            <para>A Visual Script node which deconstructs a base type instance into its parts.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptDeconstruct.Type">
            <summary>
            <para>The type to deconstruct.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptEmitSignal">
            <summary>
            <para>Emits a specified signal when it is executed.</para>
            <para>Input Ports:</para>
            <para>- Sequence: <c>emit</c></para>
            <para>Output Ports:</para>
            <para>- Sequence</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptEmitSignal.Signal">
            <summary>
            <para>The signal to emit.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptEngineSingleton">
            <summary>
            <para>A Visual Script node returning a singleton from <c>@GlobalScope</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptEngineSingleton.Constant">
            <summary>
            <para>The singleton's name.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptExpression">
            <summary>
            <para>A Visual Script node that can execute a custom expression. Values can be provided for the input and the expression result can be retrieved from the output.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptFunction">
            <summary>
            <para><see cref="T:Godot.VisualScriptFunction"/> represents a function header. It is the starting point for the function body and can be used to tweak the function's properties (e.g. RPC mode).</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptFunctionCall">
            <summary>
            <para><see cref="T:Godot.VisualScriptFunctionCall"/> is created when you add or drag and drop a function onto the Visual Script graph. It allows to tweak parameters of the call, e.g. what object the function is called on.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.RPCCallMode.Disabled">
            <summary>
            <para>The method will be called locally.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.RPCCallMode.Reliable">
            <summary>
            <para>The method will be called remotely.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.RPCCallMode.Unreliable">
            <summary>
            <para>The method will be called remotely using an unreliable protocol.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.RPCCallMode.ReliableToId">
            <summary>
            <para>The method will be called remotely for the given peer.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.RPCCallMode.UnreliableToId">
            <summary>
            <para>The method will be called remotely for the given peer, using an unreliable protocol.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.CallModeEnum.Self">
            <summary>
            <para>The method will be called on this <see cref="T:Godot.Object"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.CallModeEnum.NodePath">
            <summary>
            <para>The method will be called on the given <see cref="T:Godot.Node"/> in the scene tree.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.CallModeEnum.Instance">
            <summary>
            <para>The method will be called on an instanced node with the given type and script.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.CallModeEnum.BasicType">
            <summary>
            <para>The method will be called on a GDScript basic type (e.g. <see cref="T:Godot.Vector2"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptFunctionCall.CallModeEnum.Singleton">
            <summary>
            <para>The method will be called on a singleton.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.CallMode">
            <summary>
            <para><c>call_mode</c> determines the target object on which the method will be called. See <see cref="T:Godot.VisualScriptFunctionCall.CallModeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.BaseType">
            <summary>
            <para>The base type to be used when <see cref="P:Godot.VisualScriptFunctionCall.CallMode"/> is set to <see cref="F:Godot.VisualScriptFunctionCall.CallModeEnum.Instance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.BaseScript">
            <summary>
            <para>The script to be used when <see cref="P:Godot.VisualScriptFunctionCall.CallMode"/> is set to <see cref="F:Godot.VisualScriptFunctionCall.CallModeEnum.Instance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.Singleton">
            <summary>
            <para>The singleton to call the method on. Used when <see cref="P:Godot.VisualScriptFunctionCall.CallMode"/> is set to <see cref="F:Godot.VisualScriptFunctionCall.CallModeEnum.Singleton"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.BasicType">
            <summary>
            <para>The type to be used when <see cref="P:Godot.VisualScriptFunctionCall.CallMode"/> is set to <see cref="F:Godot.VisualScriptFunctionCall.CallModeEnum.BasicType"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.NodePath">
            <summary>
            <para>The node path to use when <see cref="P:Godot.VisualScriptFunctionCall.CallMode"/> is set to <see cref="F:Godot.VisualScriptFunctionCall.CallModeEnum.NodePath"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.Function">
            <summary>
            <para>The name of the function to be called.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.UseDefaultArgs">
            <summary>
            <para>Number of default arguments that will be used when calling the function. Can't be higher than the number of available default arguments in the method's declaration.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.Validate">
            <summary>
            <para>If <c>false</c>, call errors (e.g. wrong number of arguments) will be ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptFunctionCall.RpcCallMode">
            <summary>
            <para>The mode for RPC calls. See <see cref="M:Godot.Node.Rpc(System.String,System.Object[])"/> for more details and <see cref="T:Godot.VisualScriptFunctionCall.RPCCallMode"/> for available options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptFunctionState">
            <summary>
            <para><see cref="T:Godot.VisualScriptFunctionState"/> is returned from <see cref="T:Godot.VisualScriptYield"/> and can be used to resume a paused function call.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptFunctionState.ConnectToSignal(Godot.Object,System.String,Godot.Collections.Array)">
            <summary>
            <para>Connects this <see cref="T:Godot.VisualScriptFunctionState"/> to a signal in the given object to automatically resume when it's emitted.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptFunctionState.Resume(Godot.Collections.Array)">
            <summary>
            <para>Resumes the function to run from the point it was yielded.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptFunctionState.IsValid">
            <summary>
            <para>Returns whether the function state is valid.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptGlobalConstant">
            <summary>
            <para>A Visual Script node returning a constant from <c>@GlobalScope</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptGlobalConstant.Constant">
            <summary>
            <para>The constant to be used.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptIndexGet">
            <summary>
            <para><see cref="T:Godot.VisualScriptIndexGet"/> will return the value stored in an array or a dictionary under the given index.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptIndexSet">
            <summary>
            <para><see cref="T:Godot.VisualScriptIndexSet"/> will set the value stored in an array or a dictionary under the given index to the provided new value.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptInputAction">
            <summary>
            <para><see cref="T:Godot.VisualScriptInputAction"/> can be used to check if an action is pressed or released.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptInputAction.ModeEnum.Pressed">
            <summary>
            <para><c>True</c> if action is pressed.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptInputAction.ModeEnum.Released">
            <summary>
            <para><c>True</c> if action is released (i.e. not pressed).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptInputAction.ModeEnum.JustPressed">
            <summary>
            <para><c>True</c> on the frame the action was pressed.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptInputAction.ModeEnum.JustReleased">
            <summary>
            <para><c>True</c> on the frame the action was released.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptInputAction.Action">
            <summary>
            <para>Name of the action.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptInputAction.Mode">
            <summary>
            <para>State of the action to check. See <see cref="T:Godot.VisualScriptInputAction.ModeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptIterator">
            <summary>
            <para>This node steps through each item in a given input. Input can be any sequence data type, such as an <see cref="T:Godot.Collections.Array"/> or <see cref="T:System.String"/>. When each item has been processed, execution passed out the <c>exit</c> Sequence port.</para>
            <para>Input Ports:</para>
            <para>- Sequence: <c>for (elem) in (input)</c></para>
            <para>- Data (variant): <c>input</c></para>
            <para>Output Ports:</para>
            <para>- Sequence: <c>each</c></para>
            <para>- Sequence: <c>exit</c></para>
            <para>- Data (variant): <c>elem</c></para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptLists">
            <summary>
            <para>A Visual Script virtual class that defines the shape and the default behavior of the nodes that have to be in-graph editable nodes.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptLists.AddInputDataPort(Godot.Variant.Type,System.String,System.Int32)">
            <summary>
            <para>Adds an input port to the Visual Script node.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptLists.SetInputDataPortName(System.Int32,System.String)">
            <summary>
            <para>Sets the name of an input port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptLists.SetInputDataPortType(System.Int32,Godot.Variant.Type)">
            <summary>
            <para>Sets the type of an input port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptLists.RemoveInputDataPort(System.Int32)">
            <summary>
            <para>Removes an input port from the Visual Script node.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptLists.AddOutputDataPort(Godot.Variant.Type,System.String,System.Int32)">
            <summary>
            <para>Adds an output port to the Visual Script node.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptLists.SetOutputDataPortName(System.Int32,System.String)">
            <summary>
            <para>Sets the name of an output port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptLists.SetOutputDataPortType(System.Int32,Godot.Variant.Type)">
            <summary>
            <para>Sets the type of an output port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptLists.RemoveOutputDataPort(System.Int32)">
            <summary>
            <para>Removes an output port from the Visual Script node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptLocalVar">
            <summary>
            <para>Returns a local variable's value. "Var Name" must be supplied, with an optional type.</para>
            <para>Input Ports:</para>
            <para>none</para>
            <para>Output Ports:</para>
            <para>- Data (variant): <c>get</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptLocalVar.VarName">
            <summary>
            <para>The local variable's name.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptLocalVar.Type">
            <summary>
            <para>The local variable's type.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptLocalVarSet">
            <summary>
            <para>Changes a local variable's value to the given input. The new value is also provided on an output Data port.</para>
            <para>Input Ports:</para>
            <para>- Sequence</para>
            <para>- Data (variant): <c>set</c></para>
            <para>Output Ports:</para>
            <para>- Sequence</para>
            <para>- Data (variant): <c>get</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptLocalVarSet.VarName">
            <summary>
            <para>The local variable's name.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptLocalVarSet.Type">
            <summary>
            <para>The local variable's type.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptMathConstant">
            <summary>
            <para>Provides common math constants, such as Pi, on an output Data port.</para>
            <para>Input Ports:</para>
            <para>none</para>
            <para>Output Ports:</para>
            <para>- Data (variant): <c>get</c></para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.One">
            <summary>
            <para>Unity: <c>1</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.Pi">
            <summary>
            <para>Pi: <c>3.141593</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.HalfPi">
            <summary>
            <para>Pi divided by two: <c>1.570796</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.Tau">
            <summary>
            <para>Tau: <c>6.283185</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.E">
            <summary>
            <para>Mathematical constant <c>e</c>, the natural log base: <c>2.718282</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.Sqrt2">
            <summary>
            <para>Square root of two: <c>1.414214</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.Inf">
            <summary>
            <para>Infinity: <c>inf</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.Nan">
            <summary>
            <para>Not a number: <c>nan</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptMathConstant.MathConstant.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualScriptMathConstant.MathConstant"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptMathConstant.Constant">
            <summary>
            <para>The math constant.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptNode">
            <summary>
            <para>A node which is part of a <see cref="T:Godot.VisualScript"/>. Not to be confused with <see cref="T:Godot.Node"/>, which is a part of a <see cref="T:Godot.SceneTree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptNode.GetVisualScript">
            <summary>
            <para>Returns the <see cref="T:Godot.VisualScript"/> instance the node is bound to.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptNode.SetDefaultInputValue(System.Int32,System.Object)">
            <summary>
            <para>Change the default value of a given port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptNode.GetDefaultInputValue(System.Int32)">
            <summary>
            <para>Returns the default value of a given port. The default value is used when nothing is connected to the port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptNode.PortsChangedNotify">
            <summary>
            <para>Notify that the node's ports have changed. Usually used in conjunction with <see cref="T:Godot.VisualScriptCustomNode"/> .</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptOperator">
            <summary>
            <para>Input Ports:</para>
            <para>- Data (variant): <c>A</c></para>
            <para>- Data (variant): <c>B</c></para>
            <para>Output Ports:</para>
            <para>- Data (variant): <c>result</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptOperator.Operator">
            <summary>
            <para>The operation to be performed. See <see cref="T:Godot.Variant.Operator"/> for available options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptOperator.Type">
            <summary>
            <para>The type of the values for this operation. See <see cref="T:Godot.Variant.Type"/> for available options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptPreload">
            <summary>
            <para>Creates a new <see cref="T:Godot.Resource"/> or loads one from the filesystem.</para>
            <para>Input Ports:</para>
            <para>none</para>
            <para>Output Ports:</para>
            <para>- Data (object): <c>res</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPreload.Resource">
            <summary>
            <para>The <see cref="T:Godot.Resource"/> to load.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptPropertyGet">
            <summary>
            <para><see cref="T:Godot.VisualScriptPropertyGet"/> can return a value of any property from the current object or other objects.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertyGet.CallMode.Self">
            <summary>
            <para>The property will be retrieved from this <see cref="T:Godot.Object"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertyGet.CallMode.NodePath">
            <summary>
            <para>The property will be retrieved from the given <see cref="T:Godot.Node"/> in the scene tree.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertyGet.CallMode.Instance">
            <summary>
            <para>The property will be retrieved from an instanced node with the given type and script.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertyGet.CallMode.BasicType">
            <summary>
            <para>The property will be retrieved from a GDScript basic type (e.g. <see cref="T:Godot.Vector2"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertyGet.SetMode">
            <summary>
            <para><c>set_mode</c> determines the target object from which the property will be retrieved. See <see cref="T:Godot.VisualScriptPropertyGet.CallMode"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertyGet.BaseType">
            <summary>
            <para>The base type to be used when <see cref="P:Godot.VisualScriptPropertyGet.SetMode"/> is set to <see cref="F:Godot.VisualScriptPropertyGet.CallMode.Instance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertyGet.BaseScript">
            <summary>
            <para>The script to be used when <see cref="P:Godot.VisualScriptPropertyGet.SetMode"/> is set to <see cref="F:Godot.VisualScriptPropertyGet.CallMode.Instance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertyGet.BasicType">
            <summary>
            <para>The type to be used when <see cref="P:Godot.VisualScriptPropertyGet.SetMode"/> is set to <see cref="F:Godot.VisualScriptPropertyGet.CallMode.BasicType"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertyGet.NodePath">
            <summary>
            <para>The node path to use when <see cref="P:Godot.VisualScriptPropertyGet.SetMode"/> is set to <see cref="F:Godot.VisualScriptPropertyGet.CallMode.NodePath"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertyGet.Property">
            <summary>
            <para>The name of the property to retrieve. Changing this will clear <see cref="P:Godot.VisualScriptPropertyGet.Index"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertyGet.Index">
            <summary>
            <para>The indexed name of the property to retrieve. See <see cref="M:Godot.Object.GetIndexed(Godot.NodePath)"/> for details.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptPropertySet">
            <summary>
            <para><see cref="T:Godot.VisualScriptPropertySet"/> can set the value of any property from the current object or other objects.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.None">
            <summary>
            <para>The property will be assigned regularly.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.Add">
            <summary>
            <para>The value will be added to the property. Equivalent of doing <c>+=</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.Sub">
            <summary>
            <para>The value will be subtracted from the property. Equivalent of doing <c>-=</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.Mul">
            <summary>
            <para>The property will be multiplied by the value. Equivalent of doing <c>*=</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.Div">
            <summary>
            <para>The property will be divided by the value. Equivalent of doing <c>/=</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.Mod">
            <summary>
            <para>A modulo operation will be performed on the property and the value. Equivalent of doing <c>%=</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.ShiftLeft">
            <summary>
            <para>The property will be binarly shifted to the left by the given value. Equivalent of doing <c>&lt;&lt;</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.ShiftRight">
            <summary>
            <para>The property will be binarly shifted to the right by the given value. Equivalent of doing <c>&gt;&gt;</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.BitAnd">
            <summary>
            <para>A binary <c>AND</c> operation will be performed on the property. Equivalent of doing <c>&amp;=</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.BitOr">
            <summary>
            <para>A binary <c>OR</c> operation will be performed on the property. Equivalent of doing <c>|=</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.AssignOpEnum.BitXor">
            <summary>
            <para>A binary <c>XOR</c> operation will be performed on the property. Equivalent of doing <c>^=</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.CallMode.Self">
            <summary>
            <para>The property will be set on this <see cref="T:Godot.Object"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.CallMode.NodePath">
            <summary>
            <para>The property will be set on the given <see cref="T:Godot.Node"/> in the scene tree.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.CallMode.Instance">
            <summary>
            <para>The property will be set on an instanced node with the given type and script.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptPropertySet.CallMode.BasicType">
            <summary>
            <para>The property will be set on a GDScript basic type (e.g. <see cref="T:Godot.Vector2"/>).</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertySet.SetMode">
            <summary>
            <para><c>set_mode</c> determines the target object on which the property will be set. See <see cref="T:Godot.VisualScriptPropertySet.CallMode"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertySet.BaseType">
            <summary>
            <para>The base type to be used when <see cref="P:Godot.VisualScriptPropertySet.SetMode"/> is set to <see cref="F:Godot.VisualScriptPropertySet.CallMode.Instance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertySet.BaseScript">
            <summary>
            <para>The script to be used when <see cref="P:Godot.VisualScriptPropertySet.SetMode"/> is set to <see cref="F:Godot.VisualScriptPropertySet.CallMode.Instance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertySet.BasicType">
            <summary>
            <para>The type to be used when <see cref="P:Godot.VisualScriptPropertySet.SetMode"/> is set to <see cref="F:Godot.VisualScriptPropertySet.CallMode.BasicType"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertySet.NodePath">
            <summary>
            <para>The node path to use when <see cref="P:Godot.VisualScriptPropertySet.SetMode"/> is set to <see cref="F:Godot.VisualScriptPropertySet.CallMode.NodePath"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertySet.Property">
            <summary>
            <para>The name of the property to set. Changing this will clear <see cref="P:Godot.VisualScriptPropertySet.Index"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertySet.Index">
            <summary>
            <para>The indexed name of the property to set. See <see cref="M:Godot.Object.SetIndexed(Godot.NodePath,System.Object)"/> for details.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptPropertySet.AssignOp">
            <summary>
            <para>The additional operation to perform when assigning. See <see cref="T:Godot.VisualScriptPropertySet.AssignOpEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptReturn">
            <summary>
            <para>Ends the execution of a function and returns control to the calling function. Optionally, it can return a <c>Variant</c> value.</para>
            <para>Input Ports:</para>
            <para>- Sequence</para>
            <para>- Data (variant): <c>result</c> (optional)</para>
            <para>Output Ports:</para>
            <para>none</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptReturn.ReturnEnabled">
            <summary>
            <para>If <c>true</c>, the <c>return</c> input port is available.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptReturn.ReturnType">
            <summary>
            <para>The return value's data type.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptSceneNode">
            <summary>
            <para>A direct reference to a node.</para>
            <para>Input Ports:</para>
            <para>none</para>
            <para>Output Ports:</para>
            <para>- Data: <c>node</c> (obj)</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptSceneNode.NodePath">
            <summary>
            <para>The node's path in the scene tree.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptSceneTree">
            <summary>
            <para>A Visual Script node for accessing <see cref="T:Godot.SceneTree"/> methods.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptSelect">
            <summary>
            <para>Chooses between two input values based on a Boolean condition.</para>
            <para>Input Ports:</para>
            <para>- Data (boolean): <c>cond</c></para>
            <para>- Data (variant): <c>a</c></para>
            <para>- Data (variant): <c>b</c></para>
            <para>Output Ports:</para>
            <para>- Data (variant): <c>out</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptSelect.Type">
            <summary>
            <para>The input variables' type.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptSelf">
            <summary>
            <para>Provides a reference to the node running the visual script.</para>
            <para>Input Ports:</para>
            <para>none</para>
            <para>Output Ports:</para>
            <para>- Data (object): <c>instance</c></para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptSequence">
            <summary>
            <para>Steps through a series of one or more output Sequence ports. The <c>current</c> data port outputs the currently executing item.</para>
            <para>Input Ports:</para>
            <para>- Sequence: <c>in order</c></para>
            <para>Output Ports:</para>
            <para>- Sequence: <c>1</c></para>
            <para>- Sequence: <c>2 - n</c> (optional)</para>
            <para>- Data (int): <c>current</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptSequence.Steps">
            <summary>
            <para>The number of steps in the sequence.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptSubCall">
            <summary>
            <para><see cref="T:Godot.VisualScriptSubCall"/> will call method named <c>_subcall</c> in the current script. It will fail if the method doesn't exist or the provided arguments are wrong.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualScriptSubCall._Subcall(System.Object)">
            <summary>
            <para>Called by this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptSwitch">
            <summary>
            <para>Branches the flow based on an input's value. Use Case Count in the Inspector to set the number of branches and each comparison's optional type.</para>
            <para>Input Ports:</para>
            <para>- Sequence: <c>'input' is</c></para>
            <para>- Data (variant): <c>=</c></para>
            <para>- Data (variant): <c>=</c> (optional)</para>
            <para>- Data (variant): <c>input</c></para>
            <para>Output Ports:</para>
            <para>- Sequence</para>
            <para>- Sequence (optional)</para>
            <para>- Sequence: <c>done</c></para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptTypeCast">
            <summary>
            <para><see cref="T:Godot.VisualScriptTypeCast"/> will perform a type conversion to an <see cref="T:Godot.Object"/>-derived type.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptTypeCast.BaseType">
            <summary>
            <para>The target type to be converted to.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptTypeCast.BaseScript">
            <summary>
            <para>The target script class to be converted to. If none, only the <see cref="P:Godot.VisualScriptTypeCast.BaseType"/> will be used.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptVariableGet">
            <summary>
            <para>Returns a variable's value. "Var Name" must be supplied, with an optional type.</para>
            <para>Input Ports:</para>
            <para>none</para>
            <para>Output Ports:</para>
            <para>- Data (variant): <c>value</c></para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptVariableGet.VarName">
            <summary>
            <para>The variable's name.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptVariableSet">
            <summary>
            <para>Changes a variable's value to the given input.</para>
            <para>Input Ports:</para>
            <para>- Sequence</para>
            <para>- Data (variant): <c>set</c></para>
            <para>Output Ports:</para>
            <para>- Sequence</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptVariableSet.VarName">
            <summary>
            <para>The variable's name.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptWhile">
            <summary>
            <para>Loops while a condition is <c>true</c>. Execution continues out the <c>exit</c> Sequence port when the loop terminates.</para>
            <para>Input Ports:</para>
            <para>- Sequence: <c>while(cond)</c></para>
            <para>- Data (bool): <c>cond</c></para>
            <para>Output Ports:</para>
            <para>- Sequence: <c>repeat</c></para>
            <para>- Sequence: <c>exit</c></para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptYield">
            <summary>
            <para><see cref="T:Godot.VisualScriptYield"/> will pause the function call and return <see cref="T:Godot.VisualScriptFunctionState"/>, which can be used to resume the function.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptYield.YieldMode.Frame">
            <summary>
            <para>Yields during an idle frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptYield.YieldMode.PhysicsFrame">
            <summary>
            <para>Yields during a physics frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptYield.YieldMode.Wait">
            <summary>
            <para>Yields a function and waits the given time.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptYield.Mode">
            <summary>
            <para>The mode to use for yielding. See <see cref="T:Godot.VisualScriptYield.YieldMode"/> for available options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptYield.WaitTime">
            <summary>
            <para>The time to wait when <see cref="P:Godot.VisualScriptYield.Mode"/> is set to <see cref="F:Godot.VisualScriptYield.YieldMode.Wait"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualScriptYieldSignal">
            <summary>
            <para><see cref="T:Godot.VisualScriptYieldSignal"/> will pause the function execution until the provided signal is emitted.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptYieldSignal.CallModeEnum.Self">
            <summary>
            <para>A signal from this <see cref="T:Godot.Object"/> will be used.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptYieldSignal.CallModeEnum.NodePath">
            <summary>
            <para>A signal from the given <see cref="T:Godot.Node"/> in the scene tree will be used.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualScriptYieldSignal.CallModeEnum.Instance">
            <summary>
            <para>A signal from an instanced node with the given type will be used.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptYieldSignal.CallMode">
            <summary>
            <para><c>call_mode</c> determines the target object to wait for the signal emission. See <see cref="T:Godot.VisualScriptYieldSignal.CallModeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptYieldSignal.BaseType">
            <summary>
            <para>The base type to be used when <see cref="P:Godot.VisualScriptYieldSignal.CallMode"/> is set to <see cref="F:Godot.VisualScriptYieldSignal.CallModeEnum.Instance"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptYieldSignal.NodePath">
            <summary>
            <para>The node path to use when <see cref="P:Godot.VisualScriptYieldSignal.CallMode"/> is set to <see cref="F:Godot.VisualScriptYieldSignal.CallModeEnum.NodePath"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualScriptYieldSignal.Signal">
            <summary>
            <para>The signal name to be waited for.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualServer">
            <summary>
            <para>Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display.</para>
            <para>The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed.</para>
            <para>The visual server can be used to bypass the scene system entirely.</para>
            <para>Resources are created using the <c>*_create</c> functions.</para>
            <para>All objects are drawn to a viewport. You can use the <see cref="T:Godot.Viewport"/> attached to the <see cref="T:Godot.SceneTree"/> or you can create one yourself with <see cref="M:Godot.VisualServer.ViewportCreate"/>. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using <see cref="M:Godot.VisualServer.ViewportSetScenario(Godot.RID,Godot.RID)"/> or <see cref="M:Godot.VisualServer.ViewportAttachCanvas(Godot.RID,Godot.RID)"/>.</para>
            <para>In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any <see cref="T:Godot.Spatial"/> node with <see cref="M:Godot.Spatial.GetWorld"/>. Otherwise, a scenario can be created with <see cref="M:Godot.VisualServer.ScenarioCreate"/>.</para>
            <para>Similarly, in 2D, a canvas is needed to draw all canvas items.</para>
            <para>In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/>. The instance must also be attached to the scenario using <see cref="M:Godot.VisualServer.InstanceSetScenario(Godot.RID,Godot.RID)"/> in order to be visible.</para>
            <para>In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.NoIndexArray">
            <summary>
            <para>Marks an error that shows that the index array is empty.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayWeightsSize">
            <summary>
            <para>Number of weights/bones per vertex.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasItemZMin">
            <summary>
            <para>The minimum Z-layer for canvas items.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasItemZMax">
            <summary>
            <para>The maximum Z-layer for canvas items.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MaxGlowLevels">
            <summary>
            <para>Max number of glow levels that can be used with glow post-process effect.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MaxCursors">
            <summary>
            <para>Unused enum in Godot 3.x.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MaterialRenderPriorityMin">
            <summary>
            <para>The minimum renderpriority of all materials.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MaterialRenderPriorityMax">
            <summary>
            <para>The maximum renderpriority of all materials.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ReflectionProbeUpdateMode.Once">
            <summary>
            <para>Reflection probe will update reflections once and then stop.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ReflectionProbeUpdateMode.Always">
            <summary>
            <para>Reflection probe will update each frame. This mode is necessary to capture moving objects.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightDirectionalShadowDepthRangeMode.Stable">
            <summary>
            <para>Keeps shadows stable as camera moves but has lower effective resolution.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightDirectionalShadowDepthRangeMode.Optimized">
            <summary>
            <para>Optimize use of shadow maps, increasing the effective resolution. But may result in shadows moving or flickering slightly.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.BlendShapeMode.Normalized">
            <summary>
            <para>Blend shapes are normalized.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.BlendShapeMode.Relative">
            <summary>
            <para>Blend shapes are relative to base weight.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.PrimitiveType.Points">
            <summary>
            <para>Primitive to draw consists of points.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.PrimitiveType.Lines">
            <summary>
            <para>Primitive to draw consists of lines.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.PrimitiveType.LineStrip">
            <summary>
            <para>Primitive to draw consists of a line strip from start to end.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.PrimitiveType.LineLoop">
            <summary>
            <para>Primitive to draw consists of a line loop (a line strip with a line between the last and the first vertex).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.PrimitiveType.Triangles">
            <summary>
            <para>Primitive to draw consists of triangles.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.PrimitiveType.TriangleStrip">
            <summary>
            <para>Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.PrimitiveType.TriangleFan">
            <summary>
            <para>Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.PrimitiveType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualServer.PrimitiveType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureType.Type2d">
            <summary>
            <para>Normal texture with 2 dimensions, width and height.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureType.Cubemap">
            <summary>
            <para>Texture made up of six faces, can be looked up with a <c>vec3</c> in shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureType.Type2dArray">
            <summary>
            <para>An array of 2-dimensional textures.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureType.Type3d">
            <summary>
            <para>A 3-dimensional texture with width, height, and depth.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ChangedPriority.Any">
            <summary>
            <para>Used to query for any changes that request a redraw, whatever the priority.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ChangedPriority.Low">
            <summary>
            <para>Registered changes which have low priority can be optionally prevented from causing editor redraws. Examples might include dynamic shaders (typically using the <c>TIME</c> built-in).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ChangedPriority.High">
            <summary>
            <para>Registered changes which can cause a redraw default to high priority.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentSSAOQuality.Low">
            <summary>
            <para>Lowest quality of screen space ambient occlusion.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentSSAOQuality.Medium">
            <summary>
            <para>Medium quality screen space ambient occlusion.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentSSAOQuality.High">
            <summary>
            <para>Highest quality screen space ambient occlusion.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentDOFBlurQuality.Low">
            <summary>
            <para>Use lowest blur quality. Fastest, but may look bad.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentDOFBlurQuality.Medium">
            <summary>
            <para>Use medium blur quality.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentDOFBlurQuality.High">
            <summary>
            <para>Used highest blur quality. Looks the best, but is the slowest.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshPhysicsInterpolationQuality.Fast">
            <summary>
            <para>MultiMesh physics interpolation favours speed over quality.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshPhysicsInterpolationQuality.High">
            <summary>
            <para>MultiMesh physics interpolation favours quality over speed.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.ObjectsInFrame">
            <summary>
            <para>The amount of objects in the frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.VerticesInFrame">
            <summary>
            <para>The amount of vertices in the frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.MaterialChangesInFrame">
            <summary>
            <para>The amount of modified materials in the frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.ShaderChangesInFrame">
            <summary>
            <para>The amount of shader rebinds in the frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.ShaderCompilesInFrame">
            <summary>
            <para>The peak amount of shaders that have been under compilation in the frame.</para>
            <para>This is useful to know when asynchronous shader compilation has finished for the current shaders on screen.</para>
            <para>Note: For complete certainty, only assume there are no outstanding compilations when this value is zero for at least two frames in a row.</para>
            <para>Unimplemented in the GLES2 rendering backend, always returns 0.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.SurfaceChangesInFrame">
            <summary>
            <para>The amount of surface changes in the frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.DrawCallsInFrame">
            <summary>
            <para>The amount of draw calls in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.Info2dItemsInFrame">
            <summary>
            <para>The amount of 2d items in the frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.Info2dDrawCallsInFrame">
            <summary>
            <para>The amount of 2d draw calls in frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.UsageVideoMemTotal">
            <summary>
            <para>Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.VideoMemUsed">
            <summary>
            <para>The amount of video memory used, i.e. texture and vertex memory combined.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.TextureMemUsed">
            <summary>
            <para>The amount of texture memory used.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.RenderInfo.VertexMemUsed">
            <summary>
            <para>The amount of vertex memory used.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.NinePatchAxisMode.Stretch">
            <summary>
            <para>The nine patch gets stretched where needed.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.NinePatchAxisMode.Tile">
            <summary>
            <para>The nine patch gets filled with tiles where needed.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.NinePatchAxisMode.TileFit">
            <summary>
            <para>The nine patch gets filled with tiles where needed and stretches them a bit if needed.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.ObjectsInFrame">
            <summary>
            <para>Number of objects drawn in a single frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.VerticesInFrame">
            <summary>
            <para>Number of vertices drawn in a single frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.MaterialChangesInFrame">
            <summary>
            <para>Number of material changes during this frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.ShaderChangesInFrame">
            <summary>
            <para>Number of shader changes during this frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.SurfaceChangesInFrame">
            <summary>
            <para>Number of surface changes during this frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.DrawCallsInFrame">
            <summary>
            <para>Number of draw calls during this frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.Info2dItemsInFrame">
            <summary>
            <para>Number of 2d items drawn this frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.Info2dDrawCallsInFrame">
            <summary>
            <para>Number of 2d draw calls during this frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportRenderInfo.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualServer.ViewportRenderInfo"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportClearMode.Always">
            <summary>
            <para>The viewport is always cleared before drawing.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportClearMode.Never">
            <summary>
            <para>The viewport is never cleared before drawing.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportClearMode.OnlyNextFrame">
            <summary>
            <para>The viewport is cleared once, then the clear mode is set to <see cref="F:Godot.VisualServer.ViewportClearMode.Never"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightOmniShadowDetail.Vertical">
            <summary>
            <para>Use more detail vertically when computing shadow map.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightOmniShadowDetail.Horizontal">
            <summary>
            <para>Use more detail horizontally when computing shadow map.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ShaderMode.Spatial">
            <summary>
            <para>Shader is a 3D shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ShaderMode.CanvasItem">
            <summary>
            <para>Shader is a 2D shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ShaderMode.Particles">
            <summary>
            <para>Shader is a particle shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ShaderMode.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualServer.ShaderMode"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshTransformFormat.Transform2d">
            <summary>
            <para>Use <see cref="T:Godot.Transform2D"/> to store MultiMesh transform.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshTransformFormat.Transform3d">
            <summary>
            <para>Use <see cref="T:Godot.Transform"/> to store MultiMesh transform.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ShadowCastingSetting.Off">
            <summary>
            <para>Disable shadows from this instance.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ShadowCastingSetting.On">
            <summary>
            <para>Cast shadows from this instance.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ShadowCastingSetting.DoubleSided">
            <summary>
            <para>Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ShadowCastingSetting.ShadowsOnly">
            <summary>
            <para>Only render the shadows from the object. The object itself will not be drawn.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportDebugDraw.Disabled">
            <summary>
            <para>Debug draw is disabled. Default setting.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportDebugDraw.Unshaded">
            <summary>
            <para>Debug draw sets objects to unshaded.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportDebugDraw.Overdraw">
            <summary>
            <para>Overwrites clear color to <c>(0,0,0,0)</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportDebugDraw.Wireframe">
            <summary>
            <para>Debug draw draws objects in wireframe.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportUsage.Usage2d">
            <summary>
            <para>The Viewport does not render 3D but samples.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportUsage.Usage2dNoSampling">
            <summary>
            <para>The Viewport does not render 3D and does not sample.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportUsage.Usage3d">
            <summary>
            <para>The Viewport renders 3D with effects.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportUsage.Usage3dNoEffects">
            <summary>
            <para>The Viewport renders 3D but without effects.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentBG.ClearColor">
            <summary>
            <para>Use the clear color as background.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentBG.Color">
            <summary>
            <para>Use a specified color as the background.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentBG.Sky">
            <summary>
            <para>Use a sky resource for the background.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentBG.ColorSky">
            <summary>
            <para>Use a custom color for background, but use a sky for shading and reflections.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentBG.Canvas">
            <summary>
            <para>Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentBG.Keep">
            <summary>
            <para>Do not clear the background, use whatever was rendered last frame as the background.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentBG.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualServer.EnvironmentBG"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshCustomDataFormat.None">
            <summary>
            <para>MultiMesh does not use custom data.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshCustomDataFormat.Data8bit">
            <summary>
            <para>MultiMesh custom data uses 8 bits per component. This packs the 4-component custom data into a single float.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshCustomDataFormat.Float">
            <summary>
            <para>MultiMesh custom data uses a float per component.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightOmniShadowMode.DualParaboloid">
            <summary>
            <para>Use a dual paraboloid shadow map for omni lights.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightOmniShadowMode.Cube">
            <summary>
            <para>Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureFlags.Mipmaps">
            <summary>
            <para>Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureFlags.Repeat">
            <summary>
            <para>Repeats the texture (instead of clamp to edge).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureFlags.Filter">
            <summary>
            <para>Uses a magnifying filter, to enable smooth zooming in of the texture.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureFlags.AnisotropicFilter">
            <summary>
            <para>Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.</para>
            <para>This results in better-looking textures when viewed from oblique angles.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureFlags.ConvertToLinear">
            <summary>
            <para>Converts the texture to the sRGB color space.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureFlags.MirroredRepeat">
            <summary>
            <para>Repeats the texture with alternate sections mirrored.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureFlags.UsedForStreaming">
            <summary>
            <para>Texture is a video surface.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.TextureFlags.Default">
            <summary>
            <para>Default flags. <see cref="F:Godot.VisualServer.TextureFlags.Mipmaps"/>, <see cref="F:Godot.VisualServer.TextureFlags.Repeat"/> and <see cref="F:Godot.VisualServer.TextureFlags.Filter"/> are enabled.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.Features.Shaders">
            <summary>
            <para>Hardware supports shaders. This enum is currently unused in Godot 3.x.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.Features.Multithreaded">
            <summary>
            <para>Hardware supports multithreading. This enum is currently unused in Godot 3.x.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.None">
            <summary>
            <para>The instance does not have a type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.Mesh">
            <summary>
            <para>The instance is a mesh.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.Multimesh">
            <summary>
            <para>The instance is a multimesh.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.Immediate">
            <summary>
            <para>The instance is an immediate geometry.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.Particles">
            <summary>
            <para>The instance is a particle emitter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.Light">
            <summary>
            <para>The instance is a light.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.ReflectionProbe">
            <summary>
            <para>The instance is a reflection probe.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.GiProbe">
            <summary>
            <para>The instance is a GI probe.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.LightmapCapture">
            <summary>
            <para>The instance is a lightmap capture.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualServer.InstanceType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceType.GeometryMask">
            <summary>
            <para>A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentSSAOBlur.Disabled">
            <summary>
            <para>Disables the blur set for SSAO. Will make SSAO look noisier.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentSSAOBlur.Blur1x1">
            <summary>
            <para>Perform a 1x1 blur on the SSAO output.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentSSAOBlur.Blur2x2">
            <summary>
            <para>Performs a 2x2 blur on the SSAO output.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentSSAOBlur.Blur3x3">
            <summary>
            <para>Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentToneMapper.Linear">
            <summary>
            <para>Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentToneMapper.Reinhard">
            <summary>
            <para>Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: <c>color = color / (1 + color)</c>. This avoids clipping bright highlights, but the resulting image can look a bit dull.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentToneMapper.Filmic">
            <summary>
            <para>Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than <see cref="F:Godot.VisualServer.EnvironmentToneMapper.Reinhard"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentToneMapper.Aces">
            <summary>
            <para>Use the legacy Godot version of the Academy Color Encoding System tonemapper. Unlike <see cref="F:Godot.VisualServer.EnvironmentToneMapper.AcesFitted"/>, this version of ACES does not handle bright lighting in a physically accurate way. ACES typically has a more contrasted output compared to <see cref="F:Godot.VisualServer.EnvironmentToneMapper.Reinhard"/> and <see cref="F:Godot.VisualServer.EnvironmentToneMapper.Filmic"/>.</para>
            <para>Note: This tonemapping operator will be removed in Godot 4.0 in favor of the more accurate <see cref="F:Godot.VisualServer.EnvironmentToneMapper.AcesFitted"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentToneMapper.AcesFitted">
            <summary>
            <para>Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to <see cref="F:Godot.VisualServer.EnvironmentToneMapper.Reinhard"/> and <see cref="F:Godot.VisualServer.EnvironmentToneMapper.Filmic"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentGlowBlendMode.Additive">
            <summary>
            <para>Add the effect of the glow on top of the scene.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentGlowBlendMode.Screen">
            <summary>
            <para>Blends the glow effect with the screen. Does not get as bright as additive.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentGlowBlendMode.Softlight">
            <summary>
            <para>Produces a subtle color disturbance around objects.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.EnvironmentGlowBlendMode.Replace">
            <summary>
            <para>Shows the glow effect by itself without the underlying scene.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshColorFormat.None">
            <summary>
            <para>MultiMesh does not use per-instance color.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshColorFormat.Color8bit">
            <summary>
            <para>MultiMesh color uses 8 bits per component. This packs the color into a single float.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.MultimeshColorFormat.Float">
            <summary>
            <para>MultiMesh color uses a float per channel.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightShadowFilter.None">
            <summary>
            <para>Do not apply a filter to canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightShadowFilter.Pcf3">
            <summary>
            <para>Use PCF3 filtering to filter canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightShadowFilter.Pcf5">
            <summary>
            <para>Use PCF5 filtering to filter canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightShadowFilter.Pcf7">
            <summary>
            <para>Use PCF7 filtering to filter canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightShadowFilter.Pcf9">
            <summary>
            <para>Use PCF9 filtering to filter canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightShadowFilter.Pcf13">
            <summary>
            <para>Use PCF13 filtering to filter canvas light shadows.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ScenarioDebugMode.Disabled">
            <summary>
            <para>Do not use a debug mode.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ScenarioDebugMode.Wireframe">
            <summary>
            <para>Draw all objects as wireframe models.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ScenarioDebugMode.Overdraw">
            <summary>
            <para>Draw all objects in a way that displays how much overdraw is occurring. Overdraw occurs when a section of pixels is drawn and shaded and then another object covers it up. To optimize a scene, you should reduce overdraw.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ScenarioDebugMode.Shadeless">
            <summary>
            <para>Draw all objects without shading. Equivalent to setting all objects shaders to <c>unshaded</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportUpdateMode.Disabled">
            <summary>
            <para>Do not update the viewport.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportUpdateMode.Once">
            <summary>
            <para>Update the viewport once then set to disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportUpdateMode.WhenVisible">
            <summary>
            <para>Update the viewport whenever it is visible.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportUpdateMode.Always">
            <summary>
            <para>Always update the viewport.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatVertex">
            <summary>
            <para>Flag used to mark a vertex array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatNormal">
            <summary>
            <para>Flag used to mark a normal array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatTangent">
            <summary>
            <para>Flag used to mark a tangent array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatColor">
            <summary>
            <para>Flag used to mark a color array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatTexUv">
            <summary>
            <para>Flag used to mark an UV coordinates array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatTexUv2">
            <summary>
            <para>Flag used to mark an UV coordinates array for the second UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatBones">
            <summary>
            <para>Flag used to mark a bone information array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatWeights">
            <summary>
            <para>Flag used to mark a weights array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FormatIndex">
            <summary>
            <para>Flag used to mark an index array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressVertex">
            <summary>
            <para>Flag used to mark a compressed (half float) vertex array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressNormal">
            <summary>
            <para>Flag used to mark a compressed (half float) normal array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressTangent">
            <summary>
            <para>Flag used to mark a compressed (half float) tangent array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressColor">
            <summary>
            <para>Flag used to mark a compressed (half float) color array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressTexUv">
            <summary>
            <para>Flag used to mark a compressed (half float) UV coordinates array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressTexUv2">
            <summary>
            <para>Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressBones">
            <summary>
            <para>Flag used to mark a compressed bone array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressWeights">
            <summary>
            <para>Flag used to mark a compressed (half float) weight array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressIndex">
            <summary>
            <para>Flag used to mark a compressed index array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FlagUse2dVertices">
            <summary>
            <para>Flag used to mark that the array contains 2D vertices.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FlagUse16BitBones">
            <summary>
            <para>Flag used to mark that the array uses 16-bit bones instead of 8-bit.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.FlagUseOctahedralCompression">
            <summary>
            <para>Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayFormat.CompressDefault">
            <summary>
            <para>Used to set flags <see cref="F:Godot.VisualServer.ArrayFormat.CompressNormal"/>, <see cref="F:Godot.VisualServer.ArrayFormat.CompressTangent"/>, <see cref="F:Godot.VisualServer.ArrayFormat.CompressColor"/>, <see cref="F:Godot.VisualServer.ArrayFormat.CompressTexUv"/>, <see cref="F:Godot.VisualServer.ArrayFormat.CompressTexUv2"/>, <see cref="F:Godot.VisualServer.ArrayFormat.CompressWeights"/>, and <see cref="F:Godot.VisualServer.ArrayFormat.FlagUseOctahedralCompression"/> quickly.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ParticlesDrawOrder.Index">
            <summary>
            <para>Draw particles in the order that they appear in the particles array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ParticlesDrawOrder.Lifetime">
            <summary>
            <para>Sort particles based on their lifetime.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ParticlesDrawOrder.ViewDepth">
            <summary>
            <para>Sort particles based on their distance to the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightMode.Add">
            <summary>
            <para>Adds light color additive to the canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightMode.Sub">
            <summary>
            <para>Adds light color subtractive to the canvas.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightMode.Mix">
            <summary>
            <para>The light adds color depending on transparency.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasLightMode.Mask">
            <summary>
            <para>The light adds color depending on mask.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightDirectionalShadowMode.Orthogonal">
            <summary>
            <para>Use orthogonal shadow projection for directional light.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightDirectionalShadowMode.Parallel2Splits">
            <summary>
            <para>Use 2 splits for shadow projection when using directional light.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightDirectionalShadowMode.Parallel4Splits">
            <summary>
            <para>Use 4 splits for shadow projection when using directional light.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.Energy">
            <summary>
            <para>The light's energy.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.IndirectEnergy">
            <summary>
            <para>Secondary multiplier used with indirect light (light bounces).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.Size">
            <summary>
            <para>The light's size, currently only used for soft shadows in baked lightmaps.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.Specular">
            <summary>
            <para>The light's influence on specularity.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.Range">
            <summary>
            <para>The light's range.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.Attenuation">
            <summary>
            <para>The light's attenuation.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.SpotAngle">
            <summary>
            <para>The spotlight's angle.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.SpotAttenuation">
            <summary>
            <para>The spotlight's attenuation.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.ContactShadowSize">
            <summary>
            <para>Scales the shadow color.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.ShadowMaxDistance">
            <summary>
            <para>Max distance that shadows will be rendered.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.ShadowSplit1Offset">
            <summary>
            <para>Proportion of shadow atlas occupied by the first split.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.ShadowSplit2Offset">
            <summary>
            <para>Proportion of shadow atlas occupied by the second split.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.ShadowSplit3Offset">
            <summary>
            <para>Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.ShadowNormalBias">
            <summary>
            <para>Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.ShadowBias">
            <summary>
            <para>Bias the shadow lookup to fix self-shadowing artifacts.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.ShadowBiasSplitScale">
            <summary>
            <para>Increases bias on further splits to fix self-shadowing that only occurs far away from the camera.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightParam.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualServer.LightParam"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.Vertex">
            <summary>
            <para>Array is a vertex array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.Normal">
            <summary>
            <para>Array is a normal array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.Tangent">
            <summary>
            <para>Array is a tangent array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.Color">
            <summary>
            <para>Array is a color array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.TexUv">
            <summary>
            <para>Array is an UV coordinates array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.TexUv2">
            <summary>
            <para>Array is an UV coordinates array for the second UV coordinates.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.Bones">
            <summary>
            <para>Array contains bone information.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.Weights">
            <summary>
            <para>Array is weight information.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.Index">
            <summary>
            <para>Array is index array.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ArrayType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualServer.ArrayType"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasOccluderPolygonCullMode.Disabled">
            <summary>
            <para>Culling of the canvas occluder is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasOccluderPolygonCullMode.Clockwise">
            <summary>
            <para>Culling of the canvas occluder is clockwise.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CanvasOccluderPolygonCullMode.CounterClockwise">
            <summary>
            <para>Culling of the canvas occluder is counterclockwise.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceFlags.UseBakedLight">
            <summary>
            <para>Allows the instance to be used in baked lighting.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceFlags.DrawNextFrameIfVisible">
            <summary>
            <para>When set, manually requests to draw geometry on next frame.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.InstanceFlags.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualServer.InstanceFlags"/> enum.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportMSAA.Disabled">
            <summary>
            <para>Multisample antialiasing is disabled.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportMSAA.Msaa2x">
            <summary>
            <para>Multisample antialiasing is set to 2×.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportMSAA.Msaa4x">
            <summary>
            <para>Multisample antialiasing is set to 4×.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportMSAA.Msaa8x">
            <summary>
            <para>Multisample antialiasing is set to 8×.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportMSAA.Msaa16x">
            <summary>
            <para>Multisample antialiasing is set to 16×.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportMSAA.Ext2x">
            <summary>
            <para>Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.ViewportMSAA.Ext4x">
            <summary>
            <para>Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightType.Directional">
            <summary>
            <para>Is a directional (sun) light.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightType.Omni">
            <summary>
            <para>Is an omni light.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.LightType.Spot">
            <summary>
            <para>Is a spot light.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CubeMapSide.Left">
            <summary>
            <para>Marks the left side of a cubemap.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CubeMapSide.Right">
            <summary>
            <para>Marks the right side of a cubemap.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CubeMapSide.Bottom">
            <summary>
            <para>Marks the bottom side of a cubemap.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CubeMapSide.Top">
            <summary>
            <para>Marks the top side of a cubemap.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CubeMapSide.Front">
            <summary>
            <para>Marks the front side of a cubemap.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualServer.CubeMapSide.Back">
            <summary>
            <para>Marks the back side of a cubemap.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualServer.RenderLoopEnabled">
            <summary>
            <para>If <c>false</c>, disables rendering completely, but the engine logic is still being processed. You can call <see cref="M:Godot.VisualServer.ForceDraw(System.Boolean,System.Double)"/> to draw a frame even with rendering disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ForceSync">
            <summary>
            <para>Synchronizes threads.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ForceDraw(System.Boolean,System.Double)">
            <summary>
            <para>Forces a frame to be drawn when the function is called. Drawing a frame updates all <see cref="T:Godot.Viewport"/>s that are set to update. Use with extreme caution.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.Sync">
            <summary>
            <para>Not implemented in Godot 3.x.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.Draw(System.Boolean,System.Double)">
            <summary>
            <para>Draws a frame. This method is deprecated, please use <see cref="M:Godot.VisualServer.ForceDraw(System.Boolean,System.Double)"/> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureCreate">
            <summary>
            <para>Creates an empty texture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>texture_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureCreateFromImage(Godot.Image,System.UInt32)">
            <summary>
            <para>Creates a texture, allocates the space for an image, and fills in the image.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureAllocate(Godot.RID,System.Int32,System.Int32,System.Int32,Godot.Image.Format,Godot.VisualServer.TextureType,System.UInt32)">
            <summary>
            <para>Allocates the GPU memory for the texture.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureSetData(Godot.RID,Godot.Image,System.Int32)">
            <summary>
            <para>Sets the texture's image data. If it's a CubeMap, it sets the image data at a cube side.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureSetDataPartial(Godot.RID,Godot.Image,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Sets a part of the data for a texture. Warning: this function calls the underlying graphics API directly and may corrupt your texture if used improperly.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetData(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a copy of a texture's image unless it's a CubeMap, in which case it returns the <see cref="T:Godot.RID"/> of the image at one of the cubes sides.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureSetFlags(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the texture's flags. See <see cref="T:Godot.VisualServer.TextureFlags"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetFlags(Godot.RID)">
            <summary>
            <para>Returns the flags of a texture.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetFormat(Godot.RID)">
            <summary>
            <para>Returns the format of the texture's image.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetType(Godot.RID)">
            <summary>
            <para>Returns the type of the texture, can be any of the <see cref="T:Godot.VisualServer.TextureType"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetTexid(Godot.RID)">
            <summary>
            <para>Returns the opengl id of the texture's image.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetWidth(Godot.RID)">
            <summary>
            <para>Returns the texture's width.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetHeight(Godot.RID)">
            <summary>
            <para>Returns the texture's height.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetDepth(Godot.RID)">
            <summary>
            <para>Returns the depth of the texture.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureSetSizeOverride(Godot.RID,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Resizes the texture to the specified dimensions.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureSetPath(Godot.RID,System.String)">
            <summary>
            <para>Sets the texture's path.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureGetPath(Godot.RID)">
            <summary>
            <para>Returns the texture's path.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureSetShrinkAllX2OnSetData(System.Boolean)">
            <summary>
            <para>If <c>true</c>, sets internal processes to shrink all image data to half the size.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureSetProxy(Godot.RID,Godot.RID)">
            <summary>
            <para>Creates an update link between two textures, similar to how <see cref="T:Godot.ViewportTexture"/>s operate. When the base texture is the texture of a <see cref="T:Godot.Viewport"/>, every time the viewport renders a new frame, the proxy texture automatically receives an update.</para>
            <para>For example, this code links a generic <see cref="T:Godot.ImageTexture"/> to the texture output of the <see cref="T:Godot.Viewport"/> using the VisualServer API:</para>
            <para><code>
            func _ready():
                var viewport_rid = get_viewport().get_viewport_rid()
                var viewport_texture_rid = VisualServer.viewport_get_texture(viewport_rid)
            
                var proxy_texture = ImageTexture.new()
                var viewport_texture_image_data = VisualServer.texture_get_data(viewport_texture_rid)
            
                proxy_texture.create_from_image(viewport_texture_image_data)
                var proxy_texture_rid = proxy_texture.get_rid()
                VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)
            
                $TextureRect.texture = proxy_texture
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureBind(Godot.RID,System.UInt32)">
            <summary>
            <para>Binds the texture to a texture slot.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TextureDebugUsage">
            <summary>
            <para>Returns a list of all the textures and their information.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.TexturesKeepOriginal(System.Boolean)">
            <summary>
            <para>If <c>true</c>, the image will be stored in the texture's images array if overwritten.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkyCreate">
            <summary>
            <para>Creates an empty sky and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>sky_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkySetTexture(Godot.RID,Godot.RID,System.Int32)">
            <summary>
            <para>Sets a sky's texture.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ShaderCreate">
            <summary>
            <para>Creates an empty shader and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>shader_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ShaderSetCode(Godot.RID,System.String)">
            <summary>
            <para>Sets a shader's code.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ShaderGetCode(Godot.RID)">
            <summary>
            <para>Returns a shader's code.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ShaderGetParamList(Godot.RID)">
            <summary>
            <para>Returns the parameters of a shader.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ShaderSetDefaultTextureParam(Godot.RID,System.String,Godot.RID)">
            <summary>
            <para>Sets a shader's default texture. Overwrites the texture given by name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ShaderGetDefaultTextureParam(Godot.RID,System.String)">
            <summary>
            <para>Returns a default texture from a shader searched by name.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SetShaderAsyncHiddenForbidden(System.Boolean)">
            <summary>
            <para>If asynchronous shader compilation is enabled, this controls whether <see cref="F:Godot.SpatialMaterial.AsyncModeEnum.Hidden"/> is obeyed.</para>
            <para>For instance, you may want to enable this temporarily before taking a screenshot. This ensures everything is visible even if shaders with async mode hidden are not ready yet.</para>
            <para>Reflection probes use this internally to ensure they capture everything regardless the shaders are ready or not.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialCreate">
            <summary>
            <para>Creates an empty material and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>material_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialSetShader(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets a shader material's shader.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialGetShader(Godot.RID)">
            <summary>
            <para>Returns the shader of a certain material's shader. Returns an empty RID if the material doesn't have a shader.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialSetParam(Godot.RID,System.String,System.Object)">
            <summary>
            <para>Sets a material's parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialGetParam(Godot.RID,System.String)">
            <summary>
            <para>Returns the value of a certain material's parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialGetParamDefault(Godot.RID,System.String)">
            <summary>
            <para>Returns the default value for the param if available. Returns <c>null</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialSetRenderPriority(Godot.RID,System.Int32)">
            <summary>
            <para>Sets a material's render priority.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialSetLineWidth(Godot.RID,System.Single)">
            <summary>
            <para>Sets a material's line width.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MaterialSetNextPass(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets an object's next material.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshCreate">
            <summary>
            <para>Creates a new mesh and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>mesh_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this mesh to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetFormatOffset(System.UInt32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Function is unused in Godot 3.x.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshAddSurfaceFromArrays(Godot.RID,Godot.VisualServer.PrimitiveType,Godot.Collections.Array,Godot.Collections.Array,System.UInt32)">
            <summary>
            <para>Adds a surface generated from the Arrays to a mesh. See <see cref="T:Godot.VisualServer.PrimitiveType"/> constants for types.</para>
            </summary>
            <param name="blendShapes">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.VisualServer.MeshSetBlendShapeCount(Godot.RID,System.Int32)">
            <summary>
            <para>Sets a mesh's blend shape count.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshGetBlendShapeCount(Godot.RID)">
            <summary>
            <para>Returns a mesh's blend shape count.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSetBlendShapeMode(Godot.RID,Godot.VisualServer.BlendShapeMode)">
            <summary>
            <para>Sets a mesh's blend shape mode.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshGetBlendShapeMode(Godot.RID)">
            <summary>
            <para>Returns a mesh's blend shape mode.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceUpdateRegion(Godot.RID,System.Int32,System.Int32,System.Byte[])">
            <summary>
            <para>Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceSetMaterial(Godot.RID,System.Int32,Godot.RID)">
            <summary>
            <para>Sets a mesh's surface's material.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetMaterial(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's material.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetArrayLen(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's amount of vertices.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetArrayIndexLen(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's amount of indices.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetArray(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's vertex buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetIndexArray(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's index buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetArrays(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's buffer arrays.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetBlendShapeArrays(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's arrays for blend shapes.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetFormat(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the format of a mesh's surface.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetPrimitiveType(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the primitive type of a mesh's surface.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetAabb(Godot.RID,System.Int32)">
            <summary>
            <para>Returns a mesh's surface's aabb.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSurfaceGetSkeletonAabb(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the aabb of a mesh's surface's skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshRemoveSurface(Godot.RID,System.Int32)">
            <summary>
            <para>Removes a mesh's surface.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshGetSurfaceCount(Godot.RID)">
            <summary>
            <para>Returns a mesh's number of surfaces.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshSetCustomAabb(Godot.RID,Godot.AABB)">
            <summary>
            <para>Sets a mesh's custom aabb.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshGetCustomAabb(Godot.RID)">
            <summary>
            <para>Returns a mesh's custom aabb.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MeshClear(Godot.RID)">
            <summary>
            <para>Removes all surfaces from a mesh.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshCreate">
            <summary>
            <para>Creates a new multimesh on the VisualServer and returns an <see cref="T:Godot.RID"/> handle. This RID will be used in all <c>multimesh_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this multimesh to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshAllocate(Godot.RID,System.Int32,Godot.VisualServer.MultimeshTransformFormat,Godot.VisualServer.MultimeshColorFormat,Godot.VisualServer.MultimeshCustomDataFormat)">
            <summary>
            <para>Allocates space for the multimesh data. Format parameters determine how the data will be stored by OpenGL. See <see cref="T:Godot.VisualServer.MultimeshTransformFormat"/>, <see cref="T:Godot.VisualServer.MultimeshColorFormat"/>, and <see cref="T:Godot.VisualServer.MultimeshCustomDataFormat"/> for usage. Equivalent to <see cref="P:Godot.MultiMesh.InstanceCount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshGetInstanceCount(Godot.RID)">
            <summary>
            <para>Returns the number of instances allocated for this multimesh.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshSetMesh(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the mesh to be drawn by the multimesh. Equivalent to <see cref="P:Godot.MultiMesh.Mesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceSetTransform(Godot.RID,System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform"/> for this instance. Equivalent to <see cref="M:Godot.MultiMesh.SetInstanceTransform(System.Int32,Godot.Transform)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceSetTransform2d(Godot.RID,System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform2D"/> for this instance. For use when multimesh is used in 2D. Equivalent to <see cref="M:Godot.MultiMesh.SetInstanceTransform2d(System.Int32,Godot.Transform2D)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceSetColor(Godot.RID,System.Int32,Godot.Color)">
            <summary>
            <para>Sets the color by which this instance will be modulated. Equivalent to <see cref="M:Godot.MultiMesh.SetInstanceColor(System.Int32,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceSetCustomData(Godot.RID,System.Int32,Godot.Color)">
            <summary>
            <para>Sets the custom data for this instance. Custom data is passed as a <see cref="T:Godot.Color"/>, but is interpreted as a <c>vec4</c> in the shader. Equivalent to <see cref="M:Godot.MultiMesh.SetInstanceCustomData(System.Int32,Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshGetMesh(Godot.RID)">
            <summary>
            <para>Returns the RID of the mesh that will be used in drawing this multimesh.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshGetAabb(Godot.RID)">
            <summary>
            <para>Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceGetTransform(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform"/> of the specified instance.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceGetTransform2d(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform2D"/> of the specified instance. For use when the multimesh is set to use 2D transforms.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceGetColor(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the color by which the specified instance will be modulated.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceGetCustomData(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the custom data associated with the specified instance.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshSetVisibleInstances(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to <see cref="P:Godot.MultiMesh.VisibleInstanceCount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshGetVisibleInstances(Godot.RID)">
            <summary>
            <para>Returns the number of visible instances for this multimesh.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshSetAsBulkArray(Godot.RID,System.Single[])">
            <summary>
            <para>Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative.</para>
            <para></para>
            <para>All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc.</para>
            <para></para>
            <para><see cref="T:Godot.Transform"/> is stored as 12 floats, <see cref="T:Godot.Transform2D"/> is stored as 8 floats, <c>COLOR_8BIT</c> / <c>CUSTOM_DATA_8BIT</c> is stored as 1 float (4 bytes as is) and <c>COLOR_FLOAT</c> / <c>CUSTOM_DATA_FLOAT</c> is stored as 4 floats.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshSetAsBulkArrayInterpolated(Godot.RID,System.Single[],System.Single[])">
            <summary>
            <para>Alternative version of <see cref="M:Godot.VisualServer.MultimeshSetAsBulkArray(Godot.RID,System.Single[])"/> for use with physics interpolation.</para>
            <para>Takes both an array of current data and an array of data for the previous physics tick.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshSetPhysicsInterpolated(Godot.RID,System.Boolean)">
            <summary>
            <para>Turns on and off physics interpolation for the <see cref="T:Godot.MultiMesh"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshSetPhysicsInterpolationQuality(Godot.RID,Godot.VisualServer.MultimeshPhysicsInterpolationQuality)">
            <summary>
            <para>Sets the physics interpolation quality for the <see cref="T:Godot.MultiMesh"/>.</para>
            <para>A value of <c>0</c> gives fast but low quality interpolation, a value of <c>1</c> gives slower but higher quality interpolation.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MultimeshInstanceResetPhysicsInterpolation(Godot.RID,System.Int32)">
            <summary>
            <para>Prevents physics interpolation for the specified instance during the current physics tick.</para>
            <para>This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateCreate">
            <summary>
            <para>Creates an immediate geometry and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>immediate_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this immediate geometry to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateBegin(Godot.RID,Godot.VisualServer.PrimitiveType,Godot.RID)">
            <summary>
            <para>Sets up <see cref="T:Godot.ImmediateGeometry"/> internals to prepare for drawing. Equivalent to <see cref="M:Godot.ImmediateGeometry.Begin(Godot.Mesh.PrimitiveType,Godot.Texture)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateVertex(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Adds the next vertex using the information provided in advance. Equivalent to <see cref="M:Godot.ImmediateGeometry.AddVertex(Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateVertex2d(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Adds the next vertex using the information provided in advance. This is a helper class that calls <see cref="M:Godot.VisualServer.ImmediateVertex(Godot.RID,Godot.Vector3)"/> under the hood. Equivalent to <see cref="M:Godot.ImmediateGeometry.AddVertex(Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateNormal(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets the normal to be used with next vertex. Equivalent to <see cref="M:Godot.ImmediateGeometry.SetNormal(Godot.Vector3)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateTangent(Godot.RID,Godot.Plane)">
            <summary>
            <para>Sets the tangent to be used with next vertex. Equivalent to <see cref="M:Godot.ImmediateGeometry.SetTangent(Godot.Plane)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateColor(Godot.RID,Godot.Color)">
            <summary>
            <para>Sets the color to be used with next vertex. Equivalent to <see cref="M:Godot.ImmediateGeometry.SetColor(Godot.Color)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateUv(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Sets the UV to be used with next vertex. Equivalent to <see cref="M:Godot.ImmediateGeometry.SetUv(Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateUv2(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Sets the UV2 to be used with next vertex. Equivalent to <see cref="M:Godot.ImmediateGeometry.SetUv2(Godot.Vector2)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateEnd(Godot.RID)">
            <summary>
            <para>Ends drawing the <see cref="T:Godot.ImmediateGeometry"/> and displays it. Equivalent to <see cref="M:Godot.ImmediateGeometry.End"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateClear(Godot.RID)">
            <summary>
            <para>Clears everything that was set up between <see cref="M:Godot.VisualServer.ImmediateBegin(Godot.RID,Godot.VisualServer.PrimitiveType,Godot.RID)"/> and <see cref="M:Godot.VisualServer.ImmediateEnd(Godot.RID)"/>. Equivalent to <see cref="M:Godot.ImmediateGeometry.Clear"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateSetMaterial(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the material to be used to draw the <see cref="T:Godot.ImmediateGeometry"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ImmediateGetMaterial(Godot.RID)">
            <summary>
            <para>Returns the material assigned to the <see cref="T:Godot.ImmediateGeometry"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkeletonCreate">
            <summary>
            <para>Creates a skeleton and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>skeleton_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkeletonAllocate(Godot.RID,System.Int32,System.Boolean)">
            <summary>
            <para>Allocates the GPU buffers for this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkeletonGetBoneCount(Godot.RID)">
            <summary>
            <para>Returns the number of bones allocated for this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkeletonBoneSetTransform(Godot.RID,System.Int32,Godot.Transform)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform"/> for a specific bone of this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkeletonBoneGetTransform(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform"/> set for a specific bone of this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkeletonBoneSetTransform2d(Godot.RID,System.Int32,Godot.Transform2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform2D"/> for a specific bone of this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SkeletonBoneGetTransform2d(Godot.RID,System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.Transform2D"/> set for a specific bone of this skeleton.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.DirectionalLightCreate">
            <summary>
            <para>Creates a directional light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most <c>light_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this directional light to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.OmniLightCreate">
            <summary>
            <para>Creates a new omni light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most <c>light_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this omni light to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SpotLightCreate">
            <summary>
            <para>Creates a spot light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most <c>light_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this spot light to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetColor(Godot.RID,Godot.Color)">
            <summary>
            <para>Sets the color of the light. Equivalent to <see cref="P:Godot.Light.LightColor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetParam(Godot.RID,Godot.VisualServer.LightParam,System.Single)">
            <summary>
            <para>Sets the specified light parameter. See <see cref="T:Godot.VisualServer.LightParam"/> for options. Equivalent to <see cref="M:Godot.Light.SetParam(Godot.Light.Param,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetShadow(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, light will cast shadows. Equivalent to <see cref="P:Godot.Light.ShadowEnabled"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetShadowColor(Godot.RID,Godot.Color)">
            <summary>
            <para>Sets the color of the shadow cast by the light. Equivalent to <see cref="P:Godot.Light.ShadowColor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetProjector(Godot.RID,Godot.RID)">
            <summary>
            <para>Not implemented in Godot 3.x.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetNegative(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, light will subtract light instead of adding light. Equivalent to <see cref="P:Godot.Light.LightNegative"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetCullMask(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the cull mask for this Light. Lights only affect objects in the selected layers. Equivalent to <see cref="P:Godot.Light.LightCullMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetReverseCullFaceMode(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with <see cref="M:Godot.VisualServer.InstanceGeometrySetCastShadowsSetting(Godot.RID,Godot.VisualServer.ShadowCastingSetting)"/>. Equivalent to <see cref="P:Godot.Light.ShadowReverseCullFace"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetUseGi(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets whether GI probes capture light information from this light. Deprecated method. Use <see cref="M:Godot.VisualServer.LightSetBakeMode(Godot.RID,Godot.VisualServer.LightBakeMode)"/> instead. This method is only kept for compatibility reasons and calls <see cref="M:Godot.VisualServer.LightSetBakeMode(Godot.RID,Godot.VisualServer.LightBakeMode)"/> internally, setting the bake mode to <see cref="F:Godot.VisualServer.LightBakeMode.Disabled"/> or <see cref="F:Godot.VisualServer.LightBakeMode.Indirect"/> depending on the given parameter.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightSetBakeMode(Godot.RID,Godot.VisualServer.LightBakeMode)">
            <summary>
            <para>Sets the bake mode for this light, see <see cref="T:Godot.VisualServer.LightBakeMode"/> for options. The bake mode affects how the light will be baked in <see cref="T:Godot.BakedLightmap"/>s and <see cref="T:Godot.GIProbe"/>s.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightOmniSetShadowMode(Godot.RID,Godot.VisualServer.LightOmniShadowMode)">
            <summary>
            <para>Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to <see cref="P:Godot.OmniLight.OmniShadowMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightOmniSetShadowDetail(Godot.RID,Godot.VisualServer.LightOmniShadowDetail)">
            <summary>
            <para>Sets whether to use vertical or horizontal detail for this omni light. This can be used to alleviate artifacts in the shadow map. Equivalent to <see cref="P:Godot.OmniLight.OmniShadowDetail"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightDirectionalSetShadowMode(Godot.RID,Godot.VisualServer.LightDirectionalShadowMode)">
            <summary>
            <para>Sets the shadow mode for this directional light. Equivalent to <see cref="P:Godot.DirectionalLight.DirectionalShadowMode"/>. See <see cref="T:Godot.VisualServer.LightDirectionalShadowMode"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightDirectionalSetBlendSplits(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to <see cref="P:Godot.DirectionalLight.DirectionalShadowBlendSplits"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightDirectionalSetShadowDepthRangeMode(Godot.RID,Godot.VisualServer.LightDirectionalShadowDepthRangeMode)">
            <summary>
            <para>Sets the shadow depth range mode for this directional light. Equivalent to <see cref="P:Godot.DirectionalLight.DirectionalShadowDepthRange"/>. See <see cref="T:Godot.VisualServer.LightDirectionalShadowDepthRangeMode"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeCreate">
            <summary>
            <para>Creates a reflection probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>reflection_probe_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this reflection probe to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetUpdateMode(Godot.RID,Godot.VisualServer.ReflectionProbeUpdateMode)">
            <summary>
            <para>Sets how often the reflection probe updates. Can either be once or every frame. See <see cref="T:Godot.VisualServer.ReflectionProbeUpdateMode"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetIntensity(Godot.RID,System.Single)">
            <summary>
            <para>Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to <see cref="P:Godot.ReflectionProbe.Intensity"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetInteriorAmbient(Godot.RID,Godot.Color)">
            <summary>
            <para>Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to <see cref="P:Godot.ReflectionProbe.InteriorAmbientColor"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetInteriorAmbientEnergy(Godot.RID,System.Single)">
            <summary>
            <para>Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to <see cref="P:Godot.ReflectionProbe.InteriorAmbientEnergy"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetInteriorAmbientProbeContribution(Godot.RID,System.Single)">
            <summary>
            <para>Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to <see cref="P:Godot.ReflectionProbe.InteriorAmbientContrib"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetMaxDistance(Godot.RID,System.Single)">
            <summary>
            <para>Sets the max distance away from the probe an object can be before it is culled. Equivalent to <see cref="P:Godot.ReflectionProbe.MaxDistance"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetExtents(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets the size of the area that the reflection probe will capture. Equivalent to <see cref="P:Godot.ReflectionProbe.Extents"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetOriginOffset(Godot.RID,Godot.Vector3)">
            <summary>
            <para>Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to <see cref="P:Godot.ReflectionProbe.OriginOffset"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetAsInterior(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, reflections will ignore sky contribution. Equivalent to <see cref="P:Godot.ReflectionProbe.InteriorEnable"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetEnableBoxProjection(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, uses box projection. This can make reflections look more correct in certain situations. Equivalent to <see cref="P:Godot.ReflectionProbe.BoxProjection"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetEnableShadows(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to <see cref="P:Godot.ReflectionProbe.EnableShadows"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ReflectionProbeSetCullMask(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to <see cref="P:Godot.ReflectionProbe.CullMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeCreate">
            <summary>
            <para>Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>gi_probe_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this GI probe to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetBounds(Godot.RID,Godot.AABB)">
            <summary>
            <para>Sets the axis-aligned bounding box that covers the extent of the GI probe.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetBounds(Godot.RID)">
            <summary>
            <para>Returns the axis-aligned bounding box that covers the full extent of the GI probe.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetCellSize(Godot.RID,System.Single)">
            <summary>
            <para>Sets the size of individual cells within the GI probe.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetCellSize(Godot.RID)">
            <summary>
            <para>Returns the cell size set by <see cref="M:Godot.VisualServer.GiProbeSetCellSize(Godot.RID,System.Single)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetToCellXform(Godot.RID,Godot.Transform)">
            <summary>
            <para>Sets the to cell <see cref="T:Godot.Transform"/> for this GI probe.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetToCellXform(Godot.RID)">
            <summary>
            <para>Returns the Transform set by <see cref="M:Godot.VisualServer.GiProbeSetToCellXform(Godot.RID,Godot.Transform)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetDynamicData(Godot.RID,System.Int32[])">
            <summary>
            <para>Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the <see cref="T:Godot.GIProbe"/> node. You should not try to set this yourself.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetDynamicData(Godot.RID)">
            <summary>
            <para>Returns the data used by the GI probe.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetDynamicRange(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to <see cref="P:Godot.GIProbe.DynamicRange"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetDynamicRange(Godot.RID)">
            <summary>
            <para>Returns the dynamic range set for this GI probe. Equivalent to <see cref="P:Godot.GIProbe.DynamicRange"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetEnergy(Godot.RID,System.Single)">
            <summary>
            <para>Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to <see cref="P:Godot.GIProbe.Energy"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetEnergy(Godot.RID)">
            <summary>
            <para>Returns the energy multiplier for this GI probe. Equivalent to <see cref="P:Godot.GIProbe.Energy"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetBias(Godot.RID,System.Single)">
            <summary>
            <para>Sets the bias value to avoid self-occlusion. Equivalent to <see cref="P:Godot.GIProbe.Bias"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetBias(Godot.RID)">
            <summary>
            <para>Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to <see cref="P:Godot.GIProbeData.Bias"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetNormalBias(Godot.RID,System.Single)">
            <summary>
            <para>Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to <see cref="P:Godot.GIProbe.NormalBias"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetNormalBias(Godot.RID)">
            <summary>
            <para>Returns the normal bias for this GI probe. Equivalent to <see cref="P:Godot.GIProbe.NormalBias"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetPropagation(Godot.RID,System.Single)">
            <summary>
            <para>Sets the propagation of light within this GI probe. Equivalent to <see cref="P:Godot.GIProbe.Propagation"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeGetPropagation(Godot.RID)">
            <summary>
            <para>Returns the propagation value for this GI probe. Equivalent to <see cref="P:Godot.GIProbe.Propagation"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetInterior(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to <see cref="P:Godot.GIProbe.Interior"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeIsInterior(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to <see cref="P:Godot.GIProbe.Interior"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeSetCompress(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to <see cref="P:Godot.GIProbe.Compress"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GiProbeIsCompressed(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if the GI probe data associated with this GI probe is compressed. Equivalent to <see cref="P:Godot.GIProbe.Compress"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureCreate">
            <summary>
            <para>Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>lightmap_capture_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach this lightmap capture to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureSetBounds(Godot.RID,Godot.AABB)">
            <summary>
            <para>Sets the size of the area covered by the lightmap capture. Equivalent to <see cref="P:Godot.BakedLightmapData.Bounds"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureGetBounds(Godot.RID)">
            <summary>
            <para>Returns the size of the lightmap capture area.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureSetOctree(Godot.RID,System.Byte[])">
            <summary>
            <para>Sets the octree to be used by this lightmap capture. This function is normally used by the <see cref="T:Godot.BakedLightmap"/> node. Equivalent to <see cref="P:Godot.BakedLightmapData.Octree"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureSetOctreeCellTransform(Godot.RID,Godot.Transform)">
            <summary>
            <para>Sets the octree cell transform for this lightmap capture's octree. Equivalent to <see cref="P:Godot.BakedLightmapData.CellSpaceTransform"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureGetOctreeCellTransform(Godot.RID)">
            <summary>
            <para>Returns the cell transform for this lightmap capture's octree.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureSetOctreeCellSubdiv(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the subdivision level of this lightmap capture's octree. Equivalent to <see cref="P:Godot.BakedLightmapData.CellSubdiv"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureGetOctreeCellSubdiv(Godot.RID)">
            <summary>
            <para>Returns the cell subdivision amount used by this lightmap capture's octree.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureGetOctree(Godot.RID)">
            <summary>
            <para>Returns the octree used by the lightmap capture.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureSetEnergy(Godot.RID,System.Single)">
            <summary>
            <para>Sets the energy multiplier for this lightmap capture. Equivalent to <see cref="P:Godot.BakedLightmapData.Energy"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureGetEnergy(Godot.RID)">
            <summary>
            <para>Returns the energy multiplier used by the lightmap capture.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureSetInterior(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets the "interior" mode for this lightmap capture. Equivalent to <see cref="P:Godot.BakedLightmapData.Interior"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.LightmapCaptureIsInterior(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if capture is in "interior" mode.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesCreate">
            <summary>
            <para>Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>particles_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>To place in a scene, attach these particles to an instance using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/> using the returned RID.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetEmitting(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to <see cref="P:Godot.Particles.Emitting"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesGetEmitting(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if particles are currently set to emitting.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetAmount(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the number of particles to be drawn and allocates the memory for them. Equivalent to <see cref="P:Godot.Particles.Amount"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetLifetime(Godot.RID,System.Single)">
            <summary>
            <para>Sets the lifetime of each particle in the system. Equivalent to <see cref="P:Godot.Particles.Lifetime"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetOneShot(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, particles will emit once and then stop. Equivalent to <see cref="P:Godot.Particles.OneShot"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetPreProcessTime(Godot.RID,System.Single)">
            <summary>
            <para>Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to <see cref="P:Godot.Particles.Preprocess"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetExplosivenessRatio(Godot.RID,System.Single)">
            <summary>
            <para>Sets the explosiveness ratio. Equivalent to <see cref="P:Godot.Particles.Explosiveness"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetRandomnessRatio(Godot.RID,System.Single)">
            <summary>
            <para>Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to <see cref="P:Godot.Particles.Randomness"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetCustomAabb(Godot.RID,Godot.AABB)">
            <summary>
            <para>Sets a custom axis-aligned bounding box for the particle system. Equivalent to <see cref="P:Godot.Particles.VisibilityAabb"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetSpeedScale(Godot.RID,System.Single)">
            <summary>
            <para>Sets the speed scale of the particle system. Equivalent to <see cref="P:Godot.Particles.SpeedScale"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetUseLocalCoordinates(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, particles use local coordinates. If <c>false</c> they use global coordinates. Equivalent to <see cref="P:Godot.Particles.LocalCoords"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetProcessMaterial(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the material for processing the particles.</para>
            <para>Note: This is not the material used to draw the materials. Equivalent to <see cref="P:Godot.Particles.ProcessMaterial"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetFixedFps(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the frame rate that the particle system rendering will be fixed to. Equivalent to <see cref="P:Godot.Particles.FixedFps"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetFractionalDelta(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, uses fractional delta which smooths the movement of the particles. Equivalent to <see cref="P:Godot.Particles.FractDelta"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesIsInactive(Godot.RID)">
            <summary>
            <para>Returns <c>true</c> if particles are not emitting and particles are set to inactive.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesRequestProcess(Godot.RID)">
            <summary>
            <para>Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to <see cref="M:Godot.VisualServer.InstancesCullAabb(Godot.AABB,Godot.RID)"/>, <see cref="M:Godot.VisualServer.InstancesCullConvex(Godot.Collections.Array,Godot.RID)"/>, or <see cref="M:Godot.VisualServer.InstancesCullRay(Godot.Vector3,Godot.Vector3,Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesRestart(Godot.RID)">
            <summary>
            <para>Reset the particles on the next update. Equivalent to <see cref="M:Godot.Particles.Restart"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetDrawOrder(Godot.RID,Godot.VisualServer.ParticlesDrawOrder)">
            <summary>
            <para>Sets the draw order of the particles to one of the named enums from <see cref="T:Godot.VisualServer.ParticlesDrawOrder"/>. See <see cref="T:Godot.VisualServer.ParticlesDrawOrder"/> for options. Equivalent to <see cref="P:Godot.Particles.DrawOrder"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetDrawPasses(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the number of draw passes to use. Equivalent to <see cref="P:Godot.Particles.DrawPasses"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetDrawPassMesh(Godot.RID,System.Int32,Godot.RID)">
            <summary>
            <para>Sets the mesh to be used for the specified draw pass. Equivalent to <see cref="P:Godot.Particles.DrawPass1"/>, <see cref="P:Godot.Particles.DrawPass2"/>, <see cref="P:Godot.Particles.DrawPass3"/>, and <see cref="P:Godot.Particles.DrawPass4"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesGetCurrentAabb(Godot.RID)">
            <summary>
            <para>Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to <see cref="M:Godot.Particles.CaptureAabb"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ParticlesSetEmissionTransform(Godot.RID,Godot.Transform)">
            <summary>
            <para>Sets the <see cref="T:Godot.Transform"/> that will be used by the particles when they first emit.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraCreate">
            <summary>
            <para>Creates a camera and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>camera_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraSetPerspective(Godot.RID,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraSetOrthogonal(Godot.RID,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraSetFrustum(Godot.RID,System.Single,Godot.Vector2,System.Single,System.Single)">
            <summary>
            <para>Sets camera to use frustum projection. This mode allows adjusting the <c>offset</c> argument to create "tilted frustum" effects.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraSetTransform(Godot.RID,Godot.Transform)">
            <summary>
            <para>Sets <see cref="T:Godot.Transform"/> of camera.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraSetInterpolated(Godot.RID,System.Boolean)">
            <summary>
            <para>Turns on and off physics interpolation for the <see cref="T:Godot.Camera"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraResetPhysicsInterpolation(Godot.RID)">
            <summary>
            <para>Prevents physics interpolation for the current physics tick.</para>
            <para>This is useful when moving a <see cref="T:Godot.Camera"/> to a new location, to give an instantaneous change rather than interpolation from the previous location.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraSetCullMask(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to <see cref="P:Godot.Camera.CullMask"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraSetEnvironment(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the environment used by this camera. Equivalent to <see cref="P:Godot.Camera.Environment"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CameraSetUseVerticalAspect(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, preserves the horizontal aspect ratio which is equivalent to <see cref="F:Godot.Camera.KeepAspectEnum.Width"/>. If <c>false</c>, preserves the vertical aspect ratio which is equivalent to <see cref="F:Godot.Camera.KeepAspectEnum.Height"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportCreate">
            <summary>
            <para>Creates an empty viewport and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>viewport_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetUseArvr(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the viewport uses augmented or virtual reality technologies. See <see cref="T:Godot.ARVRInterface"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetSize(Godot.RID,System.Int32,System.Int32)">
            <summary>
            <para>Sets the viewport's width and height.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetActive(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, sets the viewport active, else sets it inactive.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetParentViewport(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the viewport's parent to another viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportAttachToScreen(Godot.RID,System.Nullable{Godot.Rect2},System.Int32)">
            <summary>
            <para>Copies viewport to a region of the screen specified by <c>rect</c>. If <see cref="P:Godot.Viewport.RenderDirectToScreen"/> is <c>true</c>, then viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to.</para>
            <para>For example, you can set the root viewport to not render at all with the following code:</para>
            <para><code>
            func _ready():
                get_viewport().set_attach_to_screen_rect(Rect2())
                $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))
            </code></para>
            <para>Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see <see cref="M:Godot.VisualServer.ViewportSetRenderDirectToScreen(Godot.RID,System.Boolean)"/>.</para>
            </summary>
            <param name="rect">If the parameter is null, then the default value is new Rect2(new Vector2(0, 0), new Vector2(0, 0))</param>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetRenderDirectToScreen(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the <c>SCREEN_TEXTURE</c>. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportDetach(Godot.RID)">
            <summary>
            <para>Detaches the viewport from the screen.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetUpdateMode(Godot.RID,Godot.VisualServer.ViewportUpdateMode)">
            <summary>
            <para>Sets when the viewport should be updated. See <see cref="T:Godot.VisualServer.ViewportUpdateMode"/> constants for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetVflip(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the viewport's rendering is flipped vertically.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetClearMode(Godot.RID,Godot.VisualServer.ViewportClearMode)">
            <summary>
            <para>Sets the clear mode of a viewport. See <see cref="T:Godot.VisualServer.ViewportClearMode"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportGetTexture(Godot.RID)">
            <summary>
            <para>Returns the viewport's last rendered frame.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetHideScenario(Godot.RID,System.Boolean)">
            <summary>
            <para>Currently unimplemented in Godot 3.x.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetHideCanvas(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the viewport's canvas is not rendered.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetDisableEnvironment(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, rendering of a viewport's environment is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetDisable3d(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, a viewport's 3D rendering is disabled.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportAttachCamera(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets a viewport's camera.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetScenario(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets a viewport's scenario.</para>
            <para>The scenario contains information about the <see cref="T:Godot.VisualServer.ScenarioDebugMode"/>, environment information, reflection atlas etc.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportAttachCanvas(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets a viewport's canvas.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportRemoveCanvas(Godot.RID,Godot.RID)">
            <summary>
            <para>Detaches a viewport from a canvas and vice versa.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetCanvasTransform(Godot.RID,Godot.RID,Godot.Transform2D)">
            <summary>
            <para>Sets the transformation of a viewport's canvas.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetTransparentBackground(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the viewport renders its background as transparent.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetGlobalCanvasTransform(Godot.RID,Godot.Transform2D)">
            <summary>
            <para>Sets the viewport's global transformation matrix.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetCanvasStacking(Godot.RID,Godot.RID,System.Int32,System.Int32)">
            <summary>
            <para>Sets the stacking order for a viewport's canvas.</para>
            <para><c>layer</c> is the actual canvas layer, while <c>sublayer</c> specifies the stacking order of the canvas among those in the same layer.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetShadowAtlasSize(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetShadowAtlasQuadrantSubdivision(Godot.RID,System.Int32,System.Int32)">
            <summary>
            <para>Sets the shadow atlas quadrant's subdivision.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetMsaa(Godot.RID,Godot.VisualServer.ViewportMSAA)">
            <summary>
            <para>Sets the anti-aliasing mode. See <see cref="T:Godot.VisualServer.ViewportMSAA"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetUseFxaa(Godot.RID,System.Boolean)">
            <summary>
            <para>Enables fast approximate antialiasing for this viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see <see cref="M:Godot.VisualServer.ViewportSetSharpenIntensity(Godot.RID,System.Single)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetUseDebanding(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.</para>
            <para>Note: Only available on the GLES3 backend. <see cref="P:Godot.Viewport.Hdr"/> must also be <c>true</c> for debanding to be effective.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetSharpenIntensity(Godot.RID,System.Single)">
            <summary>
            <para>Sets the sharpening <c>intensity</c> for the <c>viewport</c>. If set to a value greater than <c>0.0</c>, contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around <c>0.5</c> generally give the best results. See also <see cref="M:Godot.VisualServer.ViewportSetUseFxaa(Godot.RID,System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetHdr(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, the viewport renders to high dynamic range (HDR) instead of standard dynamic range (SDR). See also <see cref="M:Godot.VisualServer.ViewportSetUse32BpcDepth(Godot.RID,System.Boolean)"/>.</para>
            <para>Note: Only available on the GLES3 backend.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetUse32BpcDepth(Godot.RID,System.Boolean)">
            <summary>
            <para>If <c>true</c>, allocates the viewport's framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective if <see cref="M:Godot.VisualServer.ViewportSetUse32BpcDepth(Godot.RID,System.Boolean)"/> is used on the same <see cref="T:Godot.Viewport"/> to set HDR to <c>true</c>.</para>
            <para>Note: Only available on the GLES3 backend.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetUsage(Godot.RID,Godot.VisualServer.ViewportUsage)">
            <summary>
            <para>Sets the viewport's 2D/3D mode. See <see cref="T:Godot.VisualServer.ViewportUsage"/> constants for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportGetRenderInfo(Godot.RID,Godot.VisualServer.ViewportRenderInfo)">
            <summary>
            <para>Returns a viewport's render information. For options, see the <see cref="T:Godot.VisualServer.ViewportRenderInfo"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ViewportSetDebugDraw(Godot.RID,Godot.VisualServer.ViewportDebugDraw)">
            <summary>
            <para>Sets the debug draw mode of a viewport. See <see cref="T:Godot.VisualServer.ViewportDebugDraw"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentCreate">
            <summary>
            <para>Creates an environment and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>environment_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetBackground(Godot.RID,Godot.VisualServer.EnvironmentBG)">
            <summary>
            <para>Sets the BGMode of the environment. Equivalent to <see cref="P:Godot.Environment.BackgroundMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetSky(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the <see cref="T:Godot.Sky"/> to be used as the environment's background when using BGMode sky. Equivalent to <see cref="P:Godot.Environment.BackgroundSky"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetSkyCustomFov(Godot.RID,System.Single)">
            <summary>
            <para>Sets a custom field of view for the background <see cref="T:Godot.Sky"/>. Equivalent to <see cref="P:Godot.Environment.BackgroundSkyCustomFov"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetSkyOrientation(Godot.RID,Godot.Basis)">
            <summary>
            <para>Sets the rotation of the background <see cref="T:Godot.Sky"/> expressed as a <see cref="T:Godot.Basis"/>. Equivalent to <see cref="P:Godot.Environment.BackgroundSkyOrientation"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetBgColor(Godot.RID,Godot.Color)">
            <summary>
            <para>Color displayed for clear areas of the scene (if using Custom color or Color+Sky background modes).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetBgEnergy(Godot.RID,System.Single)">
            <summary>
            <para>Sets the intensity of the background color.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetCanvasMaxLayer(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the maximum layer to use if using Canvas background mode.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetAmbientLight(Godot.RID,Godot.Color,System.Single,System.Single)">
            <summary>
            <para>Sets the ambient light parameters. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetDofBlurNear(Godot.RID,System.Boolean,System.Single,System.Single,System.Single,Godot.VisualServer.EnvironmentDOFBlurQuality)">
            <summary>
            <para>Sets the values to be used with the "DoF Near Blur" post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetDofBlurFar(Godot.RID,System.Boolean,System.Single,System.Single,System.Single,Godot.VisualServer.EnvironmentDOFBlurQuality)">
            <summary>
            <para>Sets the values to be used with the "DoF Far Blur" post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetGlow(Godot.RID,System.Boolean,System.Int32,System.Single,System.Single,System.Single,Godot.VisualServer.EnvironmentGlowBlendMode,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
            <summary>
            <para>Sets the variables to be used with the "glow" post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetTonemap(Godot.RID,Godot.VisualServer.EnvironmentToneMapper,System.Single,System.Single,System.Boolean,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the variables to be used with the "tonemap" post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetAdjustment(Godot.RID,System.Boolean,System.Single,System.Single,System.Single,Godot.RID)">
            <summary>
            <para>Sets the values to be used with the "Adjustment" post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetSsr(Godot.RID,System.Boolean,System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
            <summary>
            <para>Sets the variables to be used with the "screen space reflections" post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetSsao(Godot.RID,System.Boolean,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,Godot.Color,Godot.VisualServer.EnvironmentSSAOQuality,Godot.VisualServer.EnvironmentSSAOBlur,System.Single)">
            <summary>
            <para>Sets the variables to be used with the "Screen Space Ambient Occlusion (SSAO)" post-process effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetFog(Godot.RID,System.Boolean,Godot.Color,Godot.Color,System.Single)">
            <summary>
            <para>Sets the variables to be used with the scene fog. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetFogDepth(Godot.RID,System.Boolean,System.Single,System.Single,System.Single,System.Boolean,System.Single)">
            <summary>
            <para>Sets the variables to be used with the fog depth effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.EnvironmentSetFogHeight(Godot.RID,System.Boolean,System.Single,System.Single,System.Single)">
            <summary>
            <para>Sets the variables to be used with the fog height effect. See <see cref="T:Godot.Environment"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ScenarioCreate">
            <summary>
            <para>Creates a scenario and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>scenario_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>The scenario is the 3D world that all the visual instances exist in.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ScenarioSetDebug(Godot.RID,Godot.VisualServer.ScenarioDebugMode)">
            <summary>
            <para>Sets the <see cref="T:Godot.VisualServer.ScenarioDebugMode"/> for this scenario. See <see cref="T:Godot.VisualServer.ScenarioDebugMode"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ScenarioSetEnvironment(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the environment that will be used with this scenario.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ScenarioSetReflectionAtlasSize(Godot.RID,System.Int32,System.Int32)">
            <summary>
            <para>Sets the size of the reflection atlas shared by all reflection probes in this scenario.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.ScenarioSetFallbackEnvironment(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceCreate2(Godot.RID,Godot.RID)">
            <summary>
            <para>Creates a visual instance, adds it to the VisualServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all <c>instance_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceCreate">
            <summary>
            <para>Creates a visual instance and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>instance_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            <para>An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, and reflection probes need to be associated with an instance to be visible in the scenario using <see cref="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetBase(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the base of the instance. A base can be any of the 3D objects that are created in the VisualServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetScenario(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetLayerMask(Godot.RID,System.UInt32)">
            <summary>
            <para>Sets the render layers that this instance will be drawn to. Equivalent to <see cref="P:Godot.VisualInstance.Layers"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetTransform(Godot.RID,Godot.Transform)">
            <summary>
            <para>Sets the world space transform of the instance. Equivalent to <see cref="P:Godot.Spatial.Transform"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetInterpolated(Godot.RID,System.Boolean)">
            <summary>
            <para>Turns on and off physics interpolation for the instance.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceResetPhysicsInterpolation(Godot.RID)">
            <summary>
            <para>Prevents physics interpolation for the current physics tick.</para>
            <para>This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceAttachObjectInstanceId(Godot.RID,System.UInt64)">
            <summary>
            <para>Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with <see cref="M:Godot.VisualServer.InstancesCullAabb(Godot.AABB,Godot.RID)"/>, <see cref="M:Godot.VisualServer.InstancesCullConvex(Godot.Collections.Array,Godot.RID)"/>, and <see cref="M:Godot.VisualServer.InstancesCullRay(Godot.Vector3,Godot.Vector3,Godot.RID)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetBlendShapeWeight(Godot.RID,System.Int32,System.Single)">
            <summary>
            <para>Sets the weight for a given blend shape associated with this instance.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetSurfaceMaterial(Godot.RID,System.Int32,Godot.RID)">
            <summary>
            <para>Sets the material of a specific surface. Equivalent to <see cref="M:Godot.MeshInstance.SetSurfaceMaterial(System.Int32,Godot.Material)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetVisible(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets whether an instance is drawn or not. Equivalent to <see cref="P:Godot.Spatial.Visible"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetUseLightmap(Godot.RID,Godot.RID,Godot.RID,System.Int32,System.Nullable{Godot.Rect2})">
            <summary>
            <para>Sets the lightmap to use with this instance.</para>
            </summary>
            <param name="lightmapUvRect">If the parameter is null, then the default value is new Rect2(new Vector2(0, 0), new Vector2(1, 1))</param>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetCustomAabb(Godot.RID,Godot.AABB)">
            <summary>
            <para>Sets a custom AABB to use when culling objects from the view frustum. Equivalent to <see cref="M:Godot.GeometryInstance.SetCustomAabb(Godot.AABB)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceAttachSkeleton(Godot.RID,Godot.RID)">
            <summary>
            <para>Attaches a skeleton to an instance. Removes the previous skeleton from the instance.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetExterior(Godot.RID,System.Boolean)">
            <summary>
            <para>Function not implemented in Godot 3.x.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceSetExtraVisibilityMargin(Godot.RID,System.Single)">
            <summary>
            <para>Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to <see cref="P:Godot.GeometryInstance.ExtraCullMargin"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceGeometrySetFlag(Godot.RID,Godot.VisualServer.InstanceFlags,System.Boolean)">
            <summary>
            <para>Sets the flag for a given <see cref="T:Godot.VisualServer.InstanceFlags"/>. See <see cref="T:Godot.VisualServer.InstanceFlags"/> for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceGeometrySetCastShadowsSetting(Godot.RID,Godot.VisualServer.ShadowCastingSetting)">
            <summary>
            <para>Sets the shadow casting setting to one of <see cref="T:Godot.VisualServer.ShadowCastingSetting"/>. Equivalent to <see cref="P:Godot.GeometryInstance.CastShadow"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceGeometrySetMaterialOverride(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to <see cref="P:Godot.GeometryInstance.MaterialOverride"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceGeometrySetMaterialOverlay(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to <see cref="P:Godot.GeometryInstance.MaterialOverlay"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceGeometrySetDrawRange(Godot.RID,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            <para>Not implemented in Godot 3.x.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstanceGeometrySetAsInstanceLod(Godot.RID,Godot.RID)">
            <summary>
            <para>Not implemented in Godot 3.x.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstancesCullAabb(Godot.AABB,Godot.RID)">
            <summary>
            <para>Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as <see cref="T:Godot.MeshInstance"/> or <see cref="T:Godot.DirectionalLight"/>. Use <c>@GDScript.instance_from_id</c> to obtain the actual nodes. A scenario RID must be provided, which is available in the <see cref="T:Godot.World"/> you want to query. This forces an update for all resources queued to update.</para>
            <para>Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstancesCullRay(Godot.Vector3,Godot.Vector3,Godot.RID)">
            <summary>
            <para>Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as <see cref="T:Godot.MeshInstance"/> or <see cref="T:Godot.DirectionalLight"/>. Use <c>@GDScript.instance_from_id</c> to obtain the actual nodes. A scenario RID must be provided, which is available in the <see cref="T:Godot.World"/> you want to query. This forces an update for all resources queued to update.</para>
            <para>Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.InstancesCullConvex(Godot.Collections.Array,Godot.RID)">
            <summary>
            <para>Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as <see cref="T:Godot.MeshInstance"/> or <see cref="T:Godot.DirectionalLight"/>. Use <c>@GDScript.instance_from_id</c> to obtain the actual nodes. A scenario RID must be provided, which is available in the <see cref="T:Godot.World"/> you want to query. This forces an update for all resources queued to update.</para>
            <para>Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasCreate">
            <summary>
            <para>Creates a canvas and returns the assigned <see cref="T:Godot.RID"/>. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasSetItemMirroring(Godot.RID,Godot.RID,Godot.Vector2)">
            <summary>
            <para>A copy of the canvas item will be drawn with a local offset of the mirroring <see cref="T:Godot.Vector2"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasSetModulate(Godot.RID,Godot.Color)">
            <summary>
            <para>Modulates all colors in the given canvas.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemCreate">
            <summary>
            <para>Creates a new <see cref="T:Godot.CanvasItem"/> and returns its <see cref="T:Godot.RID"/>. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_item_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetParent(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets the parent for the <see cref="T:Godot.CanvasItem"/>. The parent can be another canvas item, or it can be the root canvas that is attached to the viewport.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetVisible(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets if the canvas item (including its children) is visible.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetLightMask(Godot.RID,System.Int32)">
            <summary>
            <para>The light mask. See <see cref="T:Godot.LightOccluder2D"/> for more information on light masks.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetTransform(Godot.RID,Godot.Transform2D)">
            <summary>
            <para>Sets the <see cref="T:Godot.CanvasItem"/>'s <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetClip(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets clipping for the <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetDistanceFieldMode(Godot.RID,System.Boolean)">
            <summary>
            <para>Enables the use of distance fields for GUI elements that are rendering distance field based fonts.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetCustomRect(Godot.RID,System.Boolean,System.Nullable{Godot.Rect2})">
            <summary>
            <para>Defines a custom drawing rectangle for the <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
            <param name="rect">If the parameter is null, then the default value is new Rect2(new Vector2(0, 0), new Vector2(0, 0))</param>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetModulate(Godot.RID,Godot.Color)">
            <summary>
            <para>Sets the color that modulates the <see cref="T:Godot.CanvasItem"/> and its children.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetSelfModulate(Godot.RID,Godot.Color)">
            <summary>
            <para>Sets the color that modulates the <see cref="T:Godot.CanvasItem"/> without children.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetDrawBehindParent(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets <see cref="T:Godot.CanvasItem"/> to be drawn behind its parent.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddLine(Godot.RID,Godot.Vector2,Godot.Vector2,Godot.Color,System.Single,System.Boolean)">
            <summary>
            <para>Adds a line command to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddPolyline(Godot.RID,Godot.Vector2[],Godot.Color[],System.Single,System.Boolean)">
            <summary>
            <para>Adds a polyline, which is a line from multiple points with a width, to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddRect(Godot.RID,Godot.Rect2,Godot.Color)">
            <summary>
            <para>Adds a rectangle to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddCircle(Godot.RID,Godot.Vector2,System.Single,Godot.Color)">
            <summary>
            <para>Adds a circle command to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddTextureRect(Godot.RID,Godot.Rect2,Godot.RID,System.Boolean,System.Nullable{Godot.Color},System.Boolean,Godot.RID)">
            <summary>
            <para>Adds a textured rect to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddTextureRectRegion(Godot.RID,Godot.Rect2,Godot.RID,Godot.Rect2,System.Nullable{Godot.Color},System.Boolean,Godot.RID,System.Boolean)">
            <summary>
            <para>Adds a texture rect with region setting to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddNinePatch(Godot.RID,Godot.Rect2,Godot.Rect2,Godot.RID,Godot.Vector2,Godot.Vector2,Godot.VisualServer.NinePatchAxisMode,Godot.VisualServer.NinePatchAxisMode,System.Boolean,System.Nullable{Godot.Color},Godot.RID)">
            <summary>
            <para>Adds a nine patch image to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            <para>See <see cref="T:Godot.NinePatchRect"/> for more explanation.</para>
            </summary>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddPrimitive(Godot.RID,Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.RID,System.Single,Godot.RID)">
            <summary>
            <para>Adds a primitive to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddPolygon(Godot.RID,Godot.Vector2[],Godot.Color[],Godot.Vector2[],Godot.RID,Godot.RID,System.Boolean)">
            <summary>
            <para>Adds a polygon to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is Array.Empty&lt;Vector2&gt;()</param>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddTriangleArray(Godot.RID,System.Int32[],Godot.Vector2[],Godot.Color[],Godot.Vector2[],System.Int32[],System.Single[],Godot.RID,System.Int32,Godot.RID,System.Boolean,System.Boolean)">
            <summary>
            <para>Adds a triangle array to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
            <param name="uvs">If the parameter is null, then the default value is Array.Empty&lt;Vector2&gt;()</param>
            <param name="bones">If the parameter is null, then the default value is Array.Empty&lt;int&gt;()</param>
            <param name="weights">If the parameter is null, then the default value is Array.Empty&lt;float&gt;()</param>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddMesh(Godot.RID,Godot.RID,System.Nullable{Godot.Transform2D},System.Nullable{Godot.Color},Godot.RID,Godot.RID)">
            <summary>
            <para>Adds a mesh command to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
            <param name="transform">If the parameter is null, then the default value is Transform2D.Identity</param>
            <param name="modulate">If the parameter is null, then the default value is new Color(1, 1, 1, 1)</param>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddMultimesh(Godot.RID,Godot.RID,Godot.RID,Godot.RID)">
            <summary>
            <para>Adds a <see cref="T:Godot.MultiMesh"/> to the <see cref="T:Godot.CanvasItem"/>'s draw commands. Only affects its aabb at the moment.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddParticles(Godot.RID,Godot.RID,Godot.RID,Godot.RID)">
            <summary>
            <para>Adds a particle system to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddSetTransform(Godot.RID,Godot.Transform2D)">
            <summary>
            <para>Adds a <see cref="T:Godot.Transform2D"/> command to the <see cref="T:Godot.CanvasItem"/>'s draw commands.</para>
            <para>This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemAddClipIgnore(Godot.RID,System.Boolean)">
            <summary>
            <para>If ignore is <c>true</c>, the VisualServer does not perform clipping.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetSortChildrenByY(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets if <see cref="T:Godot.CanvasItem"/>'s children should be sorted by y-position.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetZIndex(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the <see cref="T:Godot.CanvasItem"/>'s Z index, i.e. its draw order (lower indexes are drawn first).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetZAsRelativeToParent(Godot.RID,System.Boolean)">
            <summary>
            <para>If this is enabled, the Z index of the parent will be added to the children's Z index.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetCopyToBackbuffer(Godot.RID,System.Boolean,Godot.Rect2)">
            <summary>
            <para>Sets the <see cref="T:Godot.CanvasItem"/> to copy a rect to the backbuffer.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemClear(Godot.RID)">
            <summary>
            <para>Clears the <see cref="T:Godot.CanvasItem"/> and removes all commands in it.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetDrawIndex(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the index for the <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetMaterial(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets a new material to the <see cref="T:Godot.CanvasItem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasItemSetUseParentMaterial(Godot.RID,System.Boolean)">
            <summary>
            <para>Sets if the <see cref="T:Godot.CanvasItem"/> uses its parent's material.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightCreate">
            <summary>
            <para>Creates a canvas light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_light_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightAttachToCanvas(Godot.RID,Godot.RID)">
            <summary>
            <para>Attaches the canvas light to the canvas. Removes it from its previous canvas.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetEnabled(Godot.RID,System.Boolean)">
            <summary>
            <para>Enables or disables a canvas light.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetScale(Godot.RID,System.Single)">
            <summary>
            <para>Sets the texture's scale factor of the light. Equivalent to <see cref="P:Godot.Light2D.TextureScale"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetTransform(Godot.RID,Godot.Transform2D)">
            <summary>
            <para>Sets the canvas light's <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetTexture(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets texture to be used by light. Equivalent to <see cref="P:Godot.Light2D.Texture"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetTextureOffset(Godot.RID,Godot.Vector2)">
            <summary>
            <para>Sets the offset of the light's texture. Equivalent to <see cref="P:Godot.Light2D.Offset"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetColor(Godot.RID,Godot.Color)">
            <summary>
            <para>Sets the color for a light.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetHeight(Godot.RID,System.Single)">
            <summary>
            <para>Sets a canvas light's height.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetEnergy(Godot.RID,System.Single)">
            <summary>
            <para>Sets a canvas light's energy.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetZRange(Godot.RID,System.Int32,System.Int32)">
            <summary>
            <para>Sets the Z range of objects that will be affected by this light. Equivalent to <see cref="P:Godot.Light2D.RangeZMin"/> and <see cref="P:Godot.Light2D.RangeZMax"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetLayerRange(Godot.RID,System.Int32,System.Int32)">
            <summary>
            <para>The layer range that gets rendered with this light.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetItemCullMask(Godot.RID,System.Int32)">
            <summary>
            <para>The light mask. See <see cref="T:Godot.LightOccluder2D"/> for more information on light masks.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetItemShadowCullMask(Godot.RID,System.Int32)">
            <summary>
            <para>The binary mask used to determine which layers this canvas light's shadows affects. See <see cref="T:Godot.LightOccluder2D"/> for more information on light masks.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetMode(Godot.RID,Godot.VisualServer.CanvasLightMode)">
            <summary>
            <para>The mode of the light, see <see cref="T:Godot.VisualServer.CanvasLightMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetShadowEnabled(Godot.RID,System.Boolean)">
            <summary>
            <para>Enables or disables the canvas light's shadow.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetShadowBufferSize(Godot.RID,System.Int32)">
            <summary>
            <para>Sets the width of the shadow buffer, size gets scaled to the next power of two for this.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetShadowGradientLength(Godot.RID,System.Single)">
            <summary>
            <para>Sets the length of the shadow's gradient.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetShadowFilter(Godot.RID,Godot.VisualServer.CanvasLightShadowFilter)">
            <summary>
            <para>Sets the canvas light's shadow's filter, see <see cref="T:Godot.VisualServer.CanvasLightShadowFilter"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetShadowColor(Godot.RID,Godot.Color)">
            <summary>
            <para>Sets the color of the canvas light's shadow.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightSetShadowSmooth(Godot.RID,System.Single)">
            <summary>
            <para>Smoothens the shadow. The lower, the smoother.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightOccluderCreate">
            <summary>
            <para>Creates a light occluder and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_light_ocluder_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightOccluderAttachToCanvas(Godot.RID,Godot.RID)">
            <summary>
            <para>Attaches a light occluder to the canvas. Removes it from its previous canvas.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightOccluderSetEnabled(Godot.RID,System.Boolean)">
            <summary>
            <para>Enables or disables light occluder.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightOccluderSetPolygon(Godot.RID,Godot.RID)">
            <summary>
            <para>Sets a light occluder's polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightOccluderSetTransform(Godot.RID,Godot.Transform2D)">
            <summary>
            <para>Sets a light occluder's <see cref="T:Godot.Transform2D"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasLightOccluderSetLightMask(Godot.RID,System.Int32)">
            <summary>
            <para>The light mask. See <see cref="T:Godot.LightOccluder2D"/> for more information on light masks.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasOccluderPolygonCreate">
            <summary>
            <para>Creates a new light occluder polygon and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all <c>canvas_occluder_polygon_*</c> VisualServer functions.</para>
            <para>Once finished with your RID, you will want to free the RID using the VisualServer's <see cref="M:Godot.VisualServer.FreeRid(Godot.RID)"/> static method.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasOccluderPolygonSetShape(Godot.RID,Godot.Vector2[],System.Boolean)">
            <summary>
            <para>Sets the shape of the occluder polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasOccluderPolygonSetShapeAsLines(Godot.RID,Godot.Vector2[])">
            <summary>
            <para>Sets the shape of the occluder polygon as lines.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.CanvasOccluderPolygonSetCullMode(Godot.RID,Godot.VisualServer.CanvasOccluderPolygonCullMode)">
            <summary>
            <para>Sets an occluder polygons cull mode. See <see cref="T:Godot.VisualServer.CanvasOccluderPolygonCullMode"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.BlackBarsSetMargins(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Sets margin size, where black bars (or images, if <see cref="M:Godot.VisualServer.BlackBarsSetImages(Godot.RID,Godot.RID,Godot.RID,Godot.RID)"/> was used) are rendered.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.BlackBarsSetImages(Godot.RID,Godot.RID,Godot.RID,Godot.RID)">
            <summary>
            <para>Sets images to be rendered in the window margin.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.FreeRid(Godot.RID)">
            <summary>
            <para>Destroys an object created by the VisualServer. If the <see cref="T:Godot.RID"/> passed is not one created by the server that created it (e.g. VisualServer, PhysicsServer, etc.), an error will be sent to the console.</para>
            <para>Note: After freeing the object, the RID now has a reference to invalid memory. It is not safe to use or free an invalid RID. Before using the RID again, make sure to assign it to <c>RID()</c> or any other valid RID.</para>
            <para><code>
            var r: RID = VisualServer.get_test_cube()
            VisualServer.free_rid(r)
            print("ID: ", r.get_id())   # It is not safe to access or free an invalid RID
            r = RID()                   # Reset the RID so it is safe to use again.
            print("ID: ", r.get_id())
            
            # Output:
            # ID: 157     # Freed RID has invalid data
            # ID: 0       # RID has been properly reset
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.RequestFrameDrawnCallback(Godot.Object,System.String,System.Object)">
            <summary>
            <para>Schedules a callback to the corresponding named <c>method</c> on <c>where</c> after a frame has been drawn.</para>
            <para>The callback method must use only 1 argument which will be called with <c>userdata</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.HasChanged(Godot.VisualServer.ChangedPriority)">
            <summary>
            <para>Returns <c>true</c> if changes have been made to the VisualServer's data. <see cref="M:Godot.VisualServer.Draw(System.Boolean,System.Double)"/> is usually called if this happens.</para>
            <para>As changes are registered as either high or low priority (e.g. dynamic shaders), this function takes an optional argument to query either low or high priority changes, or any changes.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.Init">
            <summary>
            <para>Initializes the visual server. This function is called internally by platform-dependent code during engine initialization. If called from a running game, it will not do anything.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.Finish">
            <summary>
            <para>Removes buffers and clears testcubes.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GetRenderInfo(Godot.VisualServer.RenderInfo)">
            <summary>
            <para>Returns a certain information, see <see cref="T:Godot.VisualServer.RenderInfo"/> for options.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GetVideoAdapterName">
            <summary>
            <para>Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2").</para>
            <para>Note: When running a headless or server binary, this function returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GetVideoAdapterVendor">
            <summary>
            <para>Returns the vendor of the video adapter (e.g. "NVIDIA Corporation").</para>
            <para>Note: When running a headless or server binary, this function returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.MakeSphereMesh(System.Int32,System.Int32,System.Single)">
            <summary>
            <para>Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GetTestCube">
            <summary>
            <para>Returns the id of the test cube. Creates one if none exists.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GetTestTexture">
            <summary>
            <para>Returns the id of the test texture. Creates one if none exists.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.GetWhiteTexture">
            <summary>
            <para>Returns the id of a white texture. Creates one if none exists.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SetBootImage(Godot.Image,Godot.Color,System.Boolean,System.Boolean)">
            <summary>
            <para>Sets a boot image. The color defines the background color. If <c>scale</c> is <c>true</c>, the image will be scaled to fit the screen size. If <c>use_filter</c> is <c>true</c>, the image will be scaled with linear interpolation. If <c>use_filter</c> is <c>false</c>, the image will be scaled with nearest-neighbor interpolation.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SetDefaultClearColor(Godot.Color)">
            <summary>
            <para>Sets the default clear color which is used when a specific clear color has not been selected.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SetShaderTimeScale(System.Single)">
            <summary>
            <para>Sets the scale to apply to the passage of time for the shaders' <c>TIME</c> builtin.</para>
            <para>The default value is <c>1.0</c>, which means <c>TIME</c> will count the real time as it goes by, without narrowing or stretching it.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.HasFeature(Godot.VisualServer.Features)">
            <summary>
            <para>Not yet implemented. Always returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.HasOsFeature(System.String)">
            <summary>
            <para>Returns <c>true</c> if the OS supports a certain feature. Features might be <c>s3tc</c>, <c>etc</c>, <c>etc2</c>, <c>pvrtc</c> and <c>skinning_fallback</c>.</para>
            <para>When rendering with GLES2, returns <c>true</c> with <c>skinning_fallback</c> in case the hardware doesn't support the default GPU skinning process.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SetDebugGenerateWireframes(System.Boolean)">
            <summary>
            <para>If <c>true</c>, the engine will generate wireframes for use with the wireframe debug mode.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualServer.SetUseOcclusionCulling(System.Boolean)">
            <summary>
            <para>Enables or disables occlusion culling.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShader">
            <summary>
            <para>This class allows you to define a custom shader program that can be used for various materials to render objects.</para>
            <para>The visual shader editor creates the shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.Vertex">
            <summary>
            <para>A vertex shader, operating on vertices.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.Fragment">
            <summary>
            <para>A fragment shader, operating on fragments (pixels).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.Light">
            <summary>
            <para>A shader for light calculations.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShader.Type.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShader.Type"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShader.GraphOffset">
            <summary>
            <para>The offset vector of the whole graph.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.SetMode(Godot.Shader.Mode)">
            <summary>
            <para>Sets the mode of this shader.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.AddNode(Godot.VisualShader.Type,Godot.VisualShaderNode,Godot.Vector2,System.Int32)">
            <summary>
            <para>Adds the specified node to the shader.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.GetNode(Godot.VisualShader.Type,System.Int32)">
            <summary>
            <para>Returns the shader node instance with specified <c>type</c> and <c>id</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.SetNodePosition(Godot.VisualShader.Type,System.Int32,Godot.Vector2)">
            <summary>
            <para>Sets the position of the specified node.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.GetNodePosition(Godot.VisualShader.Type,System.Int32)">
            <summary>
            <para>Returns the position of the specified node within the shader graph.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.GetNodeList(Godot.VisualShader.Type)">
            <summary>
            <para>Returns the list of all nodes in the shader with the specified type.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.RemoveNode(Godot.VisualShader.Type,System.Int32)">
            <summary>
            <para>Removes the specified node from the shader.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.IsNodeConnection(Godot.VisualShader.Type,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the specified node and port connection exist.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.CanConnectNodes(Godot.VisualShader.Type,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the specified nodes and ports can be connected together.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.ConnectNodes(Godot.VisualShader.Type,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Connects the specified nodes and ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.DisconnectNodes(Godot.VisualShader.Type,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Connects the specified nodes and ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.ConnectNodesForced(Godot.VisualShader.Type,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShader.GetNodeConnections(Godot.VisualShader.Type)">
            <summary>
            <para>Returns the list of connected nodes with the specified type.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNode">
            <summary>
            <para>Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.Scalar">
            <summary>
            <para>Floating-point scalar. Translated to <c>float</c> type in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.Vector">
            <summary>
            <para>3D vector of floating-point values. Translated to <c>vec3</c> type in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.Boolean">
            <summary>
            <para>Boolean type. Translated to <c>bool</c> type in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.Transform">
            <summary>
            <para>Transform type. Translated to <c>mat4</c> type in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.Sampler">
            <summary>
            <para>Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNode.PortType.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNode.PortType"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNode.OutputPortForPreview">
            <summary>
            <para>Sets the output port index which will be showed for preview. If set to <c>-1</c> no port will be open for preview.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNode.SetInputPortDefaultValue(System.Int32,System.Object)">
            <summary>
            <para>Sets the default value for the selected input <c>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNode.GetInputPortDefaultValue(System.Int32)">
            <summary>
            <para>Returns the default value of the input <c>port</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNode.SetDefaultInputValues(Godot.Collections.Array)">
            <summary>
            <para>Sets the default input ports values using an <see cref="T:Godot.Collections.Array"/> of the form <c>[index0, value0, index1, value1, ...]</c>. For example: <c>[0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)]</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNode.GetDefaultInputValues">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> containing default values for all of the input ports of the node in the form <c>[index0, value0, index1, value1, ...]</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeBooleanConstant">
            <summary>
            <para>Has only one output port and no inputs.</para>
            <para>Translated to <c>bool</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeBooleanConstant.Constant">
            <summary>
            <para>A boolean constant which represents a state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeBooleanUniform">
            <summary>
            <para>Translated to <c>uniform bool</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeBooleanUniform.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeBooleanUniform.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeBooleanUniform.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeColorConstant">
            <summary>
            <para>Has two output ports representing RGB and alpha channels of <see cref="T:Godot.Color"/>.</para>
            <para>Translated to <c>vec3 rgb</c> and <c>float alpha</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeColorConstant.Constant">
            <summary>
            <para>A <see cref="T:Godot.Color"/> constant which represents a state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeColorFunc">
            <summary>
            <para>Accept a <see cref="T:Godot.Color"/> to the input port and transform it according to <see cref="P:Godot.VisualShaderNodeColorFunc.Function"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorFunc.FunctionEnum.Grayscale">
            <summary>
            <para>Converts the color to grayscale using the following formula:</para>
            <para><code>
            vec3 c = input;
            float max1 = max(c.r, c.g);
            float max2 = max(max1, c.b);
            float max3 = max(max1, max2);
            return vec3(max3, max3, max3);
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorFunc.FunctionEnum.Sepia">
            <summary>
            <para>Applies sepia tone effect using the following formula:</para>
            <para><code>
            vec3 c = input;
            float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
            float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
            float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
            return vec3(r, g, b);
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeColorFunc.Function">
            <summary>
            <para>A function to be applied to the input color. See <see cref="T:Godot.VisualShaderNodeColorFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeColorOp">
            <summary>
            <para>Applies <see cref="P:Godot.VisualShaderNodeColorOp.Operator"/> to two color inputs.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.Screen">
            <summary>
            <para>Produce a screen effect with the following formula:</para>
            <para><code>
            result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.Difference">
            <summary>
            <para>Produce a difference effect with the following formula:</para>
            <para><code>
            result = abs(a - b);
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.Darken">
            <summary>
            <para>Produce a darken effect with the following formula:</para>
            <para><code>
            result = min(a, b);
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.Lighten">
            <summary>
            <para>Produce a lighten effect with the following formula:</para>
            <para><code>
            result = max(a, b);
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.Overlay">
            <summary>
            <para>Produce an overlay effect with the following formula:</para>
            <para><code>
            for (int i = 0; i &lt; 3; i++) {
                float base = a[i];
                float blend = b[i];
                if (base &lt; 0.5) {
                    result[i] = 2.0 * base * blend;
                } else {
                    result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.Dodge">
            <summary>
            <para>Produce a dodge effect with the following formula:</para>
            <para><code>
            result = a / (vec3(1.0) - b);
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.Burn">
            <summary>
            <para>Produce a burn effect with the following formula:</para>
            <para><code>
            result = vec3(1.0) - (vec3(1.0) - a) / b;
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.SoftLight">
            <summary>
            <para>Produce a soft light effect with the following formula:</para>
            <para><code>
            for (int i = 0; i &lt; 3; i++) {
                float base = a[i];
                float blend = b[i];
                if (base &lt; 0.5) {
                    result[i] = base * (blend + 0.5);
                } else {
                    result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeColorOp.OperatorEnum.HardLight">
            <summary>
            <para>Produce a hard light effect with the following formula:</para>
            <para><code>
            for (int i = 0; i &lt; 3; i++) {
                float base = a[i];
                float blend = b[i];
                if (base &lt; 0.5) {
                    result[i] = base * (2.0 * blend);
                } else {
                    result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
                }
            }
            </code></para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeColorOp.Operator">
            <summary>
            <para>An operator to be applied to the inputs. See <see cref="T:Godot.VisualShaderNodeColorOp.OperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeColorUniform">
            <summary>
            <para>Translated to <c>uniform vec4</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeColorUniform.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeColorUniform.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeColorUniform.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeCompare">
            <summary>
            <para>Compares <c>a</c> and <c>b</c> of <see cref="P:Godot.VisualShaderNodeCompare.Type"/> by <see cref="P:Godot.VisualShaderNodeCompare.Function"/>. Returns a boolean scalar. Translates to <c>if</c> instruction in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ComparisonType.Scalar">
            <summary>
            <para>A floating-point scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ComparisonType.Vector">
            <summary>
            <para>A 3D vector type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ComparisonType.Boolean">
            <summary>
            <para>A boolean type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ComparisonType.Transform">
            <summary>
            <para>A transform (<c>mat4</c>) type.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.FunctionEnum.Equal">
            <summary>
            <para>Comparison for equality (<c>a == b</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.FunctionEnum.NotEqual">
            <summary>
            <para>Comparison for inequality (<c>a != b</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.FunctionEnum.GreaterThan">
            <summary>
            <para>Comparison for greater than (<c>a &gt; b</c>). Cannot be used if <see cref="P:Godot.VisualShaderNodeCompare.Type"/> set to <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Boolean"/> or <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Transform"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.FunctionEnum.GreaterThanEqual">
            <summary>
            <para>Comparison for greater than or equal (<c>a &gt;= b</c>). Cannot be used if <see cref="P:Godot.VisualShaderNodeCompare.Type"/> set to <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Boolean"/> or <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Transform"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.FunctionEnum.LessThan">
            <summary>
            <para>Comparison for less than (<c>a &lt; b</c>). Cannot be used if <see cref="P:Godot.VisualShaderNodeCompare.Type"/> set to <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Boolean"/> or <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Transform"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.FunctionEnum.LessThanEqual">
            <summary>
            <para>Comparison for less than or equal (<c>a &lt; b</c>). Cannot be used if <see cref="P:Godot.VisualShaderNodeCompare.Type"/> set to <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Boolean"/> or <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Transform"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ConditionEnum.All">
            <summary>
            <para>The result will be true if all of component in vector satisfy the comparison condition.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCompare.ConditionEnum.Any">
            <summary>
            <para>The result will be true if any of component in vector satisfy the comparison condition.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeCompare.Type">
            <summary>
            <para>The type to be used in the comparison. See <see cref="T:Godot.VisualShaderNodeCompare.ComparisonType"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeCompare.Function">
            <summary>
            <para>A comparison function. See <see cref="T:Godot.VisualShaderNodeCompare.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeCompare.Condition">
            <summary>
            <para>Extra condition which is applied if <see cref="P:Godot.VisualShaderNodeCompare.Type"/> is set to <see cref="F:Godot.VisualShaderNodeCompare.ComparisonType.Vector"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeCubeMap">
            <summary>
            <para>Translated to <c>texture(cubemap, vec3)</c> in the shader language. Returns a color vector and alpha channel as scalar.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCubeMap.TextureTypeEnum.Data">
            <summary>
            <para>No hints are added to the uniform declaration.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCubeMap.TextureTypeEnum.Color">
            <summary>
            <para>Adds <c>hint_albedo</c> as hint to the uniform declaration for proper sRGB to linear conversion.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCubeMap.TextureTypeEnum.Normalmap">
            <summary>
            <para>Adds <c>hint_normal</c> as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCubeMap.SourceEnum.Texture">
            <summary>
            <para>Use the <see cref="T:Godot.CubeMap"/> set via <see cref="P:Godot.VisualShaderNodeCubeMap.CubeMap"/>. If this is set to <see cref="P:Godot.VisualShaderNodeCubeMap.Source"/>, the <c>samplerCube</c> port is ignored.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeCubeMap.SourceEnum.Port">
            <summary>
            <para>Use the <see cref="T:Godot.CubeMap"/> sampler reference passed via the <c>samplerCube</c> port. If this is set to <see cref="P:Godot.VisualShaderNodeCubeMap.Source"/>, the <see cref="P:Godot.VisualShaderNodeCubeMap.CubeMap"/> texture is ignored.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeCubeMap.Source">
            <summary>
            <para>Defines which source should be used for the sampling. See <see cref="T:Godot.VisualShaderNodeCubeMap.SourceEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeCubeMap.CubeMap">
            <summary>
            <para>The <see cref="T:Godot.CubeMap"/> texture to sample when using <see cref="F:Godot.VisualShaderNodeCubeMap.SourceEnum.Texture"/> as <see cref="P:Godot.VisualShaderNodeCubeMap.Source"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeCubeMap.TextureType">
            <summary>
            <para>Defines the type of data provided by the source texture. See <see cref="T:Godot.VisualShaderNodeCubeMap.TextureTypeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeCubeMapUniform">
            <summary>
            <para>Translated to <c>uniform samplerCube</c> in the shader language. The output value can be used as port for <see cref="T:Godot.VisualShaderNodeCubeMap"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeCustom">
            <summary>
            <para>By inheriting this class you can create a custom <see cref="T:Godot.VisualShader"/> script addon which will be automatically added to the Visual Shader Editor. The <see cref="T:Godot.VisualShaderNode"/>'s behavior is defined by overriding the provided virtual methods.</para>
            <para>In order for the node to be registered as an editor addon, you must use the <c>tool</c> keyword and provide a <c>class_name</c> for your custom script. For example:</para>
            <para><code>
            tool
            extends VisualShaderNodeCustom
            class_name VisualShaderNodeNoise
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetCategory">
            <summary>
            <para>Override this method to define the category of the associated custom node in the Visual Shader Editor's members dialog. The path may look like <c>"MyGame/MyFunctions/Noise"</c>.</para>
            <para>Defining this method is optional. If not overridden, the node will be filed under the "Custom" category.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetCode(Godot.Collections.Array,Godot.Collections.Array,System.Int32,System.Int32)">
            <summary>
            <para>Override this method to define the actual shader code of the associated custom node. The shader code should be returned as a string, which can have multiple lines (the <c>"""</c> multiline string construct can be used for convenience).</para>
            <para>The <c>input_vars</c> and <c>output_vars</c> arrays contain the string names of the various input and output variables, as defined by <c>_get_input_*</c> and <c>_get_output_*</c> virtual methods in this class.</para>
            <para>The output ports can be assigned values in the shader code. For example, <c>return output_vars[0] + " = " + input_vars[0] + ";"</c>.</para>
            <para>You can customize the generated code based on the shader <c>mode</c> (see <see cref="T:Godot.Shader.Mode"/>) and/or <c>type</c> (see <see cref="T:Godot.VisualShader.Type"/>).</para>
            <para>Defining this method is required.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetDescription">
            <summary>
            <para>Override this method to define the description of the associated custom node in the Visual Shader Editor's members dialog.</para>
            <para>Defining this method is optional.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetGlobalCode(System.Int32)">
            <summary>
            <para>Override this method to add shader code on top of the global shader, to define your own standard library of reusable methods, varyings, constants, uniforms, etc. The shader code should be returned as a string, which can have multiple lines (the <c>"""</c> multiline string construct can be used for convenience).</para>
            <para>Be careful with this functionality as it can cause name conflicts with other custom nodes, so be sure to give the defined entities unique names.</para>
            <para>You can customize the generated code based on the shader <c>mode</c> (see <see cref="T:Godot.Shader.Mode"/>).</para>
            <para>Defining this method is optional.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetInputPortCount">
            <summary>
            <para>Override this method to define the amount of input ports of the associated custom node.</para>
            <para>Defining this method is required. If not overridden, the node has no input ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetInputPortName(System.Int32)">
            <summary>
            <para>Override this method to define the names of input ports of the associated custom node. The names are used both for the input slots in the editor and as identifiers in the shader code, and are passed in the <c>input_vars</c> array in <see cref="M:Godot.VisualShaderNodeCustom._GetCode(Godot.Collections.Array,Godot.Collections.Array,System.Int32,System.Int32)"/>.</para>
            <para>Defining this method is optional, but recommended. If not overridden, input ports are named as <c>"in" + str(port)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetInputPortType(System.Int32)">
            <summary>
            <para>Override this method to define the returned type of each input port of the associated custom node (see <see cref="T:Godot.VisualShaderNode.PortType"/> for possible types).</para>
            <para>Defining this method is optional, but recommended. If not overridden, input ports will return the <see cref="F:Godot.VisualShaderNode.PortType.Scalar"/> type.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetName">
            <summary>
            <para>Override this method to define the name of the associated custom node in the Visual Shader Editor's members dialog and graph.</para>
            <para>Defining this method is optional, but recommended. If not overridden, the node will be named as "Unnamed".</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetOutputPortCount">
            <summary>
            <para>Override this method to define the amount of output ports of the associated custom node.</para>
            <para>Defining this method is required. If not overridden, the node has no output ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetOutputPortName(System.Int32)">
            <summary>
            <para>Override this method to define the names of output ports of the associated custom node. The names are used both for the output slots in the editor and as identifiers in the shader code, and are passed in the <c>output_vars</c> array in <see cref="M:Godot.VisualShaderNodeCustom._GetCode(Godot.Collections.Array,Godot.Collections.Array,System.Int32,System.Int32)"/>.</para>
            <para>Defining this method is optional, but recommended. If not overridden, output ports are named as <c>"out" + str(port)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetOutputPortType(System.Int32)">
            <summary>
            <para>Override this method to define the returned type of each output port of the associated custom node (see <see cref="T:Godot.VisualShaderNode.PortType"/> for possible types).</para>
            <para>Defining this method is optional, but recommended. If not overridden, output ports will return the <see cref="F:Godot.VisualShaderNode.PortType.Scalar"/> type.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetReturnIconType">
            <summary>
            <para>Override this method to define the return icon of the associated custom node in the Visual Shader Editor's members dialog.</para>
            <para>Defining this method is optional. If not overridden, no return icon is shown.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeCustom._GetSubcategory">
            <summary>
            <para>Override this method to define the subcategory of the associated custom node in the Visual Shader Editor's members dialog.</para>
            <para>Defining this method is optional. If not overridden, the node will be filed under the root of the main category (see <see cref="M:Godot.VisualShaderNodeCustom._GetCategory"/>).</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeDeterminant">
            <summary>
            <para>Translates to <c>determinant(x)</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeDotProduct">
            <summary>
            <para>Translates to <c>dot(a, b)</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeExpression">
            <summary>
            <para>Custom Godot Shading Language expression, with a custom amount of input and output ports.</para>
            <para>The provided code is directly injected into the graph's matching shader function (<c>vertex</c>, <c>fragment</c>, or <c>light</c>), so it cannot be used to declare functions, varyings, uniforms, or global constants. See <see cref="T:Godot.VisualShaderNodeGlobalExpression"/> for such global definitions.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeExpression.Expression">
            <summary>
            <para>An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function (<c>vertex</c>, <c>fragment</c>, or <c>light</c>), and thus cannot be used to declare functions, varyings, uniforms, or global constants.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeFaceForward">
            <summary>
            <para>Translates to <c>faceforward(N, I, Nref)</c> in the shader language. The function has three vector parameters: <c>N</c>, the vector to orient, <c>I</c>, the incident vector, and <c>Nref</c>, the reference vector. If the dot product of <c>I</c> and <c>Nref</c> is smaller than zero the return value is <c>N</c>. Otherwise, <c>-N</c> is returned.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeFresnel">
            <summary>
            <para>Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it).</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeGlobalExpression">
            <summary>
            <para>Custom Godot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in <see cref="T:Godot.VisualShaderNodeExpression"/>s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeGroupBase">
            <summary>
            <para>Currently, has no direct usage, use the derived classes instead.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeGroupBase.Size">
            <summary>
            <para>The size of the node in the visual shader graph.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.SetInputs(System.String)">
            <summary>
            <para>Defines all input ports using a <see cref="T:System.String"/> formatted as a colon-separated list: <c>id,type,name;</c> (see <see cref="M:Godot.VisualShaderNodeGroupBase.AddInputPort(System.Int32,System.Int32,System.String)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.GetInputs">
            <summary>
            <para>Returns a <see cref="T:System.String"/> description of the input ports as a colon-separated list using the format <c>id,type,name;</c> (see <see cref="M:Godot.VisualShaderNodeGroupBase.AddInputPort(System.Int32,System.Int32,System.String)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.SetOutputs(System.String)">
            <summary>
            <para>Defines all output ports using a <see cref="T:System.String"/> formatted as a colon-separated list: <c>id,type,name;</c> (see <see cref="M:Godot.VisualShaderNodeGroupBase.AddOutputPort(System.Int32,System.Int32,System.String)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.GetOutputs">
            <summary>
            <para>Returns a <see cref="T:System.String"/> description of the output ports as a colon-separated list using the format <c>id,type,name;</c> (see <see cref="M:Godot.VisualShaderNodeGroupBase.AddOutputPort(System.Int32,System.Int32,System.String)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.IsValidPortName(System.String)">
            <summary>
            <para>Returns <c>true</c> if the specified port name does not override an existed port name and is valid within the shader.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.AddInputPort(System.Int32,System.Int32,System.String)">
            <summary>
            <para>Adds an input port with the specified <c>type</c> (see <see cref="T:Godot.VisualShaderNode.PortType"/>) and <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.RemoveInputPort(System.Int32)">
            <summary>
            <para>Removes the specified input port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.GetInputPortCount">
            <summary>
            <para>Returns the number of input ports in use. Alternative for <see cref="M:Godot.VisualShaderNodeGroupBase.GetFreeInputPortId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.HasInputPort(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the specified input port exists.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.ClearInputPorts">
            <summary>
            <para>Removes all previously specified input ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.AddOutputPort(System.Int32,System.Int32,System.String)">
            <summary>
            <para>Adds an output port with the specified <c>type</c> (see <see cref="T:Godot.VisualShaderNode.PortType"/>) and <c>name</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.RemoveOutputPort(System.Int32)">
            <summary>
            <para>Removes the specified output port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.GetOutputPortCount">
            <summary>
            <para>Returns the number of output ports in use. Alternative for <see cref="M:Godot.VisualShaderNodeGroupBase.GetFreeOutputPortId"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.HasOutputPort(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the specified output port exists.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.ClearOutputPorts">
            <summary>
            <para>Removes all previously specified output ports.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.SetInputPortName(System.Int32,System.String)">
            <summary>
            <para>Renames the specified input port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.SetInputPortType(System.Int32,System.Int32)">
            <summary>
            <para>Sets the specified input port's type (see <see cref="T:Godot.VisualShaderNode.PortType"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.SetOutputPortName(System.Int32,System.String)">
            <summary>
            <para>Renames the specified output port.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.SetOutputPortType(System.Int32,System.Int32)">
            <summary>
            <para>Sets the specified output port's type (see <see cref="T:Godot.VisualShaderNode.PortType"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.GetFreeInputPortId">
            <summary>
            <para>Returns a free input port ID which can be used in <see cref="M:Godot.VisualShaderNodeGroupBase.AddInputPort(System.Int32,System.Int32,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.VisualShaderNodeGroupBase.GetFreeOutputPortId">
            <summary>
            <para>Returns a free output port ID which can be used in <see cref="M:Godot.VisualShaderNodeGroupBase.AddOutputPort(System.Int32,System.Int32,System.String)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeInput">
            <summary>
            <para>Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check <c>Tutorials</c> section for link).</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeInput.InputName">
            <summary>
            <para>One of the several input constants in lower-case style like: "vertex"(<c>VERTEX</c>) or "point_size"(<c>POINT_SIZE</c>).</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeIs">
            <summary>
            <para>Returns the boolean result of the comparison between <c>INF</c> or <c>NaN</c> and a scalar parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIs.FunctionEnum.Inf">
            <summary>
            <para>Comparison with <c>INF</c> (Infinity).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeIs.FunctionEnum.Nan">
            <summary>
            <para>Comparison with <c>NaN</c> (Not a Number; denotes invalid numeric results, e.g. division by zero).</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeIs.Function">
            <summary>
            <para>The comparison function. See <see cref="T:Godot.VisualShaderNodeIs.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeOuterProduct">
            <summary>
            <para><c>OuterProduct</c> treats the first parameter <c>c</c> as a column vector (matrix with one column) and the second parameter <c>r</c> as a row vector (matrix with one row) and does a linear algebraic matrix multiply <c>c * r</c>, yielding a matrix whose number of rows is the number of components in <c>c</c> and whose number of columns is the number of components in <c>r</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeOutput">
            <summary>
            <para>This visual shader node is present in all shader graphs in form of "Output" block with multiple output value ports.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeScalarClamp">
            <summary>
            <para>Constrains a value to lie between <c>min</c> and <c>max</c> values.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeScalarDerivativeFunc">
            <summary>
            <para>This node is only available in <c>Fragment</c> and <c>Light</c> visual shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeScalarDerivativeFunc.FunctionEnum.Sum">
            <summary>
            <para>Sum of absolute derivative in <c>x</c> and <c>y</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeScalarDerivativeFunc.FunctionEnum.X">
            <summary>
            <para>Derivative in <c>x</c> using local differencing.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeScalarDerivativeFunc.FunctionEnum.Y">
            <summary>
            <para>Derivative in <c>y</c> using local differencing.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeScalarDerivativeFunc.Function">
            <summary>
            <para>The derivative type. See <see cref="T:Godot.VisualShaderNodeScalarDerivativeFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeScalarInterp">
            <summary>
            <para>Translates to <c>mix(a, b, weight)</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeScalarSmoothStep">
            <summary>
            <para>Translates to <c>smoothstep(edge0, edge1, x)</c> in the shader language.</para>
            <para>Returns <c>0.0</c> if <c>x</c> is smaller than <c>edge0</c> and <c>1.0</c> if <c>x</c> is larger than <c>edge1</c>. Otherwise the return value is interpolated between <c>0.0</c> and <c>1.0</c> using Hermite polynomials.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeScalarSwitch">
            <summary>
            <para>Returns an associated scalar if the provided boolean value is <c>true</c> or <c>false</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeScalarUniform.HintEnum.None">
            <summary>
            <para>No hint used.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeScalarUniform.HintEnum.Range">
            <summary>
            <para>A range hint for scalar value, which limits possible input values between <see cref="P:Godot.VisualShaderNodeScalarUniform.Min"/> and <see cref="P:Godot.VisualShaderNodeScalarUniform.Max"/>. Translated to <c>hint_range(min, max)</c> in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeScalarUniform.HintEnum.RangeStep">
            <summary>
            <para>A range hint for scalar value with step, which limits possible input values between <see cref="P:Godot.VisualShaderNodeScalarUniform.Min"/> and <see cref="P:Godot.VisualShaderNodeScalarUniform.Max"/>, with a step (increment) of <see cref="P:Godot.VisualShaderNodeScalarUniform.Step"/>). Translated to <c>hint_range(min, max, step)</c> in shader code.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeScalarUniform.HintEnum.Max">
            <summary>
            <para>Represents the size of the <see cref="T:Godot.VisualShaderNodeScalarUniform.HintEnum"/> enum.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeScalarUniform.Hint">
            <summary>
            <para>A hint applied to the uniform, which controls the values it can take when set through the inspector.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeScalarUniform.Min">
            <summary>
            <para>Maximum value for range hints. Used if <see cref="P:Godot.VisualShaderNodeScalarUniform.Hint"/> is set to <see cref="F:Godot.VisualShaderNodeScalarUniform.HintEnum.Range"/> or <see cref="F:Godot.VisualShaderNodeScalarUniform.HintEnum.RangeStep"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeScalarUniform.Max">
            <summary>
            <para>Minimum value for range hints. Used if <see cref="P:Godot.VisualShaderNodeScalarUniform.Hint"/> is set to <see cref="F:Godot.VisualShaderNodeScalarUniform.HintEnum.Range"/> or <see cref="F:Godot.VisualShaderNodeScalarUniform.HintEnum.RangeStep"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeScalarUniform.Step">
            <summary>
            <para>Step (increment) value for the range hint with step. Used if <see cref="P:Godot.VisualShaderNodeScalarUniform.Hint"/> is set to <see cref="F:Godot.VisualShaderNodeScalarUniform.HintEnum.RangeStep"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeScalarUniform.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeScalarUniform.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeScalarUniform.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeSwitch">
            <summary>
            <para>Returns an associated vector if the provided boolean value is <c>true</c> or <c>false</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTexture">
            <summary>
            <para>Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.TextureTypeEnum.Data">
            <summary>
            <para>No hints are added to the uniform declaration.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.TextureTypeEnum.Color">
            <summary>
            <para>Adds <c>hint_albedo</c> as hint to the uniform declaration for proper sRGB to linear conversion.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.TextureTypeEnum.Normalmap">
            <summary>
            <para>Adds <c>hint_normal</c> as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.SourceEnum.Texture">
            <summary>
            <para>Use the texture given as an argument for this function.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.SourceEnum.Screen">
            <summary>
            <para>Use the current viewport's texture as the source.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.SourceEnum.Source2dTexture">
            <summary>
            <para>Use the texture from this shader's texture built-in (e.g. a texture of a <see cref="T:Godot.Sprite"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.SourceEnum.Source2dNormal">
            <summary>
            <para>Use the texture from this shader's normal map built-in.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.SourceEnum.Depth">
            <summary>
            <para>Use the depth texture available for this shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTexture.SourceEnum.Port">
            <summary>
            <para>Use the texture provided in the input port for this function.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTexture.Source">
            <summary>
            <para>Determines the source for the lookup. See <see cref="T:Godot.VisualShaderNodeTexture.SourceEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTexture.Texture">
            <summary>
            <para>The source texture, if needed for the selected <see cref="P:Godot.VisualShaderNodeTexture.Source"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTexture.TextureType">
            <summary>
            <para>Specifies the type of the texture if <see cref="P:Godot.VisualShaderNodeTexture.Source"/> is set to <see cref="F:Godot.VisualShaderNodeTexture.SourceEnum.Texture"/>. See <see cref="T:Godot.VisualShaderNodeTexture.TextureTypeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTextureUniform">
            <summary>
            <para>Performs a lookup operation on the texture provided as a uniform for the shader.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureUniform.TextureTypeEnum.Data">
            <summary>
            <para>No hints are added to the uniform declaration.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureUniform.TextureTypeEnum.Color">
            <summary>
            <para>Adds <c>hint_albedo</c> as hint to the uniform declaration for proper sRGB to linear conversion.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureUniform.TextureTypeEnum.Normalmap">
            <summary>
            <para>Adds <c>hint_normal</c> as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureUniform.TextureTypeEnum.Aniso">
            <summary>
            <para>Adds <c>hint_aniso</c> as hint to the uniform declaration to use for a flowmap.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureUniform.ColorDefaultEnum.White">
            <summary>
            <para>Defaults to white color.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTextureUniform.ColorDefaultEnum.Black">
            <summary>
            <para>Defaults to black color.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTextureUniform.TextureType">
            <summary>
            <para>Defines the type of data provided by the source texture. See <see cref="T:Godot.VisualShaderNodeTextureUniform.TextureTypeEnum"/> for options.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTextureUniform.ColorDefault">
            <summary>
            <para>Sets the default color if no texture is assigned to the uniform.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTextureUniformTriplanar">
            <summary>
            <para>Performs a lookup operation on the texture provided as a uniform for the shader, with support for triplanar mapping.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTransformCompose">
            <summary>
            <para>Creates a 4x4 transform matrix using four vectors of type <c>vec3</c>. Each vector is one row in the matrix and the last column is a <c>vec4(0, 0, 0, 1)</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTransformConstant">
            <summary>
            <para>A constant <see cref="T:Godot.Transform"/>, which can be used as an input node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformConstant.Constant">
            <summary>
            <para>A <see cref="T:Godot.Transform"/> constant which represents the state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTransformDecompose">
            <summary>
            <para>Takes a 4x4 transform matrix and decomposes it into four <c>vec3</c> values, one from each row of the matrix.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTransformFunc">
            <summary>
            <para>Computes an inverse or transpose function on the provided <see cref="T:Godot.Transform"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformFunc.FunctionEnum.Inverse">
            <summary>
            <para>Perform the inverse operation on the <see cref="T:Godot.Transform"/> matrix.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformFunc.FunctionEnum.Transpose">
            <summary>
            <para>Perform the transpose operation on the <see cref="T:Godot.Transform"/> matrix.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformFunc.Function">
            <summary>
            <para>The function to be computed. See <see cref="T:Godot.VisualShaderNodeTransformFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTransformMult">
            <summary>
            <para>A multiplication operation on two transforms (4x4 matrices), with support for different multiplication operators.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformMult.OperatorEnum.Axb">
            <summary>
            <para>Multiplies transform <c>a</c> by the transform <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformMult.OperatorEnum.Bxa">
            <summary>
            <para>Multiplies transform <c>b</c> by the transform <c>a</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformMult.OperatorEnum.AxbComp">
            <summary>
            <para>Performs a component-wise multiplication of transform <c>a</c> by the transform <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformMult.OperatorEnum.BxaComp">
            <summary>
            <para>Performs a component-wise multiplication of transform <c>b</c> by the transform <c>a</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformMult.Operator">
            <summary>
            <para>The multiplication type to be performed on the transforms. See <see cref="T:Godot.VisualShaderNodeTransformMult.OperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTransformUniform">
            <summary>
            <para>Translated to <c>uniform mat4</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformUniform.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeTransformUniform.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformUniform.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeTransformVecMult">
            <summary>
            <para>A multiplication operation on a transform (4x4 matrix) and a vector, with support for different multiplication operators.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformVecMult.OperatorEnum.Axb">
            <summary>
            <para>Multiplies transform <c>a</c> by the vector <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformVecMult.OperatorEnum.Bxa">
            <summary>
            <para>Multiplies vector <c>b</c> by the transform <c>a</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformVecMult.OperatorEnum.Op3x3Axb">
            <summary>
            <para>Multiplies transform <c>a</c> by the vector <c>b</c>, skipping the last row and column of the transform.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeTransformVecMult.OperatorEnum.Op3x3Bxa">
            <summary>
            <para>Multiplies vector <c>b</c> by the transform <c>a</c>, skipping the last row and column of the transform.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeTransformVecMult.Operator">
            <summary>
            <para>The multiplication type to be performed. See <see cref="T:Godot.VisualShaderNodeTransformVecMult.OperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeUniform">
            <summary>
            <para>A uniform represents a variable in the shader which is set externally, i.e. from the <see cref="T:Godot.ShaderMaterial"/>. Uniforms are exposed as properties in the <see cref="T:Godot.ShaderMaterial"/> and can be assigned from the inspector or from a script.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeUniform.UniformName">
            <summary>
            <para>Name of the uniform, by which it can be accessed through the <see cref="T:Godot.ShaderMaterial"/> properties.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeUniformRef">
            <summary>
            <para>Creating a reference to a <see cref="T:Godot.VisualShaderNodeUniform"/> allows you to reuse this uniform in different shaders or shader stages easily.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeUniformRef.UniformName">
            <summary>
            <para>The name of the uniform which this reference points to.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVec3Constant">
            <summary>
            <para>A constant <see cref="T:Godot.Vector3"/>, which can be used as an input node.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec3Constant.Constant">
            <summary>
            <para>A <see cref="T:Godot.Vector3"/> constant which represents the state of this node.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVec3Uniform">
            <summary>
            <para>Translated to <c>uniform vec3</c> in the shader language.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec3Uniform.DefaultValueEnabled">
            <summary>
            <para>Enables usage of the <see cref="P:Godot.VisualShaderNodeVec3Uniform.DefaultValue"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVec3Uniform.DefaultValue">
            <summary>
            <para>A default value to be assigned within the shader.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorClamp">
            <summary>
            <para>Constrains a value to lie between <c>min</c> and <c>max</c> values. The operation is performed on each component of the vector individually.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorCompose">
            <summary>
            <para>Creates a <c>vec3</c> using three scalar values that can be provided from separate inputs.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorDecompose">
            <summary>
            <para>Takes a <c>vec3</c> and decomposes it into three scalar values that can be used as separate inputs.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorDerivativeFunc">
            <summary>
            <para>This node is only available in <c>Fragment</c> and <c>Light</c> visual shaders.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorDerivativeFunc.FunctionEnum.Sum">
            <summary>
            <para>Sum of absolute derivative in <c>x</c> and <c>y</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorDerivativeFunc.FunctionEnum.X">
            <summary>
            <para>Derivative in <c>x</c> using local differencing.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorDerivativeFunc.FunctionEnum.Y">
            <summary>
            <para>Derivative in <c>y</c> using local differencing.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVectorDerivativeFunc.Function">
            <summary>
            <para>A derivative type. See <see cref="T:Godot.VisualShaderNodeVectorDerivativeFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorDistance">
            <summary>
            <para>Calculates distance from point represented by vector <c>p0</c> to vector <c>p1</c>.</para>
            <para>Translated to <c>distance(p0, p1)</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorFunc">
            <summary>
            <para>A visual shader node able to perform different functions using vectors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Normalize">
            <summary>
            <para>Normalizes the vector so that it has a length of <c>1</c> but points in the same direction.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Saturate">
            <summary>
            <para>Clamps the value between <c>0.0</c> and <c>1.0</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Negate">
            <summary>
            <para>Returns the opposite value of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Reciprocal">
            <summary>
            <para>Returns <c>1/vector</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Rgb2hsv">
            <summary>
            <para>Converts RGB vector to HSV equivalent.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Hsv2rgb">
            <summary>
            <para>Converts HSV vector to RGB equivalent.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Abs">
            <summary>
            <para>Returns the absolute value of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Acos">
            <summary>
            <para>Returns the arc-cosine of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Acosh">
            <summary>
            <para>Returns the inverse hyperbolic cosine of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Asin">
            <summary>
            <para>Returns the arc-sine of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Asinh">
            <summary>
            <para>Returns the inverse hyperbolic sine of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Atan">
            <summary>
            <para>Returns the arc-tangent of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Atanh">
            <summary>
            <para>Returns the inverse hyperbolic tangent of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Ceil">
            <summary>
            <para>Finds the nearest integer that is greater than or equal to the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Cos">
            <summary>
            <para>Returns the cosine of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Cosh">
            <summary>
            <para>Returns the hyperbolic cosine of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Degrees">
            <summary>
            <para>Converts a quantity in radians to degrees.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Exp">
            <summary>
            <para>Base-e Exponential.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Exp2">
            <summary>
            <para>Base-2 Exponential.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Floor">
            <summary>
            <para>Finds the nearest integer less than or equal to the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Frac">
            <summary>
            <para>Computes the fractional part of the argument.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.InverseSqrt">
            <summary>
            <para>Returns the inverse of the square root of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Log">
            <summary>
            <para>Natural logarithm.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Log2">
            <summary>
            <para>Base-2 logarithm.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Radians">
            <summary>
            <para>Converts a quantity in degrees to radians.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Round">
            <summary>
            <para>Finds the nearest integer to the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Roundeven">
            <summary>
            <para>Finds the nearest even integer to the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Sign">
            <summary>
            <para>Extracts the sign of the parameter, i.e. returns <c>-1</c> if the parameter is negative, <c>1</c> if it's positive and <c>0</c> otherwise.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Sin">
            <summary>
            <para>Returns the sine of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Sinh">
            <summary>
            <para>Returns the hyperbolic sine of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Sqrt">
            <summary>
            <para>Returns the square root of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Tan">
            <summary>
            <para>Returns the tangent of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Tanh">
            <summary>
            <para>Returns the hyperbolic tangent of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Trunc">
            <summary>
            <para>Returns a value equal to the nearest integer to the parameter whose absolute value is not larger than the absolute value of the parameter.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorFunc.FunctionEnum.Oneminus">
            <summary>
            <para>Returns <c>1.0 - vector</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVectorFunc.Function">
            <summary>
            <para>The function to be performed. See <see cref="T:Godot.VisualShaderNodeVectorFunc.FunctionEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorInterp">
            <summary>
            <para>Translates to <c>mix(a, b, weight)</c> in the shader language, where <c>weight</c> is a <see cref="T:Godot.Vector3"/> with weights for each component.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorLen">
            <summary>
            <para>Translated to <c>length(p0)</c> in the shader language.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorOp">
            <summary>
            <para>A visual shader node for use of vector operators. Operates on vector <c>a</c> and vector <c>b</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Add">
            <summary>
            <para>Adds two vectors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Sub">
            <summary>
            <para>Subtracts a vector from a vector.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Mul">
            <summary>
            <para>Multiplies two vectors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Div">
            <summary>
            <para>Divides vector by vector.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Mod">
            <summary>
            <para>Returns the remainder of the two vectors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Pow">
            <summary>
            <para>Returns the value of the first parameter raised to the power of the second, for each component of the vectors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Max">
            <summary>
            <para>Returns the greater of two values, for each component of the vectors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Min">
            <summary>
            <para>Returns the lesser of two values, for each component of the vectors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Cross">
            <summary>
            <para>Calculates the cross product of two vectors.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Atan2">
            <summary>
            <para>Returns the arc-tangent of the parameters.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Reflect">
            <summary>
            <para>Returns the vector that points in the direction of reflection. <c>a</c> is incident vector and <c>b</c> is the normal vector.</para>
            </summary>
        </member>
        <member name="F:Godot.VisualShaderNodeVectorOp.OperatorEnum.Step">
            <summary>
            <para>Vector step operator. Returns <c>0.0</c> if <c>a</c> is smaller than <c>b</c> and <c>1.0</c> otherwise.</para>
            </summary>
        </member>
        <member name="P:Godot.VisualShaderNodeVectorOp.Operator">
            <summary>
            <para>The operator to be used. See <see cref="T:Godot.VisualShaderNodeVectorOp.OperatorEnum"/> for options.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorRefract">
            <summary>
            <para>Translated to <c>refract(I, N, eta)</c> in the shader language, where <c>I</c> is the incident vector, <c>N</c> is the normal vector and <c>eta</c> is the ratio of the indices of the refraction.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorScalarMix">
            <summary>
            <para>Translates to <c>mix(a, b, weight)</c> in the shader language, where <c>a</c> and <c>b</c> are vectors and <c>weight</c> is a scalar.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorScalarSmoothStep">
            <summary>
            <para>Translates to <c>smoothstep(edge0, edge1, x)</c> in the shader language, where <c>x</c> is a scalar.</para>
            <para>Returns <c>0.0</c> if <c>x</c> is smaller than <c>edge0</c> and <c>1.0</c> if <c>x</c> is larger than <c>edge1</c>. Otherwise the return value is interpolated between <c>0.0</c> and <c>1.0</c> using Hermite polynomials.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorScalarStep">
            <summary>
            <para>Translates to <c>step(edge, x)</c> in the shader language.</para>
            <para>Returns <c>0.0</c> if <c>x</c> is smaller than <c>edge</c> and <c>1.0</c> otherwise.</para>
            </summary>
        </member>
        <member name="T:Godot.VisualShaderNodeVectorSmoothStep">
            <summary>
            <para>Translates to <c>smoothstep(edge0, edge1, x)</c> in the shader language, where <c>x</c> is a vector.</para>
            <para>Returns <c>0.0</c> if <c>x</c> is smaller than <c>edge0</c> and <c>1.0</c> if <c>x</c> is larger than <c>edge1</c>. Otherwise the return value is interpolated between <c>0.0</c> and <c>1.0</c> using Hermite polynomials.</para>
            </summary>
        </member>
        <member name="T:Godot.WeakRef">
            <summary>
            <para>A weakref can hold a <see cref="T:Godot.Reference"/>, without contributing to the reference counter. A weakref can be created from an <see cref="T:Godot.Object"/> using <c>@GDScript.weakref</c>. If this object is not a reference, weakref still works, however, it does not have any effect on the object. Weakrefs are useful in cases where multiple classes have variables that refer to each other. Without weakrefs, using these classes could lead to memory leaks, since both references keep each other from being released. Making part of the variables a weakref can prevent this cyclic dependency, and allows the references to be released.</para>
            </summary>
        </member>
        <member name="M:Godot.WeakRef.GetRef">
            <summary>
            <para>Returns the <see cref="T:Godot.Object"/> this weakref is referring to. Returns <c>null</c> if that object no longer exists.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCDataChannel.WriteModeEnum.Text">
            <summary>
            <para>Tells the channel to send data over this channel as text. An external peer (non-Godot) would receive this as a string.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCDataChannel.WriteModeEnum.Binary">
            <summary>
            <para>Tells the channel to send data over this channel as binary. An external peer (non-Godot) would receive this as array buffer or blob.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCDataChannel.ChannelState.Connecting">
            <summary>
            <para>The channel was created, but it's still trying to connect.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCDataChannel.ChannelState.Open">
            <summary>
            <para>The channel is currently open, and data can flow over it.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCDataChannel.ChannelState.Closing">
            <summary>
            <para>The channel is being closed, no new messages will be accepted, but those already in queue will be flushed.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCDataChannel.ChannelState.Closed">
            <summary>
            <para>The channel was closed, or connection failed.</para>
            </summary>
        </member>
        <member name="P:Godot.WebRTCDataChannel.WriteMode">
            <summary>
            <para>The transfer mode to use when sending outgoing packet. Either text or binary.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.Poll">
            <summary>
            <para>Reserved, but not used for now.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.Close">
            <summary>
            <para>Closes this data channel, notifying the other peer.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.WasStringPacket">
            <summary>
            <para>Returns <c>true</c> if the last received packet was transferred as text. See <see cref="P:Godot.WebRTCDataChannel.WriteMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.GetReadyState">
            <summary>
            <para>Returns the current state of this channel, see <see cref="T:Godot.WebRTCDataChannel.ChannelState"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.GetLabel">
            <summary>
            <para>Returns the label assigned to this channel during creation.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.IsOrdered">
            <summary>
            <para>Returns <c>true</c> if this channel was created with ordering enabled (default).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.GetId">
            <summary>
            <para>Returns the id assigned to this channel during creation (or auto-assigned during negotiation).</para>
            <para>If the channel is not negotiated out-of-band the id will only be available after the connection is established (will return <c>65535</c> until then).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.GetMaxPacketLifeTime">
            <summary>
            <para>Returns the <c>maxPacketLifeTime</c> value assigned to this channel during creation.</para>
            <para>Will be <c>65535</c> if not specified.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.GetMaxRetransmits">
            <summary>
            <para>Returns the <c>maxRetransmits</c> value assigned to this channel during creation.</para>
            <para>Will be <c>65535</c> if not specified.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.GetProtocol">
            <summary>
            <para>Returns the sub-protocol assigned to this channel during creation. An empty string if not specified.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.IsNegotiated">
            <summary>
            <para>Returns <c>true</c> if this channel was created with out-of-band configuration.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCDataChannel.GetBufferedAmount">
            <summary>
            <para>Returns the number of bytes currently queued to be sent over this channel.</para>
            </summary>
        </member>
        <member name="T:Godot.WebRTCMultiplayer">
            <summary>
            <para>This class constructs a full mesh of <see cref="T:Godot.WebRTCPeerConnection"/> (one connection for each peer) that can be used as a <see cref="P:Godot.MultiplayerAPI.NetworkPeer"/>.</para>
            <para>You can add each <see cref="T:Godot.WebRTCPeerConnection"/> via <see cref="M:Godot.WebRTCMultiplayer.AddPeer(Godot.WebRTCPeerConnection,System.Int32,System.Int32)"/> or remove them via <see cref="M:Godot.WebRTCMultiplayer.RemovePeer(System.Int32)"/>. Peers must be added in <see cref="F:Godot.WebRTCPeerConnection.ConnectionState.New"/> state to allow it to create the appropriate channels. This class will not create offers nor set descriptions, it will only poll them, and notify connections and disconnections.</para>
            <para><c>NetworkedMultiplayerPeer.connection_succeeded</c> and <c>NetworkedMultiplayerPeer.server_disconnected</c> will not be emitted unless <c>server_compatibility</c> is <c>true</c> in <see cref="M:Godot.WebRTCMultiplayer.Initialize(System.Int32,System.Boolean)"/>. Beside that data transfer works like in a <see cref="T:Godot.NetworkedMultiplayerPeer"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCMultiplayer.Initialize(System.Int32,System.Boolean)">
            <summary>
            <para>Initialize the multiplayer peer with the given <c>peer_id</c> (must be between 1 and 2147483647).</para>
            <para>If <c>server_compatibilty</c> is <c>false</c> (default), the multiplayer peer will be immediately in state <see cref="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Connected"/> and <c>NetworkedMultiplayerPeer.connection_succeeded</c> will not be emitted.</para>
            <para>If <c>server_compatibilty</c> is <c>true</c> the peer will suppress all <c>NetworkedMultiplayerPeer.peer_connected</c> signals until a peer with id <see cref="F:Godot.NetworkedMultiplayerPeer.TargetPeerServer"/> connects and then emit <c>NetworkedMultiplayerPeer.connection_succeeded</c>. After that the signal <c>NetworkedMultiplayerPeer.peer_connected</c> will be emitted for every already connected peer, and any new peer that might connect. If the server peer disconnects after that, signal <c>NetworkedMultiplayerPeer.server_disconnected</c> will be emitted and state will become <see cref="F:Godot.NetworkedMultiplayerPeer.ConnectionStatus.Connected"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCMultiplayer.AddPeer(Godot.WebRTCPeerConnection,System.Int32,System.Int32)">
            <summary>
            <para>Add a new peer to the mesh with the given <c>peer_id</c>. The <see cref="T:Godot.WebRTCPeerConnection"/> must be in state <see cref="F:Godot.WebRTCPeerConnection.ConnectionState.New"/>.</para>
            <para>Three channels will be created for reliable, unreliable, and ordered transport. The value of <c>unreliable_lifetime</c> will be passed to the <c>maxPacketLifetime</c> option when creating unreliable and ordered channels (see <see cref="M:Godot.WebRTCPeerConnection.CreateDataChannel(System.String,Godot.Collections.Dictionary)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCMultiplayer.RemovePeer(System.Int32)">
            <summary>
            <para>Remove the peer with given <c>peer_id</c> from the mesh. If the peer was connected, and <c>NetworkedMultiplayerPeer.peer_connected</c> was emitted for it, then <c>NetworkedMultiplayerPeer.peer_disconnected</c> will be emitted.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCMultiplayer.HasPeer(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the given <c>peer_id</c> is in the peers map (it might not be connected though).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCMultiplayer.GetPeer(System.Int32)">
            <summary>
            <para>Return a dictionary representation of the peer with given <c>peer_id</c> with three keys. <c>connection</c> containing the <see cref="T:Godot.WebRTCPeerConnection"/> to this peer, <c>channels</c> an array of three <see cref="T:Godot.WebRTCDataChannel"/>, and <c>connected</c> a boolean representing if the peer connection is currently connected (all three channels are open).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCMultiplayer.GetPeers">
            <summary>
            <para>Returns a dictionary which keys are the peer ids and values the peer representation as in <see cref="M:Godot.WebRTCMultiplayer.GetPeer(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCMultiplayer.Close">
            <summary>
            <para>Close all the add peer connections and channels, freeing all resources.</para>
            </summary>
        </member>
        <member name="T:Godot.WebRTCPeerConnection">
            <summary>
            <para>A WebRTC connection between the local computer and a remote peer. Provides an interface to connect, maintain and monitor the connection.</para>
            <para>Setting up a WebRTC connection between two peers from now on) may not seem a trivial task, but it can be broken down into 3 main steps:</para>
            <para>- The peer that wants to initiate the connection (<c>A</c> from now on) creates an offer and send it to the other peer (<c>B</c> from now on).</para>
            <para>- <c>B</c> receives the offer, generate and answer, and sends it to <c>A</c>).</para>
            <para>- <c>A</c> and <c>B</c> then generates and exchange ICE candidates with each other.</para>
            <para>After these steps, the connection should become connected. Keep on reading or look into the tutorial for more information.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCPeerConnection.ConnectionState.New">
            <summary>
            <para>The connection is new, data channels and an offer can be created in this state.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCPeerConnection.ConnectionState.Connecting">
            <summary>
            <para>The peer is connecting, ICE is in progress, none of the transports has failed.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCPeerConnection.ConnectionState.Connected">
            <summary>
            <para>The peer is connected, all ICE transports are connected.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCPeerConnection.ConnectionState.Disconnected">
            <summary>
            <para>At least one ICE transport is disconnected.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCPeerConnection.ConnectionState.Failed">
            <summary>
            <para>One or more of the ICE transports failed.</para>
            </summary>
        </member>
        <member name="F:Godot.WebRTCPeerConnection.ConnectionState.Closed">
            <summary>
            <para>The peer connection is closed (after calling <see cref="M:Godot.WebRTCPeerConnection.Close"/> for example).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.Initialize(Godot.Collections.Dictionary)">
            <summary>
            <para>Re-initialize this peer connection, closing any previously active connection, and going back to state <see cref="F:Godot.WebRTCPeerConnection.ConnectionState.New"/>. A dictionary of <c>options</c> can be passed to configure the peer connection.</para>
            <para>Valid <c>options</c> are:</para>
            <para><code>
            {
                "iceServers": [
                    {
                        "urls": [ "stun:stun.example.com:3478" ], # One or more STUN servers.
                    },
                    {
                        "urls": [ "turn:turn.example.com:3478" ], # One or more TURN servers.
                        "username": "a_username", # Optional username for the TURN server.
                        "credential": "a_password", # Optional password for the TURN server.
                    }
                ]
            }
            </code></para>
            </summary>
            <param name="configuration">If the parameter is null, then the default value is new Godot.Collections.Dictionary()</param>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.CreateDataChannel(System.String,Godot.Collections.Dictionary)">
            <summary>
            <para>Returns a new <see cref="T:Godot.WebRTCDataChannel"/> (or <c>null</c> on failure) with given <c>label</c> and optionally configured via the <c>options</c> dictionary. This method can only be called when the connection is in state <see cref="F:Godot.WebRTCPeerConnection.ConnectionState.New"/>.</para>
            <para>There are two ways to create a working data channel: either call <see cref="M:Godot.WebRTCPeerConnection.CreateDataChannel(System.String,Godot.Collections.Dictionary)"/> on only one of the peer and listen to <c>data_channel_received</c> on the other, or call <see cref="M:Godot.WebRTCPeerConnection.CreateDataChannel(System.String,Godot.Collections.Dictionary)"/> on both peers, with the same values, and the <c>negotiated</c> option set to <c>true</c>.</para>
            <para>Valid <c>options</c> are:</para>
            <para><code>
            {
                "negotiated": true, # When set to true (default off), means the channel is negotiated out of band. "id" must be set too. "data_channel_received" will not be called.
                "id": 1, # When "negotiated" is true this value must also be set to the same value on both peer.
            
                # Only one of maxRetransmits and maxPacketLifeTime can be specified, not both. They make the channel unreliable (but also better at real time).
                "maxRetransmits": 1, # Specify the maximum number of attempt the peer will make to retransmits packets if they are not acknowledged.
                "maxPacketLifeTime": 100, # Specify the maximum amount of time before giving up retransmitions of unacknowledged packets (in milliseconds).
                "ordered": true, # When in unreliable mode (i.e. either "maxRetransmits" or "maxPacketLifetime" is set), "ordered" (true by default) specify if packet ordering is to be enforced.
            
                "protocol": "my-custom-protocol", # A custom sub-protocol string for this channel.
            }
            </code></para>
            <para>Note: You must keep a reference to channels created this way, or it will be closed.</para>
            </summary>
            <param name="options">If the parameter is null, then the default value is new Godot.Collections.Dictionary()</param>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.CreateOffer">
            <summary>
            <para>Creates a new SDP offer to start a WebRTC connection with a remote peer. At least one <see cref="T:Godot.WebRTCDataChannel"/> must have been created before calling this method.</para>
            <para>If this functions returns <see cref="F:Godot.Error.Ok"/>, <c>session_description_created</c> will be called when the session is ready to be sent.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.SetLocalDescription(System.String,System.String)">
            <summary>
            <para>Sets the SDP description of the local peer. This should be called in response to <c>session_description_created</c>.</para>
            <para>After calling this function the peer will start emitting <c>ice_candidate_created</c> (unless an <see cref="T:Godot.Error"/> different from <see cref="F:Godot.Error.Ok"/> is returned).</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.SetRemoteDescription(System.String,System.String)">
            <summary>
            <para>Sets the SDP description of the remote peer. This should be called with the values generated by a remote peer and received over the signaling server.</para>
            <para>If <c>type</c> is <c>offer</c> the peer will emit <c>session_description_created</c> with the appropriate answer.</para>
            <para>If <c>type</c> is <c>answer</c> the peer will start emitting <c>ice_candidate_created</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.AddIceCandidate(System.String,System.Int32,System.String)">
            <summary>
            <para>Add an ice candidate generated by a remote peer (and received over the signaling server). See <c>ice_candidate_created</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.Poll">
            <summary>
            <para>Call this method frequently (e.g. in <see cref="M:Godot.Node._Process(System.Single)"/> or <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/>) to properly receive signals.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.Close">
            <summary>
            <para>Close the peer connection and all data channels associated with it.</para>
            <para>Note: You cannot reuse this object for a new connection unless you call <see cref="M:Godot.WebRTCPeerConnection.Initialize(Godot.Collections.Dictionary)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebRTCPeerConnection.GetConnectionState">
            <summary>
            <para>Returns the connection state. See <see cref="T:Godot.WebRTCPeerConnection.ConnectionState"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.WebSocketClient">
            <summary>
            <para>This class implements a WebSocket client compatible with any RFC 6455-compliant WebSocket server.</para>
            <para>This client can be optionally used as a network peer for the <see cref="T:Godot.MultiplayerAPI"/>.</para>
            <para>After starting the client (<see cref="M:Godot.WebSocketClient.ConnectToUrl(System.String,System.String[],System.Boolean,System.String[])"/>), you will need to <see cref="M:Godot.NetworkedMultiplayerPeer.Poll"/> it at regular intervals (e.g. inside <see cref="M:Godot.Node._Process(System.Single)"/>).</para>
            <para>You will receive appropriate signals when connecting, disconnecting, or when new data is available.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketClient.VerifySsl">
            <summary>
            <para>If <c>true</c>, SSL certificate verification is enabled.</para>
            <para>Note: You must specify the certificates to be used in the Project Settings for it to work when exported.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketClient.TrustedSslCertificate">
            <summary>
            <para>If specified, this <see cref="T:Godot.X509Certificate"/> will be the only one accepted when connecting to an SSL host. Any other certificate provided by the server will be regarded as invalid.</para>
            <para>Note: Specifying a custom <c>trusted_ssl_certificate</c> is not supported in HTML5 exports due to browsers restrictions.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketClient.ConnectToUrl(System.String,System.String[],System.Boolean,System.String[])">
            <summary>
            <para>Connects to the given URL requesting one of the given <c>protocols</c> as sub-protocol. If the list empty (default), no sub-protocol will be requested.</para>
            <para>If <c>true</c> is passed as <c>gd_mp_api</c>, the client will behave like a network peer for the <see cref="T:Godot.MultiplayerAPI"/>, connections to non-Godot servers will not work, and <c>data_received</c> will not be emitted.</para>
            <para>If <c>false</c> is passed instead (default), you must call <see cref="T:Godot.PacketPeer"/> functions (<c>put_packet</c>, <c>get_packet</c>, etc.) on the <see cref="T:Godot.WebSocketPeer"/> returned via <c>get_peer(1)</c> and not on this object directly (e.g. <c>get_peer(1).put_packet(data)</c>).</para>
            <para>You can optionally pass a list of <c>custom_headers</c> to be added to the handshake HTTP request.</para>
            <para>Note: To avoid mixed content warnings or errors in HTML5, you may have to use a <c>url</c> that starts with <c>wss://</c> (secure) instead of <c>ws://</c>. When doing so, make sure to use the fully qualified domain name that matches the one defined in the server's SSL certificate. Do not connect directly via the IP address for <c>wss://</c> connections, as it won't match with the SSL certificate.</para>
            <para>Note: Specifying <c>custom_headers</c> is not supported in HTML5 exports due to browsers restrictions.</para>
            </summary>
            <param name="protocols">If the parameter is null, then the default value is Array.Empty&lt;string&gt;()</param>
            <param name="customHeaders">If the parameter is null, then the default value is Array.Empty&lt;string&gt;()</param>
        </member>
        <member name="M:Godot.WebSocketClient.DisconnectFromHost(System.Int32,System.String)">
            <summary>
            <para>Disconnects this client from the connected host. See <see cref="M:Godot.WebSocketPeer.Close(System.Int32,System.String)"/> for more information.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketClient.GetConnectedHost">
            <summary>
            <para>Return the IP address of the currently connected host.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketClient.GetConnectedPort">
            <summary>
            <para>Return the IP port of the currently connected host.</para>
            </summary>
        </member>
        <member name="T:Godot.WebSocketMultiplayerPeer">
            <summary>
            <para>Base class for WebSocket server and client, allowing them to be used as network peer for the <see cref="T:Godot.MultiplayerAPI"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketMultiplayerPeer.SetBuffers(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <para>Configures the buffer sizes for this WebSocket peer. Default values can be specified in the Project Settings under <c>network/limits</c>. For server, values are meant per connected peer.</para>
            <para>The first two parameters define the size and queued packets limits of the input buffer, the last two of the output buffer.</para>
            <para>Buffer sizes are expressed in KiB, so <c>4 = 2^12 = 4096 bytes</c>. All parameters will be rounded up to the nearest power of two.</para>
            <para>Note: HTML5 exports only use the input buffer since the output one is managed by browsers.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketMultiplayerPeer.GetPeer(System.Int32)">
            <summary>
            <para>Returns the <see cref="T:Godot.WebSocketPeer"/> associated to the given <c>peer_id</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.WebSocketPeer">
            <summary>
            <para>This class represents a specific WebSocket connection, allowing you to do lower level operations with it.</para>
            <para>You can choose to write to the socket in binary or text mode, and you can recognize the mode used for writing by the other peer.</para>
            </summary>
        </member>
        <member name="F:Godot.WebSocketPeer.WriteMode.Text">
            <summary>
            <para>Specifies that WebSockets messages should be transferred as text payload (only valid UTF-8 is allowed).</para>
            </summary>
        </member>
        <member name="F:Godot.WebSocketPeer.WriteMode.Binary">
            <summary>
            <para>Specifies that WebSockets messages should be transferred as binary payload (any byte combination is allowed).</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetWriteMode">
            <summary>
            <para>Gets the current selected write mode. See <see cref="T:Godot.WebSocketPeer.WriteMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.SetWriteMode(Godot.WebSocketPeer.WriteMode)">
            <summary>
            <para>Sets the socket to use the given <see cref="T:Godot.WebSocketPeer.WriteMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.IsConnectedToHost">
            <summary>
            <para>Returns <c>true</c> if this peer is currently connected.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.WasStringPacket">
            <summary>
            <para>Returns <c>true</c> if the last received packet was sent as a text payload. See <see cref="T:Godot.WebSocketPeer.WriteMode"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.Close(System.Int32,System.String)">
            <summary>
            <para>Closes this WebSocket connection. <c>code</c> is the status code for the closure (see RFC 6455 section 7.4 for a list of valid status codes). <c>reason</c> is the human readable reason for closing the connection (can be any UTF-8 string that's smaller than 123 bytes).</para>
            <para>Note: To achieve a clean close, you will need to keep polling until either <c>WebSocketClient.connection_closed</c> or <c>WebSocketServer.client_disconnected</c> is received.</para>
            <para>Note: The HTML5 export might not support all status codes. Please refer to browser-specific documentation for more details.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetConnectedHost">
            <summary>
            <para>Returns the IP address of the connected peer.</para>
            <para>Note: Not available in the HTML5 export.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetConnectedPort">
            <summary>
            <para>Returns the remote port of the connected peer.</para>
            <para>Note: Not available in the HTML5 export.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.SetNoDelay(System.Boolean)">
            <summary>
            <para>Disable Nagle's algorithm on the underling TCP socket (default). See <see cref="M:Godot.StreamPeerTCP.SetNoDelay(System.Boolean)"/> for more information.</para>
            <para>Note: Not available in the HTML5 export.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketPeer.GetCurrentOutboundBufferedAmount">
            <summary>
            <para>Returns the current amount of data in the outbound websocket buffer. Note: HTML5 exports use WebSocket.bufferedAmount, while other platforms use an internal buffer.</para>
            </summary>
        </member>
        <member name="T:Godot.WebSocketServer">
            <summary>
            <para>This class implements a WebSocket server that can also support the high-level multiplayer API.</para>
            <para>After starting the server (<see cref="M:Godot.WebSocketServer.Listen(System.Int32,System.String[],System.Boolean)"/>), you will need to <see cref="M:Godot.NetworkedMultiplayerPeer.Poll"/> it at regular intervals (e.g. inside <see cref="M:Godot.Node._Process(System.Single)"/>). When clients connect, disconnect, or send data, you will receive the appropriate signal.</para>
            <para>Note: Not available in HTML5 exports.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketServer.BindIp">
            <summary>
            <para>When not set to <c>*</c> will restrict incoming connections to the specified IP address. Setting <c>bind_ip</c> to <c>127.0.0.1</c> will cause the server to listen only to the local host.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketServer.PrivateKey">
            <summary>
            <para>When set to a valid <see cref="T:Godot.CryptoKey"/> (along with <see cref="P:Godot.WebSocketServer.SslCertificate"/>) will cause the server to require SSL instead of regular TCP (i.e. the <c>wss://</c> protocol).</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketServer.SslCertificate">
            <summary>
            <para>When set to a valid <see cref="T:Godot.X509Certificate"/> (along with <see cref="P:Godot.WebSocketServer.PrivateKey"/>) will cause the server to require SSL instead of regular TCP (i.e. the <c>wss://</c> protocol).</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketServer.CaChain">
            <summary>
            <para>When using SSL (see <see cref="P:Godot.WebSocketServer.PrivateKey"/> and <see cref="P:Godot.WebSocketServer.SslCertificate"/>), you can set this to a valid <see cref="T:Godot.X509Certificate"/> to be provided as additional CA chain information during the SSL handshake.</para>
            </summary>
        </member>
        <member name="P:Godot.WebSocketServer.HandshakeTimeout">
            <summary>
            <para>The time in seconds before a pending client (i.e. a client that has not yet finished the HTTP handshake) is considered stale and forcefully disconnected.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketServer.IsListening">
            <summary>
            <para>Returns <c>true</c> if the server is actively listening on a port.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketServer.SetExtraHeaders(System.String[])">
            <summary>
            <para>Sets additional headers to be sent to clients during the HTTP handshake.</para>
            </summary>
            <param name="headers">If the parameter is null, then the default value is Array.Empty&lt;string&gt;()</param>
        </member>
        <member name="M:Godot.WebSocketServer.Listen(System.Int32,System.String[],System.Boolean)">
            <summary>
            <para>Starts listening on the given port.</para>
            <para>You can specify the desired subprotocols via the "protocols" array. If the list empty (default), no sub-protocol will be requested.</para>
            <para>If <c>true</c> is passed as <c>gd_mp_api</c>, the server will behave like a network peer for the <see cref="T:Godot.MultiplayerAPI"/>, connections from non-Godot clients will not work, and <c>data_received</c> will not be emitted.</para>
            <para>If <c>false</c> is passed instead (default), you must call <see cref="T:Godot.PacketPeer"/> functions (<c>put_packet</c>, <c>get_packet</c>, etc.), on the <see cref="T:Godot.WebSocketPeer"/> returned via <c>get_peer(id)</c> to communicate with the peer with given <c>id</c> (e.g. <c>get_peer(id).get_available_packet_count</c>).</para>
            </summary>
            <param name="protocols">If the parameter is null, then the default value is Array.Empty&lt;string&gt;()</param>
        </member>
        <member name="M:Godot.WebSocketServer.Stop">
            <summary>
            <para>Stops the server and clear its state.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketServer.HasPeer(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if a peer with the given ID is connected.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketServer.GetPeerAddress(System.Int32)">
            <summary>
            <para>Returns the IP address of the given peer.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketServer.GetPeerPort(System.Int32)">
            <summary>
            <para>Returns the remote port of the given peer.</para>
            </summary>
        </member>
        <member name="M:Godot.WebSocketServer.DisconnectPeer(System.Int32,System.Int32,System.String)">
            <summary>
            <para>Disconnects the peer identified by <c>id</c> from the server. See <see cref="M:Godot.WebSocketPeer.Close(System.Int32,System.String)"/> for more information.</para>
            </summary>
        </member>
        <member name="T:Godot.WebXRInterface">
            <summary>
            <para>WebXR is an open standard that allows creating VR and AR applications that run in the web browser.</para>
            <para>As such, this interface is only available when running in an HTML5 export.</para>
            <para>WebXR supports a wide range of devices, from the very capable (like Valve Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like Google Cardboard, Oculus Go, GearVR, or plain smartphones).</para>
            <para>Since WebXR is based on Javascript, it makes extensive use of callbacks, which means that <see cref="T:Godot.WebXRInterface"/> is forced to use signals, where other AR/VR interfaces would instead use functions that return a result immediately. This makes <see cref="T:Godot.WebXRInterface"/> quite a bit more complicated to initialize than other AR/VR interfaces.</para>
            <para>Here's the minimum code required to start an immersive VR session:</para>
            <para><code>
            extends Spatial
            
            var webxr_interface
            var vr_supported = false
            
            func _ready():
                # We assume this node has a button as a child.
                # This button is for the user to consent to entering immersive VR mode.
                $Button.connect("pressed", self, "_on_Button_pressed")
            
                webxr_interface = ARVRServer.find_interface("WebXR")
                if webxr_interface:
                    # Map to the standard button/axis ids when possible.
                    webxr_interface.xr_standard_mapping = true
            
                    # WebXR uses a lot of asynchronous callbacks, so we connect to various
                    # signals in order to receive them.
                    webxr_interface.connect("session_supported", self, "_webxr_session_supported")
                    webxr_interface.connect("session_started", self, "_webxr_session_started")
                    webxr_interface.connect("session_ended", self, "_webxr_session_ended")
                    webxr_interface.connect("session_failed", self, "_webxr_session_failed")
            
                    # This returns immediately - our _webxr_session_supported() method
                    # (which we connected to the "session_supported" signal above) will
                    # be called sometime later to let us know if it's supported or not.
                    webxr_interface.is_session_supported("immersive-vr")
            
            func _webxr_session_supported(session_mode, supported):
                if session_mode == 'immersive-vr':
                    vr_supported = supported
            
            func _on_Button_pressed():
                if not vr_supported:
                    OS.alert("Your browser doesn't support VR")
                    return
            
                # We want an immersive VR session, as opposed to AR ('immersive-ar') or a
                # simple 3DoF viewer ('viewer').
                webxr_interface.session_mode = 'immersive-vr'
                # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting
                # experience (it puts you 1.6m above the ground if you have 3DoF headset),
                # whereas as 'local' puts you down at the ARVROrigin.
                # This list means it'll first try to request 'bounded-floor', then
                # fallback on 'local-floor' and ultimately 'local', if nothing else is
                # supported.
                webxr_interface.requested_reference_space_types = 'bounded-floor, local-floor, local'
                # In order to use 'local-floor' or 'bounded-floor' we must also
                # mark the features as required or optional.
                webxr_interface.required_features = 'local-floor'
                webxr_interface.optional_features = 'bounded-floor'
            
                # This will return false if we're unable to even request the session,
                # however, it can still fail asynchronously later in the process, so we
                # only know if it's really succeeded or failed when our
                # _webxr_session_started() or _webxr_session_failed() methods are called.
                if not webxr_interface.initialize():
                    OS.alert("Failed to initialize")
                    return
            
            func _webxr_session_started():
                $Button.visible = false
                # This tells Godot to start rendering to the headset.
                get_viewport().arvr = true
                # This will be the reference space type you ultimately got, out of the
                # types that you requested above. This is useful if you want the game to
                # work a little differently in 'bounded-floor' versus 'local-floor'.
                print ("Reference space type: " + webxr_interface.reference_space_type)
            
            func _webxr_session_ended():
                $Button.visible = true
                # If the user exits immersive mode, then we tell Godot to render to the web
                # page again.
                get_viewport().arvr = false
            
            func _webxr_session_failed(message):
                OS.alert("Failed to initialize: " + message)
            </code></para>
            <para>There are several ways to handle "controller" input:</para>
            <para>- Using <see cref="T:Godot.ARVRController"/> nodes and their <c>ARVRController.button_pressed</c> and <c>ARVRController.button_release</c> signals. This is how controllers are typically handled in AR/VR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. The buttons codes are defined by <a href="https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping">Section 3.3 of the WebXR Gamepads Module</a>.</para>
            <para>- Using <see cref="M:Godot.Node._UnhandledInput(Godot.InputEvent)"/> and <see cref="T:Godot.InputEventJoypadButton"/> or <see cref="T:Godot.InputEventJoypadMotion"/>. This works the same as normal joypads, except the <see cref="P:Godot.InputEvent.Device"/> starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by <a href="https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping">Section 3.3 of the WebXR Gamepads Module</a>.</para>
            <para>- Using the <c>select</c>, <c>squeeze</c> and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The <c>controller_id</c> passed to these signals is the same id as used in <see cref="P:Godot.ARVRController.ControllerId"/>.</para>
            <para>You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices.</para>
            </summary>
        </member>
        <member name="F:Godot.WebXRInterface.TargetRayMode.Unknown">
            <summary>
            <para>We don't know the target ray mode.</para>
            </summary>
        </member>
        <member name="F:Godot.WebXRInterface.TargetRayMode.Gaze">
            <summary>
            <para>Target ray originates at the viewer's eyes and points in the direction they are looking.</para>
            </summary>
        </member>
        <member name="F:Godot.WebXRInterface.TargetRayMode.TrackedPointer">
            <summary>
            <para>Target ray from a handheld pointer, most likely a VR touch controller.</para>
            </summary>
        </member>
        <member name="F:Godot.WebXRInterface.TargetRayMode.Screen">
            <summary>
            <para>Target ray from touch screen, mouse or other tactile input device.</para>
            </summary>
        </member>
        <member name="P:Godot.WebXRInterface.SessionMode">
            <summary>
            <para>The session mode used by <see cref="M:Godot.ARVRInterface.Initialize"/> when setting up the WebXR session.</para>
            <para>This doesn't have any effect on the interface when already initialized.</para>
            <para>Possible values come from <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode">WebXR's XRSessionMode</a>, including: <c>"immersive-vr"</c>, <c>"immersive-ar"</c>, and <c>"inline"</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.WebXRInterface.RequiredFeatures">
            <summary>
            <para>A comma-seperated list of required features used by <see cref="M:Godot.ARVRInterface.Initialize"/> when setting up the WebXR session.</para>
            <para>If a user's browser or device doesn't support one of the given features, initialization will fail and <c>session_failed</c> will be emitted.</para>
            <para>This doesn't have any effect on the interface when already initialized.</para>
            <para>Possible values come from <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType">WebXR's XRReferenceSpaceType</a>. If you want to use a particular reference space type, it must be listed in either <see cref="P:Godot.WebXRInterface.RequiredFeatures"/> or <see cref="P:Godot.WebXRInterface.OptionalFeatures"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.WebXRInterface.OptionalFeatures">
            <summary>
            <para>A comma-seperated list of optional features used by <see cref="M:Godot.ARVRInterface.Initialize"/> when setting up the WebXR session.</para>
            <para>If a user's browser or device doesn't support one of the given features, initialization will continue, but you won't be able to use the requested feature.</para>
            <para>This doesn't have any effect on the interface when already initialized.</para>
            <para>Possible values come from <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType">WebXR's XRReferenceSpaceType</a>. If you want to use a particular reference space type, it must be listed in either <see cref="P:Godot.WebXRInterface.RequiredFeatures"/> or <see cref="P:Godot.WebXRInterface.OptionalFeatures"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.WebXRInterface.RequestedReferenceSpaceTypes">
            <summary>
            <para>A comma-seperated list of reference space types used by <see cref="M:Godot.ARVRInterface.Initialize"/> when setting up the WebXR session.</para>
            <para>The reference space types are requested in order, and the first on supported by the users device or browser will be used. The <see cref="P:Godot.WebXRInterface.ReferenceSpaceType"/> property contains the reference space type that was ultimately used.</para>
            <para>This doesn't have any effect on the interface when already initialized.</para>
            <para>Possible values come from <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType">WebXR's XRReferenceSpaceType</a>. If you want to use a particular reference space type, it must be listed in either <see cref="P:Godot.WebXRInterface.RequiredFeatures"/> or <see cref="P:Godot.WebXRInterface.OptionalFeatures"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.WebXRInterface.ReferenceSpaceType">
            <summary>
            <para>The reference space type (from the list of requested types set in the <see cref="P:Godot.WebXRInterface.RequestedReferenceSpaceTypes"/> property), that was ultimately used by <see cref="M:Godot.ARVRInterface.Initialize"/> when setting up the WebXR session.</para>
            <para>Possible values come from <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpaceType">WebXR's XRReferenceSpaceType</a>. If you want to use a particular reference space type, it must be listed in either <see cref="P:Godot.WebXRInterface.RequiredFeatures"/> or <see cref="P:Godot.WebXRInterface.OptionalFeatures"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.WebXRInterface.VisibilityState">
            <summary>
            <para>Indicates if the WebXR session's imagery is visible to the user.</para>
            <para>Possible values come from <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRVisibilityState">WebXR's XRVisibilityState</a>, including <c>"hidden"</c>, <c>"visible"</c>, and <c>"visible-blurred"</c>.</para>
            </summary>
        </member>
        <member name="P:Godot.WebXRInterface.BoundsGeometry">
            <summary>
            <para>The vertices of a polygon which defines the boundaries of the user's play area.</para>
            <para>This will only be available if <see cref="P:Godot.WebXRInterface.ReferenceSpaceType"/> is <c>"bounded-floor"</c> and only on certain browsers and devices that support it.</para>
            <para>The <c>reference_space_reset</c> signal may indicate when this changes.</para>
            </summary>
        </member>
        <member name="P:Godot.WebXRInterface.XrStandardMapping">
            <summary>
            <para>If set to true, the button and axes ids will be converted to match the standard ids used by other AR/VR interfaces, when possible.</para>
            <para>Otherwise, the ids will be passed through unaltered from WebXR.</para>
            </summary>
        </member>
        <member name="M:Godot.WebXRInterface.IsSessionSupported(System.String)">
            <summary>
            <para>Checks if the given <c>session_mode</c> is supported by the user's browser.</para>
            <para>Possible values come from <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRSessionMode">WebXR's XRSessionMode</a>, including: <c>"immersive-vr"</c>, <c>"immersive-ar"</c>, and <c>"inline"</c>.</para>
            <para>This method returns nothing, instead it emits the <c>session_supported</c> signal with the result.</para>
            </summary>
        </member>
        <member name="M:Godot.WebXRInterface.GetController(System.Int32)">
            <summary>
            <para>Gets an <see cref="T:Godot.ARVRPositionalTracker"/> for the given <c>controller_id</c>.</para>
            <para>In the context of WebXR, a "controller" can be an advanced VR controller like the Oculus Touch or Index controllers, or even a tap on the screen, a spoken voice command or a button press on the device itself. When a non-traditional controller is used, interpret the position and orientation of the <see cref="T:Godot.ARVRPositionalTracker"/> as a ray pointing at the object the user wishes to interact with.</para>
            <para>Use this method to get information about the controller that triggered one of these signals:</para>
            <para>- <c>selectstart</c></para>
            <para>- <c>select</c></para>
            <para>- <c>selectend</c></para>
            <para>- <c>squeezestart</c></para>
            <para>- <c>squeeze</c></para>
            <para>- <c>squeezestart</c></para>
            </summary>
        </member>
        <member name="M:Godot.WebXRInterface.GetControllerTargetRayMode(System.Int32)">
            <summary>
            <para>Returns the target ray mode for the given <c>controller_id</c>.</para>
            <para>This can help interpret the input coming from that controller. See <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/targetRayMode">XRInputSource.targetRayMode</a> for more information.</para>
            </summary>
        </member>
        <member name="T:Godot.WindowDialog">
            <summary>
            <para>Windowdialog is the base class for all window-based dialogs. It's a by-default toplevel <see cref="T:Godot.Control"/> that draws a window decoration and allows motion and resizing.</para>
            </summary>
        </member>
        <member name="P:Godot.WindowDialog.WindowTitle">
            <summary>
            <para>The text displayed in the window's title bar.</para>
            </summary>
        </member>
        <member name="P:Godot.WindowDialog.Resizable">
            <summary>
            <para>If <c>true</c>, the user can resize the window.</para>
            </summary>
        </member>
        <member name="M:Godot.WindowDialog.GetCloseButton">
            <summary>
            <para>Returns the close <see cref="T:Godot.TextureButton"/>.</para>
            <para>Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their <see cref="P:Godot.CanvasItem.Visible"/> property.</para>
            </summary>
        </member>
        <member name="T:Godot.World">
            <summary>
            <para>Class that has everything pertaining to a world. A physics space, a visual scenario, a navigation map and a sound space. Spatial nodes register their resources into the current world.</para>
            </summary>
        </member>
        <member name="P:Godot.World.Environment">
            <summary>
            <para>The World's <see cref="T:Godot.Environment"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.World.FallbackEnvironment">
            <summary>
            <para>The World's fallback environment will be used if <see cref="P:Godot.World.Environment"/> fails or is missing.</para>
            </summary>
        </member>
        <member name="P:Godot.World.Space">
            <summary>
            <para>The World's physics space.</para>
            </summary>
        </member>
        <member name="P:Godot.World.Scenario">
            <summary>
            <para>The World's visual scenario.</para>
            </summary>
        </member>
        <member name="P:Godot.World.NavigationMap">
            <summary>
            <para>The <see cref="T:Godot.RID"/> of this world's navigation map. Used by the <see cref="T:Godot.NavigationServer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.World.DirectSpaceState">
            <summary>
            <para>Direct access to the world's physics 3D space state. Used for querying current and potential collisions.</para>
            </summary>
        </member>
        <member name="T:Godot.World2D">
            <summary>
            <para>Class that has everything pertaining to a 2D world. A physics space, a visual scenario, a navigation map and a sound space. 2D nodes register their resources into the current 2D world.</para>
            </summary>
        </member>
        <member name="P:Godot.World2D.Canvas">
            <summary>
            <para>The <see cref="T:Godot.RID"/> of this world's canvas resource. Used by the <see cref="T:Godot.VisualServer"/> for 2D drawing.</para>
            </summary>
        </member>
        <member name="P:Godot.World2D.Space">
            <summary>
            <para>The <see cref="T:Godot.RID"/> of this world's physics space resource. Used by the <see cref="T:Godot.Physics2DServer"/> for 2D physics, treating it as both a space and an area.</para>
            </summary>
        </member>
        <member name="P:Godot.World2D.NavigationMap">
            <summary>
            <para>The <see cref="T:Godot.RID"/> of this world's navigation map. Used by the <see cref="T:Godot.Navigation2DServer"/>.</para>
            </summary>
        </member>
        <member name="P:Godot.World2D.DirectSpaceState">
            <summary>
            <para>Direct access to the world's physics 2D space state. Used for querying current and potential collisions. When using multi-threaded physics, access is limited to <c>_physics_process(delta)</c> in the main thread.</para>
            </summary>
        </member>
        <member name="T:Godot.WorldEnvironment">
            <summary>
            <para>The <see cref="T:Godot.WorldEnvironment"/> node is used to configure the default <see cref="T:Godot.Environment"/> for the scene.</para>
            <para>The parameters defined in the <see cref="T:Godot.WorldEnvironment"/> can be overridden by an <see cref="T:Godot.Environment"/> node set on the current <see cref="T:Godot.Camera"/>. Additionally, only one <see cref="T:Godot.WorldEnvironment"/> may be instanced in a given scene at a time.</para>
            <para>The <see cref="T:Godot.WorldEnvironment"/> allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene.</para>
            </summary>
        </member>
        <member name="P:Godot.WorldEnvironment.Environment">
            <summary>
            <para>The <see cref="T:Godot.Environment"/> resource used by this <see cref="T:Godot.WorldEnvironment"/>, defining the default properties.</para>
            </summary>
        </member>
        <member name="T:Godot.X509Certificate">
            <summary>
            <para>The X509Certificate class represents an X509 certificate. Certificates can be loaded and saved like any other <see cref="T:Godot.Resource"/>.</para>
            <para>They can be used as the server certificate in <see cref="M:Godot.StreamPeerSSL.AcceptStream(Godot.StreamPeer,Godot.CryptoKey,Godot.X509Certificate,Godot.X509Certificate)"/> (along with the proper <see cref="T:Godot.CryptoKey"/>), and to specify the only certificate that should be accepted when connecting to an SSL server via <see cref="M:Godot.StreamPeerSSL.ConnectToStream(Godot.StreamPeer,System.Boolean,System.String,Godot.X509Certificate)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.X509Certificate.Save(System.String)">
            <summary>
            <para>Saves a certificate to the given <c>path</c> (should be a "*.crt" file).</para>
            </summary>
        </member>
        <member name="M:Godot.X509Certificate.Load(System.String)">
            <summary>
            <para>Loads a certificate from <c>path</c> ("*.crt" file).</para>
            </summary>
        </member>
        <member name="T:Godot.XMLParser">
            <summary>
            <para>This class can serve as base to make custom XML parsers. Since XML is a very flexible standard, this interface is low-level so it can be applied to any possible schema.</para>
            </summary>
        </member>
        <member name="F:Godot.XMLParser.NodeType.None">
            <summary>
            <para>There's no node (no file or buffer opened).</para>
            </summary>
        </member>
        <member name="F:Godot.XMLParser.NodeType.Element">
            <summary>
            <para>Element (tag).</para>
            </summary>
        </member>
        <member name="F:Godot.XMLParser.NodeType.ElementEnd">
            <summary>
            <para>End of element.</para>
            </summary>
        </member>
        <member name="F:Godot.XMLParser.NodeType.Text">
            <summary>
            <para>Text node.</para>
            </summary>
        </member>
        <member name="F:Godot.XMLParser.NodeType.Comment">
            <summary>
            <para>Comment node.</para>
            </summary>
        </member>
        <member name="F:Godot.XMLParser.NodeType.Cdata">
            <summary>
            <para>CDATA content.</para>
            </summary>
        </member>
        <member name="F:Godot.XMLParser.NodeType.Unknown">
            <summary>
            <para>Unknown node.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.Read">
            <summary>
            <para>Reads the next node of the file. This returns an error code.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetNodeType">
            <summary>
            <para>Gets the type of the current node. Compare with <see cref="T:Godot.XMLParser.NodeType"/> constants.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetNodeName">
            <summary>
            <para>Gets the name of the current element node. This will raise an error if the current node type is neither <see cref="F:Godot.XMLParser.NodeType.Element"/> nor <see cref="F:Godot.XMLParser.NodeType.ElementEnd"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetNodeData">
            <summary>
            <para>Gets the contents of a text node. This will raise an error in any other type of node.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetNodeOffset">
            <summary>
            <para>Gets the byte offset of the current node since the beginning of the file or buffer.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetAttributeCount">
            <summary>
            <para>Gets the amount of attributes in the current element.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetAttributeName(System.Int32)">
            <summary>
            <para>Gets the name of the attribute specified by the index in <c>idx</c> argument.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetAttributeValue(System.Int32)">
            <summary>
            <para>Gets the value of the attribute specified by the index in <c>idx</c> argument.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.HasAttribute(System.String)">
            <summary>
            <para>Check whether the current element has a certain attribute.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetNamedAttributeValue(System.String)">
            <summary>
            <para>Gets the value of a certain attribute of the current element by name. This will raise an error if the element has no such attribute.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetNamedAttributeValueSafe(System.String)">
            <summary>
            <para>Gets the value of a certain attribute of the current element by name. This will return an empty <see cref="T:System.String"/> if the attribute is not found.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.IsEmpty">
            <summary>
            <para>Check whether the current element is empty (this only works for completely empty tags, e.g. <c>&lt;element \&gt;</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.GetCurrentLine">
            <summary>
            <para>Gets the current line in the parsed file (currently not implemented).</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.SkipSection">
            <summary>
            <para>Skips the current section. If the node contains other elements, they will be ignored and the cursor will go to the closing of the current element.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.Seek(System.UInt64)">
            <summary>
            <para>Moves the buffer cursor to a certain offset (since the beginning) and read the next node there. This returns an error code.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.Open(System.String)">
            <summary>
            <para>Opens an XML file for parsing. This returns an error code.</para>
            </summary>
        </member>
        <member name="M:Godot.XMLParser.OpenBuffer(System.Byte[])">
            <summary>
            <para>Opens an XML raw buffer for parsing. This returns an error code.</para>
            </summary>
        </member>
        <member name="T:Godot.YSort">
            <summary>
            <para>Sort all child nodes based on their Y positions. The child node must inherit from <see cref="T:Godot.CanvasItem"/> for it to be sorted. Nodes that have a higher Y position will be drawn later, so they will appear on top of nodes that have a lower Y position.</para>
            <para>Nesting of YSort nodes is possible. Children YSort nodes will be sorted in the same space as the parent YSort, allowing to better organize a scene or divide it in multiple ones, yet keep the unique sorting.</para>
            </summary>
        </member>
        <member name="P:Godot.YSort.SortEnabled">
            <summary>
            <para>If <c>true</c>, child nodes are sorted, otherwise sorting is disabled.</para>
            </summary>
        </member>
        <member name="T:Godot.ClassDB">
            <summary>
            <para>Provides access to metadata stored for every available class.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.GetClassList">
            <summary>
            <para>Returns the names of all the classes available.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.GetInheritersFromClass(System.String)">
            <summary>
            <para>Returns the names of all the classes that directly or indirectly inherit from <c>class</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.GetParentClass(System.String)">
            <summary>
            <para>Returns the parent class of <c>class</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassExists(System.String)">
            <summary>
            <para>Returns whether the specified <c>class</c> is available or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.IsParentClass(System.String,System.String)">
            <summary>
            <para>Returns whether <c>inherits</c> is an ancestor of <c>class</c> or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.CanInstance(System.String)">
            <summary>
            <para>Returns <c>true</c> if you can instance objects from the specified <c>class</c>, <c>false</c> in other case.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.Instance(System.String)">
            <summary>
            <para>Creates an instance of <c>class</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassHasSignal(System.String,System.String)">
            <summary>
            <para>Returns whether <c>class</c> or its ancestry has a signal called <c>signal</c> or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetSignal(System.String,System.String)">
            <summary>
            <para>Returns the <c>signal</c> data of <c>class</c> or its ancestry. The returned value is a <see cref="T:Godot.Collections.Dictionary"/> with the following keys: <c>args</c>, <c>default_args</c>, <c>flags</c>, <c>id</c>, <c>name</c>, <c>return: (class_name, hint, hint_string, name, type, usage)</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetSignalList(System.String,System.Boolean)">
            <summary>
            <para>Returns an array with all the signals of <c>class</c> or its ancestry if <c>no_inheritance</c> is <c>false</c>. Every element of the array is a <see cref="T:Godot.Collections.Dictionary"/> as described in <see cref="M:Godot.ClassDB.ClassGetSignal(System.String,System.String)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetPropertyList(System.String,System.Boolean)">
            <summary>
            <para>Returns an array with all the properties of <c>class</c> or its ancestry if <c>no_inheritance</c> is <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetProperty(Godot.Object,System.String)">
            <summary>
            <para>Returns the value of <c>property</c> of <c>class</c> or its ancestry.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassSetProperty(Godot.Object,System.String,System.Object)">
            <summary>
            <para>Sets <c>property</c> value of <c>class</c> to <c>value</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassHasMethod(System.String,System.String,System.Boolean)">
            <summary>
            <para>Returns whether <c>class</c> (or its ancestry if <c>no_inheritance</c> is <c>false</c>) has a method called <c>method</c> or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetMethodList(System.String,System.Boolean)">
            <summary>
            <para>Returns an array with all the methods of <c>class</c> or its ancestry if <c>no_inheritance</c> is <c>false</c>. Every element of the array is a <see cref="T:Godot.Collections.Dictionary"/> with the following keys: <c>args</c>, <c>default_args</c>, <c>flags</c>, <c>id</c>, <c>name</c>, <c>return: (class_name, hint, hint_string, name, type, usage)</c>.</para>
            <para>Note: In exported release builds the debug info is not available, so the returned dictionaries will contain only method names.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetIntegerConstantList(System.String,System.Boolean)">
            <summary>
            <para>Returns an array with the names all the integer constants of <c>class</c> or its ancestry.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassHasIntegerConstant(System.String,System.String)">
            <summary>
            <para>Returns whether <c>class</c> or its ancestry has an integer constant called <c>name</c> or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetIntegerConstant(System.String,System.String)">
            <summary>
            <para>Returns the value of the integer constant <c>name</c> of <c>class</c> or its ancestry. Always returns 0 when the constant could not be found.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassHasEnum(System.String,System.String,System.Boolean)">
            <summary>
            <para>Returns whether <c>class</c> or its ancestry has an enum called <c>name</c> or not.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetEnumList(System.String,System.Boolean)">
            <summary>
            <para>Returns an array with all the enums of <c>class</c> or its ancestry.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetEnumConstants(System.String,System.String,System.Boolean)">
            <summary>
            <para>Returns an array with all the keys in <c>enum</c> of <c>class</c> or its ancestry.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetIntegerConstantEnum(System.String,System.String,System.Boolean)">
            <summary>
            <para>Returns which enum the integer constant <c>name</c> of <c>class</c> or its ancestry belongs to.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.ClassGetCategory(System.String)">
            <summary>
            <para>Returns a category associated with the class for use in documentation and the Asset Library. Debug mode required.</para>
            </summary>
        </member>
        <member name="M:Godot.ClassDB.IsClassEnabled(System.String)">
            <summary>
            <para>Returns whether this <c>class</c> is enabled or not.</para>
            </summary>
        </member>
        <member name="T:Godot.Directory">
            <summary>
            <para>Directory type. It is used to manage directories and their content (not restricted to the project folder).</para>
            <para>When creating a new <see cref="T:Godot.Directory"/>, its default opened directory will be <c>res://</c>. This may change in the future, so it is advised to always use <see cref="M:Godot.Directory.Open(System.String)"/> to initialize your <see cref="T:Godot.Directory"/> where you want to operate, with explicit error checking.</para>
            <para>Note: Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. Use <see cref="T:Godot.ResourceLoader"/> to access imported resources.</para>
            <para>Here is an example on how to iterate through the files of a directory:</para>
            <para><code>
            func dir_contents(path):
                var dir = Directory.new()
                if dir.open(path) == OK:
                    dir.list_dir_begin()
                    var file_name = dir.get_next()
                    while file_name != "":
                        if dir.current_is_dir():
                            print("Found directory: " + file_name)
                        else:
                            print("Found file: " + file_name)
                        file_name = dir.get_next()
                else:
                    print("An error occurred when trying to access the path.")
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Directory.Open(System.String)">
            <summary>
            <para>Opens an existing directory of the filesystem. The <c>path</c> argument can be within the project tree (<c>res://folder</c>), the user directory (<c>user://folder</c>) or an absolute path of the user filesystem (e.g. <c>/tmp/folder</c> or <c>C:\tmp\folder</c>).</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.ListDirBegin(System.Boolean,System.Boolean)">
            <summary>
            <para>Initializes the stream used to list all files and directories using the <see cref="M:Godot.Directory.GetNext"/> function, closing the currently opened stream if needed. Once the stream has been processed, it should typically be closed with <see cref="M:Godot.Directory.ListDirEnd"/>.</para>
            <para>If <c>skip_navigational</c> is <c>true</c>, <c>.</c> and <c>..</c> are filtered out.</para>
            <para>If <c>skip_hidden</c> is <c>true</c>, hidden files are filtered out.</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.GetNext">
            <summary>
            <para>Returns the next element (file or directory) in the current directory (including <c>.</c> and <c>..</c>, unless <c>skip_navigational</c> was given to <see cref="M:Godot.Directory.ListDirBegin(System.Boolean,System.Boolean)"/>).</para>
            <para>The name of the file or directory is returned (and not its full path). Once the stream has been fully processed, the method returns an empty String and closes the stream automatically (i.e. <see cref="M:Godot.Directory.ListDirEnd"/> would not be mandatory in such a case).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.CurrentIsDir">
            <summary>
            <para>Returns whether the current item processed with the last <see cref="M:Godot.Directory.GetNext"/> call is a directory (<c>.</c> and <c>..</c> are considered directories).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.ListDirEnd">
            <summary>
            <para>Closes the current stream opened with <see cref="M:Godot.Directory.ListDirBegin(System.Boolean,System.Boolean)"/> (whether it has been fully processed with <see cref="M:Godot.Directory.GetNext"/> does not matter).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.GetDriveCount">
            <summary>
            <para>On Windows, returns the number of drives (partitions) mounted on the current filesystem.</para>
            <para>On macOS, returns the number of mounted volumes.</para>
            <para>On Linux, returns the number of mounted volumes and GTK 3 bookmarks.</para>
            <para>On other platforms, the method returns 0.</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.GetDrive(System.Int32)">
            <summary>
            <para>On Windows, returns the name of the drive (partition) passed as an argument (e.g. <c>C:</c>).</para>
            <para>On macOS, returns the path to the mounted volume passed as an argument.</para>
            <para>On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as an argument.</para>
            <para>On other platforms, or if the requested drive does not exist, the method returns an empty String.</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.GetCurrentDrive">
            <summary>
            <para>Returns the currently opened directory's drive index. See <see cref="M:Godot.Directory.GetDrive(System.Int32)"/> to convert returned index to the name of the drive.</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.ChangeDir(System.String)">
            <summary>
            <para>Changes the currently opened directory to the one passed as an argument. The argument can be relative to the current directory (e.g. <c>newdir</c> or <c>../newdir</c>), or an absolute path (e.g. <c>/tmp/newdir</c> or <c>res://somedir/newdir</c>).</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.GetCurrentDir">
            <summary>
            <para>Returns the absolute path to the currently opened directory (e.g. <c>res://folder</c> or <c>C:\tmp\folder</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.MakeDir(System.String)">
            <summary>
            <para>Creates a directory. The argument can be relative to the current directory, or an absolute path. The target directory should be placed in an already existing directory (to create the full path recursively, see <see cref="M:Godot.Directory.MakeDirRecursive(System.String)"/>).</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.MakeDirRecursive(System.String)">
            <summary>
            <para>Creates a target directory and all necessary intermediate directories in its path, by calling <see cref="M:Godot.Directory.MakeDir(System.String)"/> recursively. The argument can be relative to the current directory, or an absolute path.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.FileExists(System.String)">
            <summary>
            <para>Returns whether the target file exists. The argument can be relative to the current directory, or an absolute path.</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.DirExists(System.String)">
            <summary>
            <para>Returns whether the target directory exists. The argument can be relative to the current directory, or an absolute path.</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.GetSpaceLeft">
            <summary>
            <para>On UNIX desktop systems, returns the available space on the current directory's disk. On other platforms, this information is not available and the method returns 0 or -1.</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.Copy(System.String,System.String)">
            <summary>
            <para>Copies the <c>from</c> file to the <c>to</c> destination. Both arguments should be paths to files, either relative or absolute. If the destination file exists and is not access-protected, it will be overwritten.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.Rename(System.String,System.String)">
            <summary>
            <para>Renames (move) the <c>from</c> file or directory to the <c>to</c> destination. Both arguments should be paths to files or directories, either relative or absolute. If the destination file or directory exists and is not access-protected, it will be overwritten.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="M:Godot.Directory.Remove(System.String)">
            <summary>
            <para>Permanently deletes the target file or an empty directory. The argument can be relative to the current directory, or an absolute path. If the target directory is not empty, the operation will fail.</para>
            <para>If you don't want to delete the file/directory permanently, use <see cref="M:Godot.OS.MoveToTrash(System.String)"/> instead.</para>
            <para>Returns one of the <see cref="T:Godot.Error"/> code constants (<c>OK</c> on success).</para>
            </summary>
        </member>
        <member name="T:Godot.Engine">
            <summary>
            <para>The <see cref="T:Godot.Engine"/> singleton allows you to query and modify the project's run-time parameters, such as frames per second, time scale, and others.</para>
            </summary>
        </member>
        <member name="P:Godot.Engine.EditorHint">
            <summary>
            <para>If <c>true</c>, the script is currently running inside the editor. This is useful for <c>tool</c> scripts to conditionally draw editor helpers, or prevent accidentally running "game" code that would affect the scene state while in the editor:</para>
            <para><code>
            if Engine.editor_hint:
                draw_gizmos()
            else:
                simulate_physics()
            </code></para>
            <para>See <a href="$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html">Running code in the editor</a> in the documentation for more information.</para>
            <para>Note: To detect whether the script is run from an editor build (e.g. when pressing <c>F5</c>), use <see cref="M:Godot.OS.HasFeature(System.String)"/> with the <c>"editor"</c> argument instead. <c>OS.has_feature("editor")</c> will evaluate to <c>true</c> both when the code is running in the editor and when running the project from the editor, but it will evaluate to <c>false</c> when the code is run from an exported project.</para>
            </summary>
        </member>
        <member name="P:Godot.Engine.PrintErrorMessages">
            <summary>
            <para>If <c>false</c>, stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the <c>ProjectSettings.application/run/disable_stderr</c> project setting.</para>
            <para>Warning: If you set this to <c>false</c> anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to <c>false</c> in a <c>tool</c> script, this will also impact the editor itself. Do not report bugs before ensuring error messages are enabled (as they are by default).</para>
            <para>Note: This property does not impact the editor's Errors tab when running a project from the editor.</para>
            </summary>
        </member>
        <member name="P:Godot.Engine.IterationsPerSecond">
            <summary>
            <para>The number of fixed iterations per second. This controls how often physics simulation and <see cref="M:Godot.Node._PhysicsProcess(System.Single)"/> methods are run. This value should generally always be set to <c>60</c> or above, as Godot doesn't interpolate the physics step. As a result, values lower than <c>60</c> will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also <see cref="P:Godot.Engine.TargetFps"/> and <c>ProjectSettings.physics/common/physics_fps</c>.</para>
            <para>Note: Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if <c>delta</c> is used consistently in physics calculations). Therefore, it is recommended not to increase <see cref="P:Godot.Engine.IterationsPerSecond"/> above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.</para>
            </summary>
        </member>
        <member name="P:Godot.Engine.TargetFps">
            <summary>
            <para>The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.</para>
            </summary>
        </member>
        <member name="P:Godot.Engine.TimeScale">
            <summary>
            <para>Controls how fast or slow the in-game clock ticks versus the real life one. It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real life, whilst a value of 0.5 means the game moves at half the regular speed.</para>
            </summary>
        </member>
        <member name="P:Godot.Engine.PhysicsJitterFix">
            <summary>
            <para>Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.</para>
            <para>Note: For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting <see cref="P:Godot.Engine.PhysicsJitterFix"/> to <c>0</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetPhysicsInterpolationFraction">
            <summary>
            <para>Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetFramesDrawn">
            <summary>
            <para>Returns the total number of frames drawn. On headless platforms, or if the render loop is disabled with <c>--disable-render-loop</c> via command line, <see cref="M:Godot.Engine.GetFramesDrawn"/> always returns <c>0</c>. See <see cref="M:Godot.Engine.GetIdleFrames"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetFramesPerSecond">
            <summary>
            <para>Returns the frames per second of the running game.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetPhysicsFrames">
            <summary>
            <para>Returns the total number of frames passed since engine initialization which is advanced on each physics frame. See also <see cref="M:Godot.Engine.GetIdleFrames"/>.</para>
            <para><see cref="M:Godot.Engine.GetPhysicsFrames"/> can be used to run expensive logic less often without relying on a <see cref="T:Godot.Timer"/>:</para>
            <para><code>
            func _physics_process(_delta):
                if Engine.get_physics_frames() % 2 == 0:
                    pass  # Run expensive logic only once every 2 physics frames here.
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetIdleFrames">
            <summary>
            <para>Returns the total number of frames passed since engine initialization which is advanced on each idle frame, regardless of whether the render loop is enabled. See also <see cref="M:Godot.Engine.GetFramesDrawn"/> and <see cref="M:Godot.Engine.GetPhysicsFrames"/>.</para>
            <para><see cref="M:Godot.Engine.GetIdleFrames"/> can be used to run expensive logic less often without relying on a <see cref="T:Godot.Timer"/>:</para>
            <para><code>
            func _process(_delta):
                if Engine.get_idle_frames() % 2 == 0:
                    pass  # Run expensive logic only once every 2 idle (render) frames here.
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetMainLoop">
            <summary>
            <para>Returns the main loop object (see <see cref="T:Godot.MainLoop"/> and <see cref="T:Godot.SceneTree"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetVersionInfo">
            <summary>
            <para>Returns the current engine version information in a Dictionary.</para>
            <para><c>major</c>    - Holds the major version number as an int</para>
            <para><c>minor</c>    - Holds the minor version number as an int</para>
            <para><c>patch</c>    - Holds the patch version number as an int</para>
            <para><c>hex</c>      - Holds the full version number encoded as a hexadecimal int with one byte (2 places) per number (see example below)</para>
            <para><c>status</c>   - Holds the status (e.g. "beta", "rc1", "rc2", ... "stable") as a String</para>
            <para><c>build</c>    - Holds the build name (e.g. "custom_build") as a String</para>
            <para><c>hash</c>     - Holds the full Git commit hash as a String</para>
            <para><c>year</c>     - Holds the year the version was released in as an int</para>
            <para><c>string</c>   - <c>major</c> + <c>minor</c> + <c>patch</c> + <c>status</c> + <c>build</c> in a single String</para>
            <para>The <c>hex</c> value is encoded as follows, from left to right: one byte for the major, one byte for the minor, one byte for the patch version. For example, "3.1.12" would be <c>0x03010C</c>. Note: It's still an int internally, and printing it will give you its decimal representation, which is not particularly meaningful. Use hexadecimal literals for easy version comparisons from code:</para>
            <para><code>
            if Engine.get_version_info().hex &gt;= 0x030200:
                # Do things specific to version 3.2 or later
            else:
                # Do things specific to versions before 3.2
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetAuthorInfo">
            <summary>
            <para>Returns engine author information in a Dictionary.</para>
            <para><c>lead_developers</c>    - Array of Strings, lead developer names</para>
            <para><c>founders</c>           - Array of Strings, founder names</para>
            <para><c>project_managers</c>   - Array of Strings, project manager names</para>
            <para><c>developers</c>         - Array of Strings, developer names</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetCopyrightInfo">
            <summary>
            <para>Returns an Array of copyright information Dictionaries.</para>
            <para><c>name</c>    - String, component name</para>
            <para><c>parts</c>   - Array of Dictionaries {<c>files</c>, <c>copyright</c>, <c>license</c>} describing subsections of the component</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetDonorInfo">
            <summary>
            <para>Returns a Dictionary of Arrays of donor names.</para>
            <para>{<c>platinum_sponsors</c>, <c>gold_sponsors</c>, <c>silver_sponsors</c>, <c>bronze_sponsors</c>, <c>mini_sponsors</c>, <c>gold_donors</c>, <c>silver_donors</c>, <c>bronze_donors</c>}</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetLicenseInfo">
            <summary>
            <para>Returns Dictionary of licenses used by Godot and included third party components.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetLicenseText">
            <summary>
            <para>Returns Godot license text.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.IsInPhysicsFrame">
            <summary>
            <para>Returns <c>true</c> if the game is inside the fixed process and physics phase of the game loop.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.HasSingleton(System.String)">
            <summary>
            <para>Returns <c>true</c> if a singleton with given <c>name</c> exists in global scope.</para>
            </summary>
        </member>
        <member name="M:Godot.Engine.GetSingleton(System.String)">
            <summary>
            <para>Returns a global singleton with given <c>name</c>. Often used for plugins, e.g. <c>GodotPayment</c> on Android.</para>
            </summary>
        </member>
        <member name="T:Godot.File">
            <summary>
            <para>File type. This is used to permanently store data into the user device's file system and to read from it. This can be used to store game save data or player configuration files, for example.</para>
            <para>Here's a sample on how to write and read from a file:</para>
            <para><code>
            func save(content):
                var file = File.new()
                file.open("user://save_game.dat", File.WRITE)
                file.store_string(content)
                file.close()
            
            func load():
                var file = File.new()
                file.open("user://save_game.dat", File.READ)
                var content = file.get_as_text()
                file.close()
                return content
            </code></para>
            <para>In the example above, the file will be saved in the user data folder as specified in the <a href="$DOCS_URL/tutorials/io/data_paths.html">Data paths</a> documentation.</para>
            <para>Note: To access project resources once exported, it is recommended to use <see cref="T:Godot.ResourceLoader"/> instead of the <see cref="T:Godot.File"/> API, as some files are converted to engine-specific formats and their original source files might not be present in the exported PCK package.</para>
            <para>Note: Files are automatically closed only if the process exits "normally" (such as by clicking the window manager's close button or pressing Alt + F4). If you stop the project execution by pressing F8 while the project is running, the file won't be closed as the game process will be killed. You can work around this by calling <see cref="M:Godot.File.Flush"/> at regular intervals.</para>
            </summary>
        </member>
        <member name="F:Godot.File.CompressionMode.Fastlz">
            <summary>
            <para>Uses the <a href="http://fastlz.org/">FastLZ</a> compression method.</para>
            </summary>
        </member>
        <member name="F:Godot.File.CompressionMode.Deflate">
            <summary>
            <para>Uses the <a href="https://en.wikipedia.org/wiki/DEFLATE">DEFLATE</a> compression method.</para>
            </summary>
        </member>
        <member name="F:Godot.File.CompressionMode.Zstd">
            <summary>
            <para>Uses the <a href="https://facebook.github.io/zstd/">Zstandard</a> compression method.</para>
            </summary>
        </member>
        <member name="F:Godot.File.CompressionMode.Gzip">
            <summary>
            <para>Uses the <a href="https://www.gzip.org/">gzip</a> compression method.</para>
            </summary>
        </member>
        <member name="F:Godot.File.ModeFlags.Read">
            <summary>
            <para>Opens the file for read operations. The cursor is positioned at the beginning of the file.</para>
            </summary>
        </member>
        <member name="F:Godot.File.ModeFlags.Write">
            <summary>
            <para>Opens the file for write operations. The file is created if it does not exist, and truncated if it does.</para>
            </summary>
        </member>
        <member name="F:Godot.File.ModeFlags.ReadWrite">
            <summary>
            <para>Opens the file for read and write operations. Does not truncate the file. The cursor is positioned at the beginning of the file.</para>
            </summary>
        </member>
        <member name="F:Godot.File.ModeFlags.WriteRead">
            <summary>
            <para>Opens the file for read and write operations. The file is created if it does not exist, and truncated if it does. The cursor is positioned at the beginning of the file.</para>
            </summary>
        </member>
        <member name="P:Godot.File.EndianSwap">
            <summary>
            <para>If <c>true</c>, the file is read with big-endian <a href="https://en.wikipedia.org/wiki/Endianness">endianness</a>. If <c>false</c>, the file is read with little-endian endianness. If in doubt, leave this to <c>false</c> as most files are written with little-endian endianness.</para>
            <para>Note: <see cref="P:Godot.File.EndianSwap"/> is only about the file format, not the CPU type. The CPU endianness doesn't affect the default endianness for files written.</para>
            <para>Note: This is always reset to <c>false</c> whenever you open the file. Therefore, you must set <see cref="P:Godot.File.EndianSwap"/> after opening the file, not before.</para>
            </summary>
        </member>
        <member name="M:Godot.File.OpenEncrypted(System.String,Godot.File.ModeFlags,System.Byte[])">
            <summary>
            <para>Opens an encrypted file in write or read mode. You need to pass a binary key to encrypt/decrypt it.</para>
            <para>Note: The provided key must be 32 bytes long.</para>
            </summary>
        </member>
        <member name="M:Godot.File.OpenEncryptedWithPass(System.String,Godot.File.ModeFlags,System.String)">
            <summary>
            <para>Opens an encrypted file in write or read mode. You need to pass a password to encrypt/decrypt it.</para>
            </summary>
        </member>
        <member name="M:Godot.File.OpenCompressed(System.String,Godot.File.ModeFlags,Godot.File.CompressionMode)">
            <summary>
            <para>Opens a compressed file for reading or writing.</para>
            <para>Note: <see cref="M:Godot.File.OpenCompressed(System.String,Godot.File.ModeFlags,Godot.File.CompressionMode)"/> can only read files that were saved by Godot, not third-party compression formats. See <a href="https://github.com/godotengine/godot/issues/28999">GitHub issue #28999</a> for a workaround.</para>
            </summary>
        </member>
        <member name="M:Godot.File.Open(System.String,Godot.File.ModeFlags)">
            <summary>
            <para>Opens the file for writing or reading, depending on the flags.</para>
            </summary>
        </member>
        <member name="M:Godot.File.Flush">
            <summary>
            <para>Writes the file's buffer to disk. Flushing is automatically performed when the file is closed. This means you don't need to call <see cref="M:Godot.File.Flush"/> manually before closing a file using <see cref="M:Godot.File.Close"/>. Still, calling <see cref="M:Godot.File.Flush"/> can be used to ensure the data is safe even if the project crashes instead of being closed gracefully.</para>
            <para>Note: Only call <see cref="M:Godot.File.Flush"/> when you actually need it. Otherwise, it will decrease performance due to constant disk writes.</para>
            </summary>
        </member>
        <member name="M:Godot.File.Close">
            <summary>
            <para>Closes the currently opened file and prevents subsequent read/write operations. Use <see cref="M:Godot.File.Flush"/> to persist the data to disk without closing the file.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetPath">
            <summary>
            <para>Returns the path as a <see cref="T:System.String"/> for the current open file.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetPathAbsolute">
            <summary>
            <para>Returns the absolute path as a <see cref="T:System.String"/> for the current open file.</para>
            </summary>
        </member>
        <member name="M:Godot.File.IsOpen">
            <summary>
            <para>Returns <c>true</c> if the file is currently opened.</para>
            </summary>
        </member>
        <member name="M:Godot.File.Seek(System.Int64)">
            <summary>
            <para>Changes the file reading/writing cursor to the specified position (in bytes from the beginning of the file).</para>
            </summary>
        </member>
        <member name="M:Godot.File.SeekEnd(System.Int64)">
            <summary>
            <para>Changes the file reading/writing cursor to the specified position (in bytes from the end of the file).</para>
            <para>Note: This is an offset, so you should use negative numbers or the cursor will be at the end of the file.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetPosition">
            <summary>
            <para>Returns the file cursor's position.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetLen">
            <summary>
            <para>Returns the size of the file in bytes.</para>
            </summary>
        </member>
        <member name="M:Godot.File.EofReached">
            <summary>
            <para>Returns <c>true</c> if the file cursor has already read past the end of the file.</para>
            <para>Note: <c>eof_reached() == false</c> cannot be used to check whether there is more data available. To loop while there is more data available, use:</para>
            <para><code>
            while file.get_position() &lt; file.get_len():
                # Read data
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.File.Get8">
            <summary>
            <para>Returns the next 8 bits from the file as an integer. See <see cref="M:Godot.File.Store8(System.Byte)"/> for details on what values can be stored and retrieved this way.</para>
            </summary>
        </member>
        <member name="M:Godot.File.Get16">
            <summary>
            <para>Returns the next 16 bits from the file as an integer. See <see cref="M:Godot.File.Store16(System.UInt16)"/> for details on what values can be stored and retrieved this way.</para>
            </summary>
        </member>
        <member name="M:Godot.File.Get32">
            <summary>
            <para>Returns the next 32 bits from the file as an integer. See <see cref="M:Godot.File.Store32(System.UInt32)"/> for details on what values can be stored and retrieved this way.</para>
            </summary>
        </member>
        <member name="M:Godot.File.Get64">
            <summary>
            <para>Returns the next 64 bits from the file as an integer. See <see cref="M:Godot.File.Store64(System.UInt64)"/> for details on what values can be stored and retrieved this way.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetFloat">
            <summary>
            <para>Returns the next 32 bits from the file as a floating-point number.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetDouble">
            <summary>
            <para>Returns the next 64 bits from the file as a floating-point number.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetReal">
            <summary>
            <para>Returns the next bits from the file as a floating-point number.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetBuffer(System.Int64)">
            <summary>
            <para>Returns next <c>len</c> bytes of the file as a <see cref="T:System.Byte"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetLine">
            <summary>
            <para>Returns the next line of the file as a <see cref="T:System.String"/>.</para>
            <para>Text is interpreted as being UTF-8 encoded.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetCsvLine(System.String)">
            <summary>
            <para>Returns the next value of the file in CSV (Comma-Separated Values) format. You can pass a different delimiter <c>delim</c> to use other than the default <c>","</c> (comma). This delimiter must be one-character long, and cannot be a double quotation mark.</para>
            <para>Text is interpreted as being UTF-8 encoded. Text values must be enclosed in double quotes if they include the delimiter character. Double quotes within a text value can be escaped by doubling their occurrence.</para>
            <para>For example, the following CSV lines are valid and will be properly parsed as two strings each:</para>
            <para><code>
            Alice,"Hello, Bob!"
            Bob,Alice! What a surprise!
            Alice,"I thought you'd reply with ""Hello, world""."
            </code></para>
            <para>Note how the second line can omit the enclosing quotes as it does not include the delimiter. However it could very well use quotes, it was only written without for demonstration purposes. The third line must use <c>""</c> for each quotation mark that needs to be interpreted as such instead of the end of a text value.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetAsText(System.Boolean)">
            <summary>
            <para>Returns the whole file as a <see cref="T:System.String"/>. Text is interpreted as being UTF-8 encoded.</para>
            <para>If <c>skip_cr</c> is <c>true</c>, carriage return characters (<c>\r</c>, CR) will be ignored when parsing the UTF-8, so that only line feed characters (<c>\n</c>, LF) represent a new line (Unix convention).</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetMd5(System.String)">
            <summary>
            <para>Returns an MD5 String representing the file at the given path or an empty <see cref="T:System.String"/> on failure.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetSha256(System.String)">
            <summary>
            <para>Returns a SHA-256 <see cref="T:System.String"/> representing the file at the given path or an empty <see cref="T:System.String"/> on failure.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetError">
            <summary>
            <para>Returns the last error that happened when trying to perform operations. Compare with the <c>ERR_FILE_*</c> constants from <see cref="T:Godot.Error"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetVar(System.Boolean)">
            <summary>
            <para>Returns the next <c>Variant</c> value from the file. If <c>allow_objects</c> is <c>true</c>, decoding objects is allowed.</para>
            <para>Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.</para>
            </summary>
        </member>
        <member name="M:Godot.File.Store8(System.Byte)">
            <summary>
            <para>Stores an integer as 8 bits in the file.</para>
            <para>Note: The <c>value</c> should lie in the interval <c>[0, 255]</c>. Any other value will overflow and wrap around.</para>
            <para>To store a signed integer, use <see cref="M:Godot.File.Store64(System.UInt64)"/>, or convert it manually (see <see cref="M:Godot.File.Store16(System.UInt16)"/> for an example).</para>
            </summary>
        </member>
        <member name="M:Godot.File.Store16(System.UInt16)">
            <summary>
            <para>Stores an integer as 16 bits in the file.</para>
            <para>Note: The <c>value</c> should lie in the interval <c>[0, 2^16 - 1]</c>. Any other value will overflow and wrap around.</para>
            <para>To store a signed integer, use <see cref="M:Godot.File.Store64(System.UInt64)"/> or store a signed integer from the interval <c>[-2^15, 2^15 - 1]</c> (i.e. keeping one bit for the signedness) and compute its sign manually when reading. For example:</para>
            <para><code>
            const MAX_15B = 1 &lt;&lt; 15
            const MAX_16B = 1 &lt;&lt; 16
            
            func unsigned16_to_signed(unsigned):
                return (unsigned + MAX_15B) % MAX_16B - MAX_15B
            
            func _ready():
                var f = File.new()
                f.open("user://file.dat", File.WRITE_READ)
                f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).
                f.store_16(121) # In bounds, will store 121.
                f.seek(0) # Go back to start to read the stored value.
                var read1 = f.get_16() # 65494
                var read2 = f.get_16() # 121
                var converted1 = unsigned16_to_signed(read1) # -42
                var converted2 = unsigned16_to_signed(read2) # 121
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.File.Store32(System.UInt32)">
            <summary>
            <para>Stores an integer as 32 bits in the file.</para>
            <para>Note: The <c>value</c> should lie in the interval <c>[0, 2^32 - 1]</c>. Any other value will overflow and wrap around.</para>
            <para>To store a signed integer, use <see cref="M:Godot.File.Store64(System.UInt64)"/>, or convert it manually (see <see cref="M:Godot.File.Store16(System.UInt16)"/> for an example).</para>
            </summary>
        </member>
        <member name="M:Godot.File.Store64(System.UInt64)">
            <summary>
            <para>Stores an integer as 64 bits in the file.</para>
            <para>Note: The <c>value</c> must lie in the interval <c>[-2^63, 2^63 - 1]</c> (i.e. be a valid <see cref="T:System.Int32"/> value).</para>
            </summary>
        </member>
        <member name="M:Godot.File.StoreFloat(System.Single)">
            <summary>
            <para>Stores a floating-point number as 32 bits in the file.</para>
            </summary>
        </member>
        <member name="M:Godot.File.StoreDouble(System.Double)">
            <summary>
            <para>Stores a floating-point number as 64 bits in the file.</para>
            </summary>
        </member>
        <member name="M:Godot.File.StoreReal(System.Single)">
            <summary>
            <para>Stores a floating-point number in the file.</para>
            </summary>
        </member>
        <member name="M:Godot.File.StoreBuffer(System.Byte[])">
            <summary>
            <para>Stores the given array of bytes in the file.</para>
            </summary>
        </member>
        <member name="M:Godot.File.StoreLine(System.String)">
            <summary>
            <para>Appends <c>line</c> to the file followed by a line return character (<c>\n</c>), encoding the text as UTF-8.</para>
            </summary>
        </member>
        <member name="M:Godot.File.StoreCsvLine(System.String[],System.String)">
            <summary>
            <para>Store the given <see cref="T:System.String"/> in the file as a line formatted in the CSV (Comma-Separated Values) format. You can pass a different delimiter <c>delim</c> to use other than the default <c>","</c> (comma). This delimiter must be one-character long.</para>
            <para>Text will be encoded as UTF-8.</para>
            </summary>
        </member>
        <member name="M:Godot.File.StoreString(System.String)">
            <summary>
            <para>Appends <c>string</c> to the file without a line return, encoding the text as UTF-8.</para>
            <para>Note: This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can't be loaded back easily. If you want to store a retrievable string in a binary file, consider using <see cref="M:Godot.File.StorePascalString(System.String)"/> instead. For retrieving strings from a text file, you can use <c>get_buffer(length).get_string_from_utf8()</c> (if you know the length) or <see cref="M:Godot.File.GetAsText(System.Boolean)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.File.StoreVar(System.Object,System.Boolean)">
            <summary>
            <para>Stores any Variant value in the file. If <c>full_objects</c> is <c>true</c>, encoding objects is allowed (and can potentially include code).</para>
            <para>Note: Not all properties are included. Only properties that are configured with the <see cref="F:Godot.PropertyUsageFlags.Storage"/> flag set will be serialized. You can add a new usage flag to a property by overriding the <see cref="M:Godot.Object._GetPropertyList"/> method in your class. You can also check how property usage is configured by calling <see cref="M:Godot.Object._GetPropertyList"/>. See <see cref="T:Godot.PropertyUsageFlags"/> for the possible usage flags.</para>
            </summary>
        </member>
        <member name="M:Godot.File.StorePascalString(System.String)">
            <summary>
            <para>Stores the given <see cref="T:System.String"/> as a line in the file in Pascal format (i.e. also store the length of the string).</para>
            <para>Text will be encoded as UTF-8.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetPascalString">
            <summary>
            <para>Returns a <see cref="T:System.String"/> saved in Pascal format from the file.</para>
            <para>Text is interpreted as being UTF-8 encoded.</para>
            </summary>
        </member>
        <member name="M:Godot.File.FileExists(System.String)">
            <summary>
            <para>Returns <c>true</c> if the file exists in the given path.</para>
            <para>Note: Many resources types are imported (e.g. textures or sound files), and their source asset will not be included in the exported game, as only the imported version is used. See <see cref="M:Godot.ResourceLoader.Exists(System.String,System.String)"/> for an alternative approach that takes resource remapping into account.</para>
            </summary>
        </member>
        <member name="M:Godot.File.GetModifiedTime(System.String)">
            <summary>
            <para>Returns the last time the <c>file</c> was modified in unix timestamp format or returns a <see cref="T:System.String"/> "ERROR IN <c>file</c>". This unix timestamp can be converted to datetime by using <see cref="M:Godot.OS.GetDatetimeFromUnixTime(System.Int64)"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.Geometry">
            <summary>
            <para>Geometry provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyEndType.Polygon">
            <summary>
            <para>Endpoints are joined using the <see cref="T:Godot.Geometry.PolyJoinType"/> value and the path filled as a polygon.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyEndType.Joined">
            <summary>
            <para>Endpoints are joined using the <see cref="T:Godot.Geometry.PolyJoinType"/> value and the path filled as a polyline.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyEndType.Butt">
            <summary>
            <para>Endpoints are squared off with no extension.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyEndType.Square">
            <summary>
            <para>Endpoints are squared off and extended by <c>delta</c> units.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyEndType.Round">
            <summary>
            <para>Endpoints are rounded off and extended by <c>delta</c> units.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyBooleanOperation.Union">
            <summary>
            <para>Create regions where either subject or clip polygons (or both) are filled.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyBooleanOperation.Difference">
            <summary>
            <para>Create regions where subject polygons are filled except where clip polygons are filled.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyBooleanOperation.Intersection">
            <summary>
            <para>Create regions where both subject and clip polygons are filled.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyBooleanOperation.Xor">
            <summary>
            <para>Create regions where either subject or clip polygons are filled but not where both are filled.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyJoinType.Square">
            <summary>
            <para>Squaring is applied uniformally at all convex edge joins at <c>1 * delta</c>.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyJoinType.Round">
            <summary>
            <para>While flattened paths can never perfectly trace an arc, they are approximated by a series of arc chords.</para>
            </summary>
        </member>
        <member name="F:Godot.Geometry.PolyJoinType.Miter">
            <summary>
            <para>There's a necessary limit to mitered joins since offsetting edges that join at very acute angles will produce excessively long and narrow "spikes". For any given edge join, when miter offsetting would exceed that maximum distance, "square" joining is applied.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.BuildBoxPlanes(Godot.Vector3)">
            <summary>
            <para>Returns an array with 6 <see cref="T:Godot.Plane"/>s that describe the sides of a box centered at the origin. The box size is defined by <c>extents</c>, which represents one (positive) corner of the box (i.e. half its actual size).</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.BuildCylinderPlanes(System.Single,System.Single,System.Int32,Godot.Vector3.Axis)">
            <summary>
            <para>Returns an array of <see cref="T:Godot.Plane"/>s closely bounding a faceted cylinder centered at the origin with radius <c>radius</c> and height <c>height</c>. The parameter <c>sides</c> defines how many planes will be generated for the round part of the cylinder. The parameter <c>axis</c> describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z).</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.BuildCapsulePlanes(System.Single,System.Single,System.Int32,System.Int32,Godot.Vector3.Axis)">
            <summary>
            <para>Returns an array of <see cref="T:Godot.Plane"/>s closely bounding a faceted capsule centered at the origin with radius <c>radius</c> and height <c>height</c>. The parameter <c>sides</c> defines how many planes will be generated for the side part of the capsule, whereas <c>lats</c> gives the number of latitudinal steps at the bottom and top of the capsule. The parameter <c>axis</c> describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z).</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.IsPointInCircle(Godot.Vector2,Godot.Vector2,System.Single)">
            <summary>
            <para>Returns <c>true</c> if <c>point</c> is inside the circle or if it's located exactly on the circle's boundary, otherwise returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.SegmentIntersectsCircle(Godot.Vector2,Godot.Vector2,Godot.Vector2,System.Single)">
            <summary>
            <para>Given the 2D segment (<c>segment_from</c>, <c>segment_to</c>), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position <c>circle_position</c> and has radius <c>circle_radius</c>. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not).</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.SegmentIntersectsSegment2d(Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Checks if the two segments (<c>from_a</c>, <c>to_a</c>) and (<c>from_b</c>, <c>to_b</c>) intersect. If yes, return the point of intersection as <see cref="T:Godot.Vector2"/>. If no intersection takes place, returns <c>null</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.LineIntersectsLine2d(Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Checks if the two lines (<c>from_a</c>, <c>dir_a</c>) and (<c>from_b</c>, <c>dir_b</c>) intersect. If yes, return the point of intersection as <see cref="T:Godot.Vector2"/>. If no intersection takes place, returns <c>null</c>.</para>
            <para>Note: The lines are specified using direction vectors, not end points.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.GetClosestPointsBetweenSegments2d(Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Given the two 2D segments (<c>p1</c>, <c>q1</c>) and (<c>p2</c>, <c>q2</c>), finds those two points on the two segments that are closest to each other. Returns a <see cref="T:Godot.Vector2"/> that contains this point on (<c>p1</c>, <c>q1</c>) as well the accompanying point on (<c>p2</c>, <c>q2</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.GetClosestPointsBetweenSegments(Godot.Vector3,Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Given the two 3D segments (<c>p1</c>, <c>p2</c>) and (<c>q1</c>, <c>q2</c>), finds those two points on the two segments that are closest to each other. Returns a <see cref="T:Godot.Vector3"/> that contains this point on (<c>p1</c>, <c>p2</c>) as well the accompanying point on (<c>q1</c>, <c>q2</c>).</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.GetClosestPointToSegment2d(Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Returns the 2D point on the 2D segment (<c>s1</c>, <c>s2</c>) that is closest to <c>point</c>. The returned point will always be inside the specified segment.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.GetClosestPointToSegment(Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Returns the 3D point on the 3D segment (<c>s1</c>, <c>s2</c>) that is closest to <c>point</c>. The returned point will always be inside the specified segment.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.GetClosestPointToSegmentUncapped2d(Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Returns the 2D point on the 2D line defined by (<c>s1</c>, <c>s2</c>) that is closest to <c>point</c>. The returned point can be inside the segment (<c>s1</c>, <c>s2</c>) or outside of it, i.e. somewhere on the line extending from the segment.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.GetClosestPointToSegmentUncapped(Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Returns the 3D point on the 3D line defined by (<c>s1</c>, <c>s2</c>) that is closest to <c>point</c>. The returned point can be inside the segment (<c>s1</c>, <c>s2</c>) or outside of it, i.e. somewhere on the line extending from the segment.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.GetUv84NormalBit(Godot.Vector3)">
            <summary>
            <para>Used internally by the engine.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.RayIntersectsTriangle(Godot.Vector3,Godot.Vector3,Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Tests if the 3D ray starting at <c>from</c> with the direction of <c>dir</c> intersects the triangle specified by <c>a</c>, <c>b</c> and <c>c</c>. If yes, returns the point of intersection as <see cref="T:Godot.Vector3"/>. If no intersection takes place, an empty <c>Variant</c> is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.SegmentIntersectsTriangle(Godot.Vector3,Godot.Vector3,Godot.Vector3,Godot.Vector3,Godot.Vector3)">
            <summary>
            <para>Tests if the segment (<c>from</c>, <c>to</c>) intersects the triangle <c>a</c>, <c>b</c>, <c>c</c>. If yes, returns the point of intersection as <see cref="T:Godot.Vector3"/>. If no intersection takes place, an empty <c>Variant</c> is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.SegmentIntersectsSphere(Godot.Vector3,Godot.Vector3,Godot.Vector3,System.Single)">
            <summary>
            <para>Checks if the segment (<c>from</c>, <c>to</c>) intersects the sphere that is located at <c>sphere_position</c> and has radius <c>sphere_radius</c>. If no, returns an empty <see cref="T:Godot.Vector3"/>. If yes, returns a <see cref="T:Godot.Vector3"/> containing the point of intersection and the sphere's normal at the point of intersection.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.SegmentIntersectsCylinder(Godot.Vector3,Godot.Vector3,System.Single,System.Single)">
            <summary>
            <para>Checks if the segment (<c>from</c>, <c>to</c>) intersects the cylinder with height <c>height</c> that is centered at the origin and has radius <c>radius</c>. If no, returns an empty <see cref="T:Godot.Vector3"/>. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.SegmentIntersectsConvex(Godot.Vector3,Godot.Vector3,Godot.Collections.Array)">
            <summary>
            <para>Given a convex hull defined though the <see cref="T:Godot.Plane"/>s in the array <c>planes</c>, tests if the segment (<c>from</c>, <c>to</c>) intersects with that hull. If an intersection is found, returns a <see cref="T:Godot.Vector3"/> containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.PointIsInsideTriangle(Godot.Vector2,Godot.Vector2,Godot.Vector2,Godot.Vector2)">
            <summary>
            <para>Returns if <c>point</c> is inside the triangle specified by <c>a</c>, <c>b</c> and <c>c</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.IsPolygonClockwise(Godot.Vector2[])">
            <summary>
            <para>Returns <c>true</c> if <c>polygon</c>'s vertices are ordered in clockwise order, otherwise returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.IsPointInPolygon(Godot.Vector2,Godot.Vector2[])">
            <summary>
            <para>Returns <c>true</c> if <c>point</c> is inside <c>polygon</c> or if it's located exactly on polygon's boundary, otherwise returns <c>false</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.TriangulatePolygon(Godot.Vector2[])">
            <summary>
            <para>Triangulates the polygon specified by the points in <c>polygon</c>. Returns a <see cref="T:System.Int32"/> where each triangle consists of three consecutive point indices into <c>polygon</c> (i.e. the returned array will have <c>n * 3</c> elements, with <c>n</c> being the number of found triangles). Output triangles will always be counter clockwise, and the contour will be flipped if it's clockwise. If the triangulation did not succeed, an empty <see cref="T:System.Int32"/> is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.TriangulateDelaunay2d(Godot.Vector2[])">
            <summary>
            <para>Triangulates the area specified by discrete set of <c>points</c> such that no point is inside the circumcircle of any resulting triangle. Returns a <see cref="T:System.Int32"/> where each triangle consists of three consecutive point indices into <c>points</c> (i.e. the returned array will have <c>n * 3</c> elements, with <c>n</c> being the number of found triangles). If the triangulation did not succeed, an empty <see cref="T:System.Int32"/> is returned.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.ConvexHull2d(Godot.Vector2[])">
            <summary>
            <para>Given an array of <see cref="T:Godot.Vector2"/>s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.ClipPolygon(Godot.Vector3[],Godot.Plane)">
            <summary>
            <para>Clips the polygon defined by the points in <c>points</c> against the <c>plane</c> and returns the points of the clipped polygon.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.MergePolygons2d(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Merges (combines) <c>polygon_a</c> and <c>polygon_b</c> and returns an array of merged polygons. This performs <see cref="F:Godot.Geometry.PolyBooleanOperation.Union"/> between polygons.</para>
            <para>The operation may result in an outer polygon (boundary) and multiple inner polygons (holes) produced which could be distinguished by calling <see cref="M:Godot.Geometry.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.ClipPolygons2d(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Clips <c>polygon_a</c> against <c>polygon_b</c> and returns an array of clipped polygons. This performs <see cref="F:Godot.Geometry.PolyBooleanOperation.Difference"/> between polygons. Returns an empty array if <c>polygon_b</c> completely overlaps <c>polygon_a</c>.</para>
            <para>If <c>polygon_b</c> is enclosed by <c>polygon_a</c>, returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling <see cref="M:Godot.Geometry.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.IntersectPolygons2d(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Intersects <c>polygon_a</c> with <c>polygon_b</c> and returns an array of intersected polygons. This performs <see cref="F:Godot.Geometry.PolyBooleanOperation.Intersection"/> between polygons. In other words, returns common area shared by polygons. Returns an empty array if no intersection occurs.</para>
            <para>The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling <see cref="M:Godot.Geometry.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.ExcludePolygons2d(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Mutually excludes common area defined by intersection of <c>polygon_a</c> and <c>polygon_b</c> (see <see cref="M:Godot.Geometry.IntersectPolygons2d(Godot.Vector2[],Godot.Vector2[])"/>) and returns an array of excluded polygons. This performs <see cref="F:Godot.Geometry.PolyBooleanOperation.Xor"/> between polygons. In other words, returns all but common area between polygons.</para>
            <para>The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling <see cref="M:Godot.Geometry.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.ClipPolylineWithPolygon2d(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Clips <c>polyline</c> against <c>polygon</c> and returns an array of clipped polylines. This performs <see cref="F:Godot.Geometry.PolyBooleanOperation.Difference"/> between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.IntersectPolylineWithPolygon2d(Godot.Vector2[],Godot.Vector2[])">
            <summary>
            <para>Intersects <c>polyline</c> with <c>polygon</c> and returns an array of intersected polylines. This performs <see cref="F:Godot.Geometry.PolyBooleanOperation.Intersection"/> between the polyline and the polygon. This operation can be thought of as chopping a line with a closed shape.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.OffsetPolygon2d(Godot.Vector2[],System.Single,Godot.Geometry.PolyJoinType)">
            <summary>
            <para>Inflates or deflates <c>polygon</c> by <c>delta</c> units (pixels). If <c>delta</c> is positive, makes the polygon grow outward. If <c>delta</c> is negative, shrinks the polygon inward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. Returns an empty array if <c>delta</c> is negative and the absolute value of it approximately exceeds the minimum bounding rectangle dimensions of the polygon.</para>
            <para>Each polygon's vertices will be rounded as determined by <c>join_type</c>, see <see cref="T:Godot.Geometry.PolyJoinType"/>.</para>
            <para>The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling <see cref="M:Godot.Geometry.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            <para>Note: To translate the polygon's vertices specifically, use the <c>Transform2D.xform</c> method:</para>
            <para><code>
            var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, 100), Vector2(0, 100)])
            var offset = Vector2(50, 50)
            polygon = Transform2D(0, offset).xform(polygon)
            print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), Vector2(50, 150)]
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.OffsetPolyline2d(Godot.Vector2[],System.Single,Godot.Geometry.PolyJoinType,Godot.Geometry.PolyEndType)">
            <summary>
            <para>Inflates or deflates <c>polyline</c> by <c>delta</c> units (pixels), producing polygons. If <c>delta</c> is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If <c>delta</c> is negative, returns an empty array.</para>
            <para>Each polygon's vertices will be rounded as determined by <c>join_type</c>, see <see cref="T:Godot.Geometry.PolyJoinType"/>.</para>
            <para>Each polygon's endpoints will be rounded as determined by <c>end_type</c>, see <see cref="T:Godot.Geometry.PolyEndType"/>.</para>
            <para>The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling <see cref="M:Godot.Geometry.IsPolygonClockwise(Godot.Vector2[])"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Geometry.MakeAtlas(Godot.Vector2[])">
            <summary>
            <para>Given an array of <see cref="T:Godot.Vector2"/>s representing tiles, builds an atlas. The returned dictionary has two keys: <c>points</c> is an array of <see cref="T:Godot.Vector2"/> that specifies the positions of each tile, <c>size</c> contains the overall size of the whole atlas as <see cref="T:Godot.Vector2"/>.</para>
            </summary>
        </member>
        <member name="T:Godot.GodotSharp">
            <summary>
            <para>This class is a bridge between Godot and the Mono runtime. It exposes several low-level operations and is only available in Mono-enabled Godot builds.</para>
            <para>See also <see cref="T:Godot.CSharpScript"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotSharp.AttachThread">
            <summary>
            <para>Attaches the current thread to the Mono runtime.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotSharp.DetachThread">
            <summary>
            <para>Detaches the current thread from the Mono runtime.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotSharp.GetDomainId">
            <summary>
            <para>Returns the current MonoDomain ID.</para>
            <para>Note: The Mono runtime must be initialized for this method to work (use <see cref="M:Godot.GodotSharp.IsRuntimeInitialized"/> to check). If the Mono runtime isn't initialized at the time this method is called, the engine will crash.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotSharp.GetScriptsDomainId">
            <summary>
            <para>Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as <see cref="M:Godot.GodotSharp.GetDomainId"/>, unless the scripts domain isn't loaded.</para>
            <para>Note: The Mono runtime must be initialized for this method to work (use <see cref="M:Godot.GodotSharp.IsRuntimeInitialized"/> to check). If the Mono runtime isn't initialized at the time this method is called, the engine will crash.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotSharp.IsScriptsDomainLoaded">
            <summary>
            <para>Returns <c>true</c> if the scripts domain is loaded, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotSharp.IsDomainFinalizingForUnload(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the domain is being finalized, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotSharp.IsRuntimeShuttingDown">
            <summary>
            <para>Returns <c>true</c> if the Mono runtime is shutting down, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.GodotSharp.IsRuntimeInitialized">
            <summary>
            <para>Returns <c>true</c> if the Mono runtime is initialized, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="T:Godot.JSON">
            <summary>
            <para>Helper class for parsing JSON data. For usage example and other important hints, see <see cref="T:Godot.JSONParseResult"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.JSON.Print(System.Object,System.String,System.Boolean)">
            <summary>
            <para>Converts a <c>Variant</c> var to JSON text and returns the result. Useful for serializing data to store or send over the network.</para>
            <para>Note: The JSON specification does not define integer or float types, but only a number type. Therefore, converting a Variant to JSON text will convert all numerical values to <see cref="T:System.Single"/> types.</para>
            <para>The <c>indent</c> parameter controls if and how something is indented, the string used for this parameter will be used where there should be an indent in the output, even spaces like <c>"   "</c> will work. <c>\t</c> and <c>\n</c> can also be used for a tab indent, or to make a newline for each indent respectively.</para>
            <para>Example output:</para>
            <para><code>
            ## JSON.print(my_dictionary)
            {"name":"my_dictionary","version":"1.0.0","entities":[{"name":"entity_0","value":"value_0"},{"name":"entity_1","value":"value_1"}]}
            
            ## JSON.print(my_dictionary, "\t")
            {
                "name": "my_dictionary",
                "version": "1.0.0",
                "entities": [
                    {
                        "name": "entity_0",
                        "value": "value_0"
                    },
                    {
                        "name": "entity_1",
                        "value": "value_1"
                    }
                ]
            }
            
            ## JSON.print(my_dictionary, "...")
            {
            ..."name": "my_dictionary",
            ..."version": "1.0.0",
            ..."entities": [
            ......{
            ........."name": "entity_0",
            ........."value": "value_0"
            ......},
            ......{
            ........."name": "entity_1",
            ........."value": "value_1"
            ......}
            ...]
            }
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.JSON.Parse(System.String)">
            <summary>
            <para>Parses a JSON-encoded string and returns a <see cref="T:Godot.JSONParseResult"/> containing the result.</para>
            </summary>
        </member>
        <member name="T:Godot.Marshalls">
            <summary>
            <para>Provides data transformation and encoding utility functions.</para>
            </summary>
        </member>
        <member name="M:Godot.Marshalls.VariantToBase64(System.Object,System.Boolean)">
            <summary>
            <para>Returns a Base64-encoded string of the <c>Variant</c> <c>variant</c>. If <c>full_objects</c> is <c>true</c>, encoding objects is allowed (and can potentially include code).</para>
            </summary>
        </member>
        <member name="M:Godot.Marshalls.Base64ToVariant(System.String,System.Boolean)">
            <summary>
            <para>Returns a decoded <c>Variant</c> corresponding to the Base64-encoded string <c>base64_str</c>. If <c>allow_objects</c> is <c>true</c>, decoding objects is allowed.</para>
            <para>Warning: Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution.</para>
            </summary>
        </member>
        <member name="M:Godot.Marshalls.RawToBase64(System.Byte[])">
            <summary>
            <para>Returns a Base64-encoded string of a given <see cref="T:System.Byte"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Marshalls.Base64ToRaw(System.String)">
            <summary>
            <para>Returns a decoded <see cref="T:System.Byte"/> corresponding to the Base64-encoded string <c>base64_str</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Marshalls.Utf8ToBase64(System.String)">
            <summary>
            <para>Returns a Base64-encoded string of the UTF-8 string <c>utf8_str</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.Marshalls.Base64ToUtf8(System.String)">
            <summary>
            <para>Returns a decoded string corresponding to the Base64-encoded string <c>base64_str</c>.</para>
            </summary>
        </member>
        <member name="T:Godot.Mutex">
            <summary>
            <para>A synchronization mutex (mutual exclusion). This is used to synchronize multiple <see cref="T:Godot.Thread"/>s, and is equivalent to a binary <see cref="T:Godot.Semaphore"/>. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks.</para>
            </summary>
        </member>
        <member name="M:Godot.Mutex.Lock">
            <summary>
            <para>Locks this <see cref="T:Godot.Mutex"/>, blocks until it is unlocked by the current owner.</para>
            <para>Note: This function returns without blocking if the thread already has ownership of the mutex.</para>
            </summary>
        </member>
        <member name="M:Godot.Mutex.TryLock">
            <summary>
            <para>Tries locking this <see cref="T:Godot.Mutex"/>, but does not block. Returns <see cref="F:Godot.Error.Ok"/> on success, <see cref="F:Godot.Error.Busy"/> otherwise.</para>
            <para>Note: This function returns <see cref="F:Godot.Error.Ok"/> if the thread already has ownership of the mutex.</para>
            </summary>
        </member>
        <member name="M:Godot.Mutex.Unlock">
            <summary>
            <para>Unlocks this <see cref="T:Godot.Mutex"/>, leaving it to other threads.</para>
            <para>Note: If a thread called <see cref="M:Godot.Mutex.Lock"/> or <see cref="M:Godot.Mutex.TryLock"/> multiple times while already having ownership of the mutex, it must also call <see cref="M:Godot.Mutex.Unlock"/> the same number of times in order to unlock it correctly.</para>
            </summary>
        </member>
        <member name="T:Godot.OS">
            <summary>
            <para>Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VideoDriver.Gles2">
            <summary>
            <para>The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL 2.1 on desktop platforms and WebGL 1.0 on the web.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VideoDriver.Gles3">
            <summary>
            <para>The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL 3.3 on desktop platforms and WebGL 2.0 on the web.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.SystemDir.Desktop">
            <summary>
            <para>Desktop directory path.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.SystemDir.Dcim">
            <summary>
            <para>DCIM (Digital Camera Images) directory path.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.SystemDir.Documents">
            <summary>
            <para>Documents directory path.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.SystemDir.Downloads">
            <summary>
            <para>Downloads directory path.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.SystemDir.Movies">
            <summary>
            <para>Movies directory path.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.SystemDir.Music">
            <summary>
            <para>Music directory path.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.SystemDir.Pictures">
            <summary>
            <para>Pictures directory path.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.SystemDir.Ringtones">
            <summary>
            <para>Ringtones directory path.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.ScreenOrientationEnum.Landscape">
            <summary>
            <para>Landscape screen orientation.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.ScreenOrientationEnum.Portrait">
            <summary>
            <para>Portrait screen orientation.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.ScreenOrientationEnum.ReverseLandscape">
            <summary>
            <para>Reverse landscape screen orientation.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.ScreenOrientationEnum.ReversePortrait">
            <summary>
            <para>Reverse portrait screen orientation.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.ScreenOrientationEnum.SensorLandscape">
            <summary>
            <para>Uses landscape or reverse landscape based on the hardware sensor.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.ScreenOrientationEnum.SensorPortrait">
            <summary>
            <para>Uses portrait or reverse portrait based on the hardware sensor.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.ScreenOrientationEnum.Sensor">
            <summary>
            <para>Uses most suitable orientation based on the hardware sensor.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.PowerState.Unknown">
            <summary>
            <para>Unknown powerstate.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.PowerState.OnBattery">
            <summary>
            <para>Unplugged, running on battery.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.PowerState.NoBattery">
            <summary>
            <para>Plugged in, no battery available.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.PowerState.Charging">
            <summary>
            <para>Plugged in, battery charging.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.PowerState.Charged">
            <summary>
            <para>Plugged in, battery fully charged.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.HandleType.ApplicationHandle">
            <summary>
            <para>Application handle:</para>
            <para>- Windows: <c>HINSTANCE</c> of the application</para>
            <para>- MacOS: <c>NSApplication*</c> of the application (not yet implemented)</para>
            <para>- Android: <c>JNIEnv*</c> of the application (not yet implemented)</para>
            </summary>
        </member>
        <member name="F:Godot.OS.HandleType.DisplayHandle">
            <summary>
            <para>Display handle:</para>
            <para>- Linux: <c>X11::Display*</c> for the display</para>
            </summary>
        </member>
        <member name="F:Godot.OS.HandleType.WindowHandle">
            <summary>
            <para>Window handle:</para>
            <para>- Windows: <c>HWND</c> of the main window</para>
            <para>- Linux: <c>X11::Window*</c> of the main window</para>
            <para>- MacOS: <c>NSWindow*</c> of the main window (not yet implemented)</para>
            <para>- Android: <c>jObject</c> the main android activity (not yet implemented)</para>
            </summary>
        </member>
        <member name="F:Godot.OS.HandleType.WindowView">
            <summary>
            <para>Window view:</para>
            <para>- Windows: <c>HDC</c> of the main window drawing context</para>
            <para>- MacOS: <c>NSView*</c> of the main windows view (not yet implemented)</para>
            </summary>
        </member>
        <member name="F:Godot.OS.HandleType.OpenglContext">
            <summary>
            <para>OpenGL Context:</para>
            <para>- Windows: <c>HGLRC</c></para>
            <para>- Linux: <c>X11::GLXContext</c></para>
            <para>- MacOS: <c>NSOpenGLContext*</c> (not yet implemented)</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.January">
            <summary>
            <para>January.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.February">
            <summary>
            <para>February.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.March">
            <summary>
            <para>March.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.April">
            <summary>
            <para>April.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.May">
            <summary>
            <para>May.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.June">
            <summary>
            <para>June.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.July">
            <summary>
            <para>July.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.August">
            <summary>
            <para>August.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.September">
            <summary>
            <para>September.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.October">
            <summary>
            <para>October.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.November">
            <summary>
            <para>November.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Month.December">
            <summary>
            <para>December.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.TTSUtteranceEvent.Started">
            <summary>
            <para>Utterance has begun to be spoken.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.TTSUtteranceEvent.Ended">
            <summary>
            <para>Utterance was successfully finished.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.TTSUtteranceEvent.Canceled">
            <summary>
            <para>Utterance was canceled, or TTS service was unable to process it.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.TTSUtteranceEvent.Boundary">
            <summary>
            <para>Utterance reached a word or sentence boundary.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VirtualKeyboardType.Default">
            <summary>
            <para>Default text virtual keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VirtualKeyboardType.Multiline">
            <summary>
            <para>Multiline virtual keyboard.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VirtualKeyboardType.Number">
            <summary>
            <para>Virtual number keypad, useful for PIN entry.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VirtualKeyboardType.NumberDecimal">
            <summary>
            <para>Virtual number keypad, useful for entering fractional numbers.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VirtualKeyboardType.Phone">
            <summary>
            <para>Virtual phone number keypad.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VirtualKeyboardType.EmailAddress">
            <summary>
            <para>Virtual keyboard with additional keys to assist with typing email addresses.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VirtualKeyboardType.Password">
            <summary>
            <para>Virtual keyboard for entering a password. On most platforms, this should disable autocomplete and autocapitalization.</para>
            <para>Note: This is not supported on HTML5 or below iOS version 11.0. Instead, this will behave identically to <see cref="F:Godot.OS.VirtualKeyboardType.Default"/>.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.VirtualKeyboardType.Url">
            <summary>
            <para>Virtual keyboard with additional keys to assist with typing URLs.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Weekday.Sunday">
            <summary>
            <para>Sunday.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Weekday.Monday">
            <summary>
            <para>Monday.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Weekday.Tuesday">
            <summary>
            <para>Tuesday.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Weekday.Wednesday">
            <summary>
            <para>Wednesday.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Weekday.Thursday">
            <summary>
            <para>Thursday.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Weekday.Friday">
            <summary>
            <para>Friday.</para>
            </summary>
        </member>
        <member name="F:Godot.OS.Weekday.Saturday">
            <summary>
            <para>Saturday.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.TabletDriver">
            <summary>
            <para>The current tablet driver in use.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.Clipboard">
            <summary>
            <para>The clipboard from the host OS. Might be unavailable on some platforms.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.CurrentScreen">
            <summary>
            <para>The current screen index (starting from 0).</para>
            </summary>
        </member>
        <member name="P:Godot.OS.ExitCode">
            <summary>
            <para>The exit code passed to the OS when the main loop exits. By convention, an exit code of <c>0</c> indicates success whereas a non-zero exit code indicates an error. For portability reasons, the exit code should be set between 0 and 125 (inclusive).</para>
            <para>Note: This value will be ignored if using <see cref="M:Godot.SceneTree.Quit(System.Int32)"/> with an <c>exit_code</c> argument passed.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.VsyncEnabled">
            <summary>
            <para>If <c>true</c>, vertical synchronization (Vsync) is enabled.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.VsyncViaCompositor">
            <summary>
            <para>If <c>true</c> and <c>vsync_enabled</c> is true, the operating system's window compositor will be used for vsync when the compositor is enabled and the game is in windowed mode.</para>
            <para>Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.</para>
            <para>Note: This property is only implemented on Windows.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.DeltaSmoothing">
            <summary>
            <para>If <c>true</c>, the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.LowProcessorUsageMode">
            <summary>
            <para>If <c>true</c>, the engine optimizes for low processor usage by only refreshing the screen if needed. Can improve battery consumption on mobile.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.LowProcessorUsageModeSleepUsec">
            <summary>
            <para>The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.KeepScreenOn">
            <summary>
            <para>If <c>true</c>, the engine tries to keep the screen on while the game is running. Useful on mobile.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.MinWindowSize">
            <summary>
            <para>The minimum size of the window in pixels (without counting window manager decorations). Does not affect fullscreen mode. Set to <c>(0, 0)</c> to reset to the system's default value.</para>
            <para>Note: By default, the project window has a minimum size of <c>Vector2(64, 64)</c>. This prevents issues that can arise when the window is resized to a near-zero size.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.MaxWindowSize">
            <summary>
            <para>The maximum size of the window (without counting window manager decorations). Does not affect fullscreen mode. Set to <c>(0, 0)</c> to reset to the system default value.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.ScreenOrientation">
            <summary>
            <para>The current screen orientation.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.WindowBorderless">
            <summary>
            <para>If <c>true</c>, removes the window frame.</para>
            <para>Note: Setting <c>window_borderless</c> to <c>false</c> disables per-pixel transparency.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.WindowPerPixelTransparencyEnabled">
            <summary>
            <para>If <c>true</c>, the window background is transparent and the window frame is removed.</para>
            <para>Enable <c>ProjectSettings.rendering/viewport/transparent_background</c> or call <c>get_tree().get_root().set_transparent_background(true)</c> to disable background rendering on the root <see cref="T:Godot.Viewport"/>.</para>
            <para>Note: This property has no effect if <c>ProjectSettings.display/window/per_pixel_transparency/allowed</c> setting is disabled.</para>
            <para>Note: This property is implemented on HTML5, Linux, macOS, Windows, and Android. It can't be changed at runtime for Android. Use <c>ProjectSettings.display/window/per_pixel_transparency/enabled</c> to set it at startup instead.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.WindowFullscreen">
            <summary>
            <para>If <c>true</c>, the window is fullscreen.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.WindowMaximized">
            <summary>
            <para>If <c>true</c>, the window is maximized.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.WindowMinimized">
            <summary>
            <para>If <c>true</c>, the window is minimized.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.WindowResizable">
            <summary>
            <para>If <c>true</c>, the window is resizable by the user.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.WindowPosition">
            <summary>
            <para>The window position relative to the screen, the origin is the top left corner, +Y axis goes to the bottom and +X axis goes to the right.</para>
            </summary>
        </member>
        <member name="P:Godot.OS.WindowSize">
            <summary>
            <para>The size of the window (without counting window manager decorations).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.HasClipboard">
            <summary>
            <para>Returns <c>true</c> if there is content on the clipboard.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsIsSpeaking">
            <summary>
            <para>Returns <c>true</c> if the synthesizer is generating speech, or have utterance waiting in the queue.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsIsPaused">
            <summary>
            <para>Returns <c>true</c> if the synthesizer is in a paused state.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsGetVoices">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of voice information dictionaries.</para>
            <para>Each <see cref="T:Godot.Collections.Dictionary"/> contains two <see cref="T:System.String"/> entries:</para>
            <para>- <c>name</c> is voice name.</para>
            <para>- <c>id</c> is voice identifier.</para>
            <para>- <c>language</c> is language code in <c>lang_Variant</c> format. <c>lang</c> part is a 2 or 3-letter code based on the ISO-639 standard, in lowercase. And <c>Variant</c> part is an engine dependent string describing country, region or/and dialect.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsGetVoicesForLanguage(System.String)">
            <summary>
            <para>Returns an <see cref="T:System.String"/> of voice identifiers for the <c>language</c>.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsSpeak(System.String,System.String,System.Int32,System.Single,System.Single,System.Int32,System.Boolean)">
            <summary>
            <para>Adds an utterance to the queue. If <c>interrupt</c> is <c>true</c>, the queue is cleared first.</para>
            <para>- <c>voice</c> identifier is one of the <c>"id"</c> values returned by <see cref="M:Godot.OS.TtsGetVoices"/> or one of the values returned by <see cref="M:Godot.OS.TtsGetVoicesForLanguage(System.String)"/>.</para>
            <para>- <c>volume</c> ranges from <c>0</c> (lowest) to <c>100</c> (highest).</para>
            <para>- <c>pitch</c> ranges from <c>0.0</c> (lowest) to <c>2.0</c> (highest), <c>1.0</c> is default pitch for the current voice.</para>
            <para>- <c>rate</c> ranges from <c>0.1</c> (lowest) to <c>10.0</c> (highest), <c>1.0</c> is a normal speaking rate. Other values act as a percentage relative.</para>
            <para>- <c>utterance_id</c> is passed as a parameter to the callback functions.</para>
            <para>Note: On Windows and Linux, utterance <c>text</c> can use SSML markup. SSML support is engine and voice dependent. If the engine does not support SSML, you should strip out all XML markup before calling <see cref="M:Godot.OS.TtsSpeak(System.String,System.String,System.Int32,System.Single,System.Single,System.Int32,System.Boolean)"/>.</para>
            <para>Note: The granularity of pitch, rate, and volume is engine and voice dependent. Values may be truncated.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsPause">
            <summary>
            <para>Puts the synthesizer into a paused state.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsResume">
            <summary>
            <para>Resumes the synthesizer if it was paused.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsStop">
            <summary>
            <para>Stops synthesis in progress and removes all utterances from the queue.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.TtsSetUtteranceCallback(Godot.OS.TTSUtteranceEvent,Godot.Object,System.String)">
            <summary>
            <para>Adds a callback, which is called when the utterance has started, finished, canceled or reached a text boundary.</para>
            <para>- <c>TTS_UTTERANCE_STARTED</c>, <c>TTS_UTTERANCE_ENDED</c>, and <c>TTS_UTTERANCE_CANCELED</c> callable's method should take one <see cref="T:System.Int32"/> parameter, the utterance id.</para>
            <para>- <c>TTS_UTTERANCE_BOUNDARY</c> callable's method should take two <see cref="T:System.Int32"/> parameters, the index of the character and the utterance id.</para>
            <para>Note: The granularity of the boundary callbacks is engine dependent.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS, and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GlobalMenuAddItem(System.String,System.String,System.Object,System.Object)">
            <summary>
            <para>Add a new item with text "label" to global menu. Use "_dock" menu to add item to the macOS dock icon menu.</para>
            <para>Note: This method is implemented on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GlobalMenuAddSeparator(System.String)">
            <summary>
            <para>Add a separator between items. Separators also occupy an index.</para>
            <para>Note: This method is implemented on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GlobalMenuRemoveItem(System.String,System.Int32)">
            <summary>
            <para>Removes the item at index "idx" from the global menu. Note that the indexes of items after the removed item are going to be shifted by one.</para>
            <para>Note: This method is implemented on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GlobalMenuClear(System.String)">
            <summary>
            <para>Clear the global menu, in effect removing all items.</para>
            <para>Note: This method is implemented on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetVideoDriverCount">
            <summary>
            <para>Returns the number of video drivers supported on the current platform.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetVideoDriverName(Godot.OS.VideoDriver)">
            <summary>
            <para>Returns the name of the video driver matching the given <c>driver</c> index. This index is a value from <see cref="T:Godot.OS.VideoDriver"/>, and you can use <see cref="M:Godot.OS.GetCurrentVideoDriver"/> to get the current backend's index.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetCurrentVideoDriver">
            <summary>
            <para>Returns the currently used video driver, using one of the values from <see cref="T:Godot.OS.VideoDriver"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetAudioDriverCount">
            <summary>
            <para>Returns the total number of available audio drivers.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetAudioDriverName(System.Int32)">
            <summary>
            <para>Returns the audio driver name for the given index.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetConnectedMidiInputs">
            <summary>
            <para>Returns an array of MIDI device names.</para>
            <para>The returned array will be empty if the system MIDI driver has not previously been initialised with <see cref="M:Godot.OS.OpenMidiInputs"/>.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.OpenMidiInputs">
            <summary>
            <para>Initialises the singleton for the system MIDI driver.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.CloseMidiInputs">
            <summary>
            <para>Shuts down system MIDI driver.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetScreenCount">
            <summary>
            <para>Returns the number of displays attached to the host machine.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetScreenPosition(System.Int32)">
            <summary>
            <para>Returns the position of the specified screen by index. If <c>screen</c> is <c>-1</c> (the default value), the current screen will be used.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetScreenSize(System.Int32)">
            <summary>
            <para>Returns the dimensions in pixels of the specified screen. If <c>screen</c> is <c>-1</c> (the default value), the current screen will be used.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetScreenDpi(System.Int32)">
            <summary>
            <para>Returns the dots per inch density of the specified screen. If <c>screen</c> is <c>-1</c> (the default value), the current screen will be used.</para>
            <para>Note: On macOS, returned value is inaccurate if fractional display scaling mode is used.</para>
            <para>Note: On Android devices, the actual screen densities are grouped into six generalized densities:</para>
            <para><code>
               ldpi - 120 dpi
               mdpi - 160 dpi
               hdpi - 240 dpi
              xhdpi - 320 dpi
             xxhdpi - 480 dpi
            xxxhdpi - 640 dpi
            </code></para>
            <para>Note: This method is implemented on Android, Linux, macOS and Windows. Returns <c>72</c> on unsupported platforms.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetScreenScale(System.Int32)">
            <summary>
            <para>Return the scale factor of the specified screen by index. If <c>screen</c> is <c>-1</c> (the default value), the current screen will be used.</para>
            <para>Note: On macOS returned value is <c>2.0</c> for hiDPI (Retina) screen, and <c>1.0</c> for all other cases.</para>
            <para>Note: This method is implemented on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetScreenMaxScale">
            <summary>
            <para>Return the greatest scale factor of all screens.</para>
            <para>Note: On macOS returned value is <c>2.0</c> if there is at least one hiDPI (Retina) screen in the system, and <c>1.0</c> in all other cases.</para>
            <para>Note: This method is implemented on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetScreenRefreshRate(System.Int32)">
            <summary>
            <para>Returns the current refresh rate of the specified screen. If <c>screen</c> is <c>-1</c> (the default value), the current screen will be used.</para>
            <para>Note: Returns <c>-1.0</c> if Godot fails to find the refresh rate for the specified screen. On HTML5, <see cref="M:Godot.OS.GetScreenRefreshRate(System.Int32)"/> will always return <c>-1.0</c> as there is no way to retrieve the refresh rate on that platform.</para>
            <para>To fallback to a default refresh rate if the method fails, try:</para>
            <para><code>
            var refresh_rate = OS.get_screen_refresh_rate()
            if refresh_rate &lt; 0:
                refresh_rate = 60.0
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetWindowSafeArea">
            <summary>
            <para>Returns unobscured area of the window where interactive controls should be rendered.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetDisplayCutouts">
            <summary>
            <para>Returns an <see cref="T:Godot.Collections.Array"/> of <see cref="T:Godot.Rect2"/>, each of which is the bounding rectangle for a display cutout or notch. These are non-functional areas on edge-to-edge screens used by cameras and sensors. Returns an empty array if the device does not have cutouts. See also <see cref="M:Godot.OS.GetWindowSafeArea"/>.</para>
            <para>Note: Currently only implemented on Android. Other platforms will return an empty array even if they do have display cutouts or notches.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetWindowAlwaysOnTop(System.Boolean)">
            <summary>
            <para>Sets whether the window should always be on top.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsWindowAlwaysOnTop">
            <summary>
            <para>Returns <c>true</c> if the window should always be on top of other windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsWindowFocused">
            <summary>
            <para>Returns <c>true</c> if the window is currently focused.</para>
            <para>Note: Only implemented on desktop platforms. On other platforms, it will always return <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.RequestAttention">
            <summary>
            <para>Request the user attention to the window. It'll flash the taskbar button on Windows or bounce the dock icon on OSX.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetRealWindowSize">
            <summary>
            <para>Returns the window size including decorations like window borders.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.CenterWindow">
            <summary>
            <para>Centers the window on the screen if in windowed mode.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.MoveWindowToForeground">
            <summary>
            <para>Moves the window to the front.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetNativeHandle(Godot.OS.HandleType)">
            <summary>
            <para>Returns internal structure pointers for use in GDNative plugins.</para>
            <para>Note: This method is implemented on Linux and Windows (other OSs will soon be supported).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetImeActive(System.Boolean)">
            <summary>
            <para>Sets whether IME input mode should be enabled.</para>
            <para>If active IME handles key events before the application and creates an composition string and suggestion list.</para>
            <para>Application can retrieve the composition status by using <see cref="M:Godot.OS.GetImeSelection"/> and <see cref="M:Godot.OS.GetImeText"/> functions.</para>
            <para>Completed composition string is committed when input is finished.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetImePosition(Godot.Vector2)">
            <summary>
            <para>Sets position of IME suggestion list popup (in window coordinates).</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetImeSelection">
            <summary>
            <para>Returns the IME cursor position (the currently-edited portion of the string) relative to the characters in the composition string.</para>
            <para><see cref="F:Godot.MainLoop.NotificationOsImeUpdate"/> is sent to the application to notify it of changes to the IME cursor position.</para>
            <para>Note: This method is implemented on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetImeText">
            <summary>
            <para>Returns the IME intermediate composition string.</para>
            <para><see cref="F:Godot.MainLoop.NotificationOsImeUpdate"/> is sent to the application to notify it of changes to the IME composition string.</para>
            <para>Note: This method is implemented on macOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.HasTouchscreenUiHint">
            <summary>
            <para>Returns <c>true</c> if the device has a touchscreen or emulates one.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetWindowTitle(System.String)">
            <summary>
            <para>Sets the window title to the specified string.</para>
            <para>Note: This should be used sporadically. Don't set this every frame, as that will negatively affect performance on some window managers.</para>
            <para>Note: This method is implemented on HTML5, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetWindowMousePassthrough(Godot.Vector2[])">
            <summary>
            <para>Sets a polygonal region of the window which accepts mouse events. Mouse events outside the region will be passed through.</para>
            <para>Passing an empty array will disable passthrough support (all mouse events will be intercepted by the window, which is the default behavior).</para>
            <para><code>
            # Set region, using Path2D node.
            OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())
            
            # Set region, using Polygon2D node.
            OS.set_window_mouse_passthrough($Polygon2D.polygon)
            
            # Reset region to default.
            OS.set_window_mouse_passthrough([])
            </code></para>
            <para>Note: On Windows, the portion of a window that lies outside the region is not drawn, while on Linux and macOS it is.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetProcessorCount">
            <summary>
            <para>Returns the number of logical CPU cores available on the host machine. On CPUs with HyperThreading enabled, this number will be greater than the number of physical CPU cores.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetProcessorName">
            <summary>
            <para>Returns the name of the CPU model on the host machine (e.g. "Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz").</para>
            <para>Note: This method is only implemented on Windows, macOS, Linux and iOS. On Android, HTML5 and UWP, <see cref="M:Godot.OS.GetProcessorName"/> returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetExecutablePath">
            <summary>
            <para>Returns the path to the current engine executable.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.ReadStringFromStdin">
            <summary>
            <para>Reads a user input string from the standard input (usually the terminal). This operation is blocking, which causes the window to freeze if <see cref="M:Godot.OS.ReadStringFromStdin"/> is called on the main thread. The thread calling <see cref="M:Godot.OS.ReadStringFromStdin"/> will block until the program receives a line break in standard input (usually by the user pressing Enter).</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.Execute(System.String,System.String[],System.Boolean,Godot.Collections.Array,System.Boolean,System.Boolean)">
            <summary>
            <para>Execute the file at the given path with the arguments passed as an array of strings. Platform path resolution will take place. The resolved file must exist and be executable.</para>
            <para>The arguments are used in the given order and separated by a space, so <c>OS.execute("ping", ["-w", "3", "godotengine.org"], false)</c> will resolve to <c>ping -w 3 godotengine.org</c> in the system's shell.</para>
            <para>This method has slightly different behavior based on whether the <c>blocking</c> mode is enabled.</para>
            <para>If <c>blocking</c> is <c>true</c>, the Godot thread will pause its execution while waiting for the process to terminate. The shell output of the process will be written to the <c>output</c> array as a single string. When the process terminates, the Godot thread will resume execution.</para>
            <para>If <c>blocking</c> is <c>false</c>, the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so <c>output</c> will be empty.</para>
            <para>On Windows, if <c>open_console</c> is <c>true</c> and process is console app, new terminal window will be opened, it's ignored on other platforms.</para>
            <para>The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with <see cref="M:Godot.OS.Kill(System.Int32)"/>). If the process forking (non-blocking) or opening (blocking) fails, the method will return <c>-1</c> or another exit code.</para>
            <para>Example of blocking mode and retrieving the shell output:</para>
            <para><code>
            var output = []
            var exit_code = OS.execute("ls", ["-l", "/tmp"], true, output)
            </code></para>
            <para>Example of non-blocking mode, running another instance of the project and storing its process ID:</para>
            <para><code>
            var pid = OS.execute(OS.get_executable_path(), [], false)
            </code></para>
            <para>If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example:</para>
            <para><code>
            OS.execute("CMD.exe", ["/C", "cd %TEMP% &amp;&amp; dir"], true, output)
            </code></para>
            <para>Note: This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            <para>Note: To execute a Windows command interpreter built-in command, specify <c>cmd.exe</c> in <c>path</c>, <c>/c</c> as the first argument, and the desired command as the second argument.</para>
            <para>Note: To execute a PowerShell built-in command, specify <c>powershell.exe</c> in <c>path</c>, <c>-Command</c> as the first argument, and the desired command as the second argument.</para>
            <para>Note: To execute a Unix shell built-in command, specify shell executable name in <c>path</c>, <c>-c</c> as the first argument, and the desired command as the second argument.</para>
            </summary>
            <param name="output">If the parameter is null, then the default value is new Godot.Collections.Array { }</param>
        </member>
        <member name="M:Godot.OS.Kill(System.Int32)">
            <summary>
            <para>Kill (terminate) the process identified by the given process ID (<c>pid</c>), e.g. the one returned by <see cref="M:Godot.OS.Execute(System.String,System.String[],System.Boolean,Godot.Collections.Array,System.Boolean,System.Boolean)"/> in non-blocking mode. See also <see cref="M:Godot.OS.Crash(System.String)"/>.</para>
            <para>Note: This method can also be used to kill processes that were not spawned by the game.</para>
            <para>Note: This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.ShellOpen(System.String)">
            <summary>
            <para>Requests the OS to open a resource with the most appropriate program. For example:</para>
            <para>- <c>OS.shell_open("C:\\Users\name\Downloads")</c> on Windows opens the file explorer at the user's Downloads folder.</para>
            <para>- <c>OS.shell_open("https://godotengine.org")</c> opens the default web browser on the official Godot website.</para>
            <para>- <c>OS.shell_open("mailto:example@example.com")</c> opens the default email client with the "To" field set to <c>example@example.com</c>. See <a href="https://datatracker.ietf.org/doc/html/rfc2368">RFC 2368 - The <c>mailto</c> URL scheme</a> for a list of fields that can be added.</para>
            <para>Use <see cref="M:Godot.ProjectSettings.GlobalizePath(System.String)"/> to convert a <c>res://</c> or <c>user://</c> path into a system path for use with this method.</para>
            <para>Note: Use <c>String.percent_encode</c> to encode characters within URLs in a URL-safe, portable way. This is especially required for line breaks. Otherwise, <see cref="M:Godot.OS.ShellOpen(System.String)"/> may not work correctly in a project exported to the Web platform.</para>
            <para>Note: This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsProcessRunning(System.Int32)">
            <summary>
            <para>Returns <c>true</c> if the child process ID (<c>pid</c>) is still running or <c>false</c> if it has terminated.</para>
            <para>Must be a valid ID generated from <see cref="M:Godot.OS.Execute(System.String,System.String[],System.Boolean,Godot.Collections.Array,System.Boolean,System.Boolean)"/>.</para>
            <para>Note: This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetProcessId">
            <summary>
            <para>Returns the project's process ID.</para>
            <para>Note: This method is implemented on Android, iOS, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetEnvironment(System.String)">
            <summary>
            <para>Returns the value of an environment variable. Returns an empty string if the environment variable doesn't exist.</para>
            <para>Note: Double-check the casing of <c>variable</c>. Environment variable names are case-sensitive on all platforms except Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetEnvironment(System.String,System.String)">
            <summary>
            <para>Sets the value of the environment variable <c>variable</c> to <c>value</c>. The environment variable will be set for the Godot process and any process executed with <see cref="M:Godot.OS.Execute(System.String,System.String[],System.Boolean,Godot.Collections.Array,System.Boolean,System.Boolean)"/> after running <see cref="M:Godot.OS.SetEnvironment(System.String,System.String)"/>. The environment variable will not persist to processes run after the Godot process was terminated.</para>
            <para>Note: Double-check the casing of <c>variable</c>. Environment variable names are case-sensitive on all platforms except Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.HasEnvironment(System.String)">
            <summary>
            <para>Returns <c>true</c> if the environment variable with the name <c>variable</c> exists.</para>
            <para>Note: Double-check the casing of <c>variable</c>. Environment variable names are case-sensitive on all platforms except Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetName">
            <summary>
            <para>Returns the name of the host OS. Possible values are: <c>"Android"</c>, <c>"iOS"</c>, <c>"HTML5"</c>, <c>"OSX"</c>, <c>"Server"</c>, <c>"Windows"</c>, <c>"UWP"</c>, <c>"X11"</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetCmdlineArgs">
            <summary>
            <para>Returns the command-line arguments passed to the engine.</para>
            <para>Command-line arguments can be written in any form, including both <c>--key value</c> and <c>--key=value</c> forms so they can be properly parsed, as long as custom command-line arguments do not conflict with engine arguments.</para>
            <para>You can also incorporate environment variables using the <see cref="M:Godot.OS.GetEnvironment(System.String)"/> method.</para>
            <para>You can set <c>ProjectSettings.editor/main_run_args</c> to define command-line arguments to be passed by the editor when running the project.</para>
            <para>Here's a minimal example on how to parse command-line arguments into a dictionary using the <c>--key=value</c> form for arguments:</para>
            <para><code>
            var arguments = {}
            for argument in OS.get_cmdline_args():
                if argument.find("=") &gt; -1:
                    var key_value = argument.split("=")
                    arguments[key_value[0].lstrip("--")] = key_value[1]
                else:
                    # Options without an argument will be present in the dictionary,
                    # with the value set to an empty string.
                    arguments[argument.lstrip("--")] = ""
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetRestartOnExit(System.Boolean,System.String[])">
            <summary>
            <para>If <c>restart</c> is <c>true</c>, restarts the project automatically when it is exited with <see cref="M:Godot.SceneTree.Quit(System.Int32)"/> or <see cref="F:Godot.Node.NotificationWmQuitRequest"/>. Command line <c>arguments</c> can be supplied. To restart the project with the same command line arguments as originally used to run the project, pass <see cref="M:Godot.OS.GetCmdlineArgs"/> as the value for <c>arguments</c>.</para>
            <para><see cref="M:Godot.OS.SetRestartOnExit(System.Boolean,System.String[])"/> can be used to apply setting changes that require a restart. See also <see cref="M:Godot.OS.IsRestartOnExitSet"/> and <see cref="M:Godot.OS.GetRestartOnExitArguments"/>.</para>
            <para>Note: This method is only effective on desktop platforms, and only when the project isn't started from the editor. It will have no effect on mobile and Web platforms, or when the project is started from the editor.</para>
            <para>Note: If the project process crashes or is killed by the user (by sending <c>SIGKILL</c> instead of the usual <c>SIGTERM</c>), the project won't restart automatically.</para>
            </summary>
            <param name="arguments">If the parameter is null, then the default value is Array.Empty&lt;string&gt;()</param>
        </member>
        <member name="M:Godot.OS.IsRestartOnExitSet">
            <summary>
            <para>Returns <c>true</c> if the project will automatically restart when it exits for any reason, <c>false</c> otherwise. See also <see cref="M:Godot.OS.SetRestartOnExit(System.Boolean,System.String[])"/> and <see cref="M:Godot.OS.GetRestartOnExitArguments"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetRestartOnExitArguments">
            <summary>
            <para>Returns the list of command line arguments that will be used when the project automatically restarts using <see cref="M:Godot.OS.SetRestartOnExit(System.Boolean,System.String[])"/>. See also <see cref="M:Godot.OS.IsRestartOnExitSet"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetDatetime(System.Boolean)">
            <summary>
            <para>Deprecated, use <see cref="M:Godot.Time.GetDatetimeDictFromSystem(System.Boolean)"/> instead.</para>
            <para>Returns current datetime as a dictionary of keys: <c>year</c>, <c>month</c>, <c>day</c>, <c>weekday</c>, <c>dst</c> (Daylight Savings Time), <c>hour</c>, <c>minute</c>, <c>second</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetDate(System.Boolean)">
            <summary>
            <para>Deprecated, use <see cref="M:Godot.Time.GetDateDictFromSystem(System.Boolean)"/> instead.</para>
            <para>Returns current date as a dictionary of keys: <c>year</c>, <c>month</c>, <c>day</c>, <c>weekday</c>, <c>dst</c> (Daylight Savings Time).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetTime(System.Boolean)">
            <summary>
            <para>Deprecated, use <see cref="M:Godot.Time.GetTimeDictFromSystem(System.Boolean)"/> instead.</para>
            <para>Returns current time as a dictionary of keys: hour, minute, second.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetTimeZoneInfo">
            <summary>
            <para>Returns the current time zone as a dictionary with the keys: bias and name.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetUnixTime">
            <summary>
            <para>Returns the current UNIX epoch timestamp in seconds.</para>
            <para>Important: This is the system clock that the user can manually set. Never use this method for precise time calculation since its results are also subject to automatic adjustments by the operating system. Always use <see cref="M:Godot.OS.GetTicksUsec"/> or <see cref="M:Godot.OS.GetTicksMsec"/> for precise time calculation instead, since they are guaranteed to be monotonic (i.e. never decrease).</para>
            <para>Note: To get a floating point timestamp with sub-second precision, use <see cref="M:Godot.Time.GetUnixTimeFromSystem"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetDatetimeFromUnixTime(System.Int64)">
            <summary>
            <para>Deprecated, use <see cref="M:Godot.Time.GetDatetimeDictFromUnixTime(System.Int64)"/> instead.</para>
            <para>Gets a dictionary of time values corresponding to the given UNIX epoch time (in seconds).</para>
            <para>The returned Dictionary's values will be the same as <see cref="M:Godot.OS.GetDatetime(System.Boolean)"/>, with the exception of Daylight Savings Time as it cannot be determined from the epoch.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetUnixTimeFromDatetime(Godot.Collections.Dictionary)">
            <summary>
            <para>Gets an epoch time value from a dictionary of time values.</para>
            <para><c>datetime</c> must be populated with the following keys: <c>year</c>, <c>month</c>, <c>day</c>, <c>hour</c>, <c>minute</c>, <c>second</c>.</para>
            <para>If the dictionary is empty <c>0</c> is returned. If some keys are omitted, they default to the equivalent values for the UNIX epoch timestamp 0 (1970-01-01 at 00:00:00 UTC).</para>
            <para>You can pass the output from <see cref="M:Godot.OS.GetDatetimeFromUnixTime(System.Int64)"/> directly into this function. Daylight Savings Time (<c>dst</c>), if present, is ignored.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetSystemTimeSecs">
            <summary>
            <para>Returns the epoch time of the operating system in seconds.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetSystemTimeMsecs">
            <summary>
            <para>Returns the epoch time of the operating system in milliseconds.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetNativeIcon(System.String)">
            <summary>
            <para>Sets the game's icon using a multi-size platform-specific icon file (<c>*.ico</c> on Windows and <c>*.icns</c> on macOS).</para>
            <para>Appropriate size sub-icons are used for window caption, taskbar/dock and window selection dialog.</para>
            <para>Note: This method is implemented on macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetIcon(Godot.Image)">
            <summary>
            <para>Sets the game's icon using an <see cref="T:Godot.Image"/> resource.</para>
            <para>The same image is used for window caption, taskbar/dock and window selection dialog. Image is scaled as needed.</para>
            <para>Note: This method is implemented on HTML5, Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.DelayUsec(System.Int32)">
            <summary>
            <para>Delays execution of the current thread by <c>usec</c> microseconds. <c>usec</c> must be greater than or equal to <c>0</c>. Otherwise, <see cref="M:Godot.OS.DelayUsec(System.Int32)"/> will do nothing and will print an error message.</para>
            <para>Note: <see cref="M:Godot.OS.DelayUsec(System.Int32)"/> is a blocking way to delay code execution. To delay code execution in a non-blocking way, see <see cref="M:Godot.SceneTree.CreateTimer(System.Single,System.Boolean)"/>. Yielding with <see cref="M:Godot.SceneTree.CreateTimer(System.Single,System.Boolean)"/> will delay the execution of code placed below the <c>yield</c> without affecting the rest of the project (or editor, for <see cref="!:Godot.EditorPlugin"/>s and <see cref="!:Godot.EditorScript"/>s).</para>
            <para>Note: When <see cref="M:Godot.OS.DelayUsec(System.Int32)"/> is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using <see cref="M:Godot.OS.DelayUsec(System.Int32)"/> as part of an <see cref="!:Godot.EditorPlugin"/> or <see cref="!:Godot.EditorScript"/>, it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.DelayMsec(System.Int32)">
            <summary>
            <para>Delays execution of the current thread by <c>msec</c> milliseconds. <c>msec</c> must be greater than or equal to <c>0</c>. Otherwise, <see cref="M:Godot.OS.DelayMsec(System.Int32)"/> will do nothing and will print an error message.</para>
            <para>Note: <see cref="M:Godot.OS.DelayMsec(System.Int32)"/> is a blocking way to delay code execution. To delay code execution in a non-blocking way, see <see cref="M:Godot.SceneTree.CreateTimer(System.Single,System.Boolean)"/>. Yielding with <see cref="M:Godot.SceneTree.CreateTimer(System.Single,System.Boolean)"/> will delay the execution of code placed below the <c>yield</c> without affecting the rest of the project (or editor, for <see cref="!:Godot.EditorPlugin"/>s and <see cref="!:Godot.EditorScript"/>s).</para>
            <para>Note: When <see cref="M:Godot.OS.DelayMsec(System.Int32)"/> is called on the main thread, it will freeze the project and will prevent it from redrawing and registering input until the delay has passed. When using <see cref="M:Godot.OS.DelayMsec(System.Int32)"/> as part of an <see cref="!:Godot.EditorPlugin"/> or <see cref="!:Godot.EditorScript"/>, it will freeze the editor but won't freeze the project if it is currently running (since the project is an independent child process).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetTicksMsec">
            <summary>
            <para>Deprecated, use <see cref="M:Godot.Time.GetTicksMsec"/> instead.</para>
            <para>Returns the amount of time passed in milliseconds since the engine started.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetTicksUsec">
            <summary>
            <para>Deprecated, use <see cref="M:Godot.Time.GetTicksUsec"/> instead.</para>
            <para>Returns the amount of time passed in microseconds since the engine started.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetSplashTickMsec">
            <summary>
            <para>Returns the amount of time in milliseconds it took for the boot logo to appear.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetLocale">
            <summary>
            <para>Returns the host OS locale as a string of the form <c>language_Script_COUNTRY_VARIANT@extra</c>. If you want only the language code and not the fully specified locale from the OS, you can use <see cref="M:Godot.OS.GetLocaleLanguage"/>.</para>
            <para><c>language</c> - 2 or 3-letter <a href="https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes">language code</a>, in lower case.</para>
            <para><c>Script</c> - optional, 4-letter <a href="https://en.wikipedia.org/wiki/ISO_15924">script code</a>, in title case.</para>
            <para><c>COUNTRY</c> - optional, 2 or 3-letter <a href="https://en.wikipedia.org/wiki/ISO_3166-1">country code</a>, in upper case.</para>
            <para><c>VARIANT</c> - optional, language variant, region and sort order. Variant can have any number of underscored keywords.</para>
            <para><c>extra</c> - optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetLocaleLanguage">
            <summary>
            <para>Returns the host OS locale's 2 or 3-letter <a href="https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes">language code</a> as a string which should be consistent on all platforms. This is equivalent to extracting the <c>language</c> part of the <see cref="M:Godot.OS.GetLocale"/> string.</para>
            <para>This can be used to narrow down fully specified locale strings to only the "common" language code, when you don't need the additional information about country code or variants. For example, for a French Canadian user with <c>fr_CA</c> locale, this would return <c>fr</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetLatinKeyboardVariant">
            <summary>
            <para>Returns the current latin keyboard variant as a String.</para>
            <para>Possible return values are: <c>"QWERTY"</c>, <c>"AZERTY"</c>, <c>"QZERTY"</c>, <c>"DVORAK"</c>, <c>"NEO"</c>, <c>"COLEMAK"</c> or <c>"ERROR"</c>.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows. Returns <c>"QWERTY"</c> on unsupported platforms.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetModelName">
            <summary>
            <para>Returns the model name of the current device.</para>
            <para>Note: This method is implemented on Android and iOS. Returns <c>"GenericDevice"</c> on unsupported platforms.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.KeyboardGetLayoutCount">
            <summary>
            <para>Returns the number of keyboard layouts.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.KeyboardGetCurrentLayout">
            <summary>
            <para>Returns active keyboard layout index.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.KeyboardSetCurrentLayout(System.Int32)">
            <summary>
            <para>Sets active keyboard layout.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.KeyboardGetLayoutLanguage(System.Int32)">
            <summary>
            <para>Returns the ISO-639/BCP-47 language code of the keyboard layout at position <c>index</c>.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.KeyboardGetLayoutName(System.Int32)">
            <summary>
            <para>Returns the localized name of the keyboard layout at position <c>index</c>.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.KeyboardGetScancodeFromPhysical(System.UInt32)">
            <summary>
            <para>Converts a physical (US QWERTY) <c>scancode</c> to one in the active keyboard layout.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.CanDraw">
            <summary>
            <para>Returns <c>true</c> if the host OS allows drawing.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsUserfsPersistent">
            <summary>
            <para>If <c>true</c>, the <c>user://</c> file system is persistent, so that its state is the same after a player quits and starts the game again. Relevant to the HTML5 platform, where this persistence may be unavailable.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsStdoutVerbose">
            <summary>
            <para>Returns <c>true</c> if the engine was executed with <c>-v</c> (verbose stdout).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.CanUseThreads">
            <summary>
            <para>Returns <c>true</c> if the current host platform is using multiple threads.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsDebugBuild">
            <summary>
            <para>Returns <c>true</c> if the Godot binary used to run the project is a debug export template, or when running in the editor.</para>
            <para>Returns <c>false</c> if the Godot binary used to run the project is a release export template.</para>
            <para>To check whether the Godot binary used to run the project is an export template (debug or release), use <c>OS.has_feature("standalone")</c> instead.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.DumpMemoryToFile(System.String)">
            <summary>
            <para>Dumps the memory allocation ringlist to a file (only works in debug).</para>
            <para>Entry format per line: "Address - Size - Description".</para>
            </summary>
        </member>
        <member name="M:Godot.OS.DumpResourcesToFile(System.String)">
            <summary>
            <para>Dumps all used resources to file (only works in debug).</para>
            <para>Entry format per line: "Resource Type : Resource Location".</para>
            <para>At the end of the file is a statistic of all used Resource Types.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.HasVirtualKeyboard">
            <summary>
            <para>Returns <c>true</c> if the platform has a virtual keyboard, <c>false</c> otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.ShowVirtualKeyboard(System.String,System.Boolean)">
            <summary>
            <para>Shows the virtual keyboard if the platform has one.</para>
            <para>The <c>existing_text</c> parameter is useful for implementing your own <see cref="T:Godot.LineEdit"/> or <see cref="T:Godot.TextEdit"/>, as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions).</para>
            <para>The <c>multiline</c> parameter needs to be set to <c>true</c> to be able to enter multiple lines of text, as in <see cref="T:Godot.TextEdit"/>.</para>
            <para>Note: This method is equivalent to calling <see cref="M:Godot.OS.ShowVirtualKeyboardType(System.String,Godot.OS.VirtualKeyboardType)"/> with either default or multiline keyboard type. It is kept for compatibility with previous Godot releases and should be considered deprecated and replaced by <see cref="M:Godot.OS.ShowVirtualKeyboardType(System.String,Godot.OS.VirtualKeyboardType)"/>.</para>
            <para>Note: This method is implemented on Android, iOS, UWP, and HTML5.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.ShowVirtualKeyboardType(System.String,Godot.OS.VirtualKeyboardType)">
            <summary>
            <para>Shows the virtual keyboard if the platform has one.</para>
            <para>The <c>existing_text</c> parameter is useful for implementing your own <see cref="T:Godot.LineEdit"/> or <see cref="T:Godot.TextEdit"/>, as it tells the virtual keyboard what text has already been typed (the virtual keyboard uses it for auto-correct and predictions).</para>
            <para>The <c>type</c> parameter allows selecting which virtual keyboard to show.</para>
            <para>Note: This method is implemented on Android, iOS, UWP, and HTML5.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.HideVirtualKeyboard">
            <summary>
            <para>Hides the virtual keyboard if it is shown, does nothing otherwise.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetVirtualKeyboardHeight">
            <summary>
            <para>Returns the on-screen keyboard's height in pixels. Returns 0 if there is no keyboard or if it is currently hidden.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.PrintResourcesInUse(System.Boolean)">
            <summary>
            <para>Shows all resources currently used by the game.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.PrintAllResources(System.String)">
            <summary>
            <para>Shows all resources in the game. Optionally, the list can be written to a file by specifying a file path in <c>tofile</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetStaticMemoryUsage">
            <summary>
            <para>Returns the amount of static memory being used by the program in bytes (only works in debug).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetStaticMemoryPeakUsage">
            <summary>
            <para>Returns the maximum amount of static memory used (only works in debug).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetDynamicMemoryUsage">
            <summary>
            <para>Returns the total amount of dynamic memory used (only works in debug).</para>
            </summary>
        </member>
        <member name="M:Godot.OS.MoveToTrash(System.String)">
            <summary>
            <para>Moves the file or directory to the system's recycle bin. See also <see cref="M:Godot.Directory.Remove(System.String)"/>.</para>
            <para>The method takes only global paths, so you may need to use <see cref="M:Godot.ProjectSettings.GlobalizePath(System.String)"/>. Do not use it for files in <c>res://</c> as it will not work in exported project.</para>
            <para>Note: If the user has disabled the recycle bin on their system, the file will be permanently deleted instead.</para>
            <para><code>
            var file_to_remove = "user://slot1.sav"
            OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))
            </code></para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetUserDataDir">
            <summary>
            <para>Returns the absolute directory path where user data is written (<c>user://</c>).</para>
            <para>On Linux, this is <c>~/.local/share/godot/app_userdata/[project_name]</c>, or <c>~/.local/share/[custom_name]</c> if <c>use_custom_user_dir</c> is set.</para>
            <para>On macOS, this is <c>~/Library/Application Support/Godot/app_userdata/[project_name]</c>, or <c>~/Library/Application Support/[custom_name]</c> if <c>use_custom_user_dir</c> is set.</para>
            <para>On Windows, this is <c>%APPDATA%\Godot\app_userdata\[project_name]</c>, or <c>%APPDATA%\[custom_name]</c> if <c>use_custom_user_dir</c> is set. <c>%APPDATA%</c> expands to <c>%USERPROFILE%\AppData\Roaming</c>.</para>
            <para>If the project name is empty, <c>user://</c> falls back to <c>res://</c>.</para>
            <para>Not to be confused with <see cref="M:Godot.OS.GetDataDir"/>, which returns the global (non-project-specific) user data directory.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetSystemDir(Godot.OS.SystemDir,System.Boolean)">
            <summary>
            <para>Returns the actual path to commonly used folders across different platforms. Available locations are specified in <see cref="T:Godot.OS.SystemDir"/>.</para>
            <para>Note: This method is implemented on Android, Linux, macOS and Windows.</para>
            <para>Note: Shared storage is implemented on Android and allows to differentiate between app specific and shared directories. Shared directories have additional restrictions on Android.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetConfigDir">
            <summary>
            <para>Returns the global user configuration directory according to the operating system's standards. On Linux, this path can be overridden by setting the <c>XDG_CONFIG_HOME</c> environment variable before starting the project. See <a href="$DOCS_URL/tutorials/io/data_paths.html">File paths in Godot projects</a> in the documentation for more information. See also <see cref="M:Godot.OS.GetCacheDir"/> and <see cref="M:Godot.OS.GetDataDir"/>.</para>
            <para>Not to be confused with <see cref="M:Godot.OS.GetUserDataDir"/>, which returns the project-specific user data path.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetDataDir">
            <summary>
            <para>Returns the global user data directory according to the operating system's standards. On Linux, this path can be overridden by setting the <c>XDG_DATA_HOME</c> environment variable before starting the project. See <a href="$DOCS_URL/tutorials/io/data_paths.html">File paths in Godot projects</a> in the documentation for more information. See also <see cref="M:Godot.OS.GetCacheDir"/> and <see cref="M:Godot.OS.GetConfigDir"/>.</para>
            <para>Not to be confused with <see cref="M:Godot.OS.GetUserDataDir"/>, which returns the project-specific user data path.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetCacheDir">
            <summary>
            <para>Returns the global cache data directory according to the operating system's standards. On Linux, this path can be overridden by setting the <c>XDG_CACHE_HOME</c> environment variable before starting the project. See <a href="$DOCS_URL/tutorials/io/data_paths.html">File paths in Godot projects</a> in the documentation for more information. See also <see cref="M:Godot.OS.GetConfigDir"/> and <see cref="M:Godot.OS.GetDataDir"/>.</para>
            <para>Not to be confused with <see cref="M:Godot.OS.GetUserDataDir"/>, which returns the project-specific user data path.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetUniqueId">
            <summary>
            <para>Returns a string that is unique to the device.</para>
            <para>Note: This string may change without notice if the user reinstalls/upgrades their operating system or changes their hardware. This means it should generally not be used to encrypt persistent data as the data saved before an unexpected ID change would become inaccessible. The returned string may also be falsified using external programs, so do not rely on the string returned by <see cref="M:Godot.OS.GetUniqueId"/> for security purposes.</para>
            <para>Note: Returns an empty string on HTML5 and UWP, as this method isn't implemented on those platforms yet.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsOkLeftAndCancelRight">
            <summary>
            <para>Returns <c>true</c> if the OK button should appear on the left and Cancel on the right.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.PrintAllTexturesBySize">
            <summary>
            <para>Shows the list of loaded textures sorted by size in memory.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.PrintResourcesByType(System.String[])">
            <summary>
            <para>Shows the number of resources loaded by the game of the given types.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.NativeVideoPlay(System.String,System.Single,System.String,System.String)">
            <summary>
            <para>Plays native video from the specified path, at the given volume and with audio and subtitle tracks.</para>
            <para>Note: This method is only implemented on iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.NativeVideoIsPlaying">
            <summary>
            <para>Returns <c>true</c> if native video is playing.</para>
            <para>Note: This method is only implemented on iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.NativeVideoStop">
            <summary>
            <para>Stops native video playback.</para>
            <para>Note: This method is implemented on iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.NativeVideoPause">
            <summary>
            <para>Pauses native video playback.</para>
            <para>Note: This method is only implemented on iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.NativeVideoUnpause">
            <summary>
            <para>Resumes native video playback.</para>
            <para>Note: This method is implemented on iOS.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetScancodeString(System.UInt32)">
            <summary>
            <para>Returns the given scancode as a string (e.g. Return values: <c>"Escape"</c>, <c>"Shift+Escape"</c>).</para>
            <para>See also <see cref="P:Godot.InputEventKey.Scancode"/> and <see cref="M:Godot.InputEventKey.GetScancodeWithModifiers"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.IsScancodeUnicode(System.UInt32)">
            <summary>
            <para>Returns <c>true</c> if the input scancode corresponds to a Unicode character.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.FindScancodeFromString(System.String)">
            <summary>
            <para>Returns the scancode of the given string (e.g. "Escape").</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetUseFileAccessSaveAndSwap(System.Boolean)">
            <summary>
            <para>Enables backup saves if <c>enabled</c> is <c>true</c>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.Alert(System.String,System.String)">
            <summary>
            <para>Displays a modal dialog box using the host OS' facilities. Execution is blocked until the dialog is closed.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.Crash(System.String)">
            <summary>
            <para>Crashes the engine (or the editor if called within a <c>tool</c> script). This should only be used for testing the system's crash handler, not for any other purpose. For general error reporting, use (in order of preference) <c>@GDScript.assert</c>, <c>@GDScript.push_error</c> or <see cref="M:Godot.OS.Alert(System.String,System.String)"/>. See also <see cref="M:Godot.OS.Kill(System.Int32)"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.SetThreadName(System.String)">
            <summary>
            <para>Sets the name of the current thread.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetThreadCallerId">
            <summary>
            <para>Returns the ID of the current thread. This can be used in logs to ease debugging of multi-threaded applications.</para>
            <para>Note: Thread IDs are not deterministic and may be reused across application restarts.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetMainThreadId">
            <summary>
            <para>Returns the ID of the main thread. See <see cref="M:Godot.OS.GetThreadCallerId"/>.</para>
            <para>Note: Thread IDs are not deterministic and may be reused across application restarts.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.HasFeature(System.String)">
            <summary>
            <para>Returns <c>true</c> if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the <a href="$DOCS_URL/tutorials/export/feature_tags.html">Feature Tags</a> documentation for more details.</para>
            <para>Note: Tag names are case-sensitive.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetPowerState">
            <summary>
            <para>Returns the current state of the device regarding battery and power. See <see cref="T:Godot.OS.PowerState"/> constants.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetPowerSecondsLeft">
            <summary>
            <para>Returns an estimate of the time left in seconds before the device runs out of battery. Returns <c>-1</c> if power state is unknown.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetPowerPercentLeft">
            <summary>
            <para>Returns the amount of battery left in the device as a percentage. Returns <c>-1</c> if power state is unknown.</para>
            <para>Note: This method is implemented on Linux, macOS and Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.RequestPermission(System.String)">
            <summary>
            <para>At the moment this function is only used by <c>AudioDriverOpenSL</c> to request permission for <c>RECORD_AUDIO</c> on Android.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.RequestPermissions">
            <summary>
            <para>With this function, you can request dangerous permissions since normal permissions are automatically granted at install time in Android applications.</para>
            <para>Note: This method is implemented on Android.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetGrantedPermissions">
            <summary>
            <para>With this function, you can get the list of dangerous permissions that have been granted to the Android application.</para>
            <para>Note: This method is implemented on Android.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetTabletDriverCount">
            <summary>
            <para>Returns the total number of available tablet drivers.</para>
            <para>Note: This method is implemented on Windows.</para>
            </summary>
        </member>
        <member name="M:Godot.OS.GetTabletDriverName(System.Int32)">
            <summary>
            <para>Returns the tablet driver name for the given index.</para>
            <para>Note: This method is implemented on Windows.</para>
            </summary>
        </member>
        <member name="T:Godot.ResourceSaver">
            <summary>
            <para>Singleton for saving Godot-specific resource types to the filesystem.</para>
            <para>It uses the many <see cref="T:Godot.ResourceFormatSaver"/> classes registered in the engine (either built-in or from a plugin) to save engine-specific resource data to text-based (e.g. <c>.tres</c> or <c>.tscn</c>) or binary files (e.g. <c>.res</c> or <c>.scn</c>).</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceSaver.SaverFlags.RelativePaths">
            <summary>
            <para>Save the resource with a path relative to the scene which uses it.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceSaver.SaverFlags.BundleResources">
            <summary>
            <para>Bundles external resources.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceSaver.SaverFlags.ChangePath">
            <summary>
            <para>Changes the <see cref="P:Godot.Resource.ResourcePath"/> of the saved resource to match its new location.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceSaver.SaverFlags.OmitEditorProperties">
            <summary>
            <para>Do not save editor-specific metadata (identified by their <c>__editor</c> prefix).</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceSaver.SaverFlags.SaveBigEndian">
            <summary>
            <para>Save as big endian (see <see cref="P:Godot.File.EndianSwap"/>).</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceSaver.SaverFlags.Compress">
            <summary>
            <para>Compress the resource on save using <see cref="F:Godot.File.CompressionMode.Zstd"/>. Only available for binary resource types.</para>
            </summary>
        </member>
        <member name="F:Godot.ResourceSaver.SaverFlags.ReplaceSubresourcePaths">
            <summary>
            <para>Take over the paths of the saved subresources (see <see cref="M:Godot.Resource.TakeOverPath(System.String)"/>).</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceSaver.Save(System.String,Godot.Resource,Godot.ResourceSaver.SaverFlags)">
            <summary>
            <para>Saves a resource to disk to the given path, using a <see cref="T:Godot.ResourceFormatSaver"/> that recognizes the resource object.</para>
            <para>The <c>flags</c> bitmask can be specified to customize the save behavior.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> on success.</para>
            </summary>
        </member>
        <member name="M:Godot.ResourceSaver.GetRecognizedExtensions(Godot.Resource)">
            <summary>
            <para>Returns the list of extensions available for saving a resource of a given type.</para>
            </summary>
        </member>
        <member name="T:Godot.Semaphore">
            <summary>
            <para>A synchronization semaphore which can be used to synchronize multiple <see cref="T:Godot.Thread"/>s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see <see cref="T:Godot.Mutex"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Semaphore.Wait">
            <summary>
            <para>Waits for the <see cref="T:Godot.Semaphore"/>, if its value is zero, blocks until non-zero.</para>
            <para>Note: This method internals' can't possibly fail, but an error code is returned for backwards compatibility, which will always be <see cref="F:Godot.Error.Ok"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Semaphore.Post">
            <summary>
            <para>Lowers the <see cref="T:Godot.Semaphore"/>, allowing one more thread in.</para>
            <para>Note: This method internals' can't possibly fail, but an error code is returned for backwards compatibility, which will always be <see cref="F:Godot.Error.Ok"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Semaphore.TryWait">
            <summary>
            <para>Like <see cref="M:Godot.Semaphore.Wait"/>, but won't block, so if the value is zero, fails immediately and returns <see cref="F:Godot.Error.Busy"/>. If non-zero, it returns <see cref="F:Godot.Error.Ok"/> to report success.</para>
            </summary>
        </member>
        <member name="T:Godot.Thread">
            <summary>
            <para>A unit of execution in a process. Can run methods on <see cref="T:Godot.Object"/>s simultaneously. The use of synchronization via <see cref="T:Godot.Mutex"/> or <see cref="T:Godot.Semaphore"/> is advised if working with shared objects.</para>
            <para>Note: Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger.</para>
            </summary>
        </member>
        <member name="F:Godot.Thread.Priority.Low">
            <summary>
            <para>A thread running with lower priority than normally.</para>
            </summary>
        </member>
        <member name="F:Godot.Thread.Priority.Normal">
            <summary>
            <para>A thread with a standard priority.</para>
            </summary>
        </member>
        <member name="F:Godot.Thread.Priority.High">
            <summary>
            <para>A thread running with higher priority than normally.</para>
            </summary>
        </member>
        <member name="M:Godot.Thread.Start(Godot.Object,System.String,System.Object,Godot.Thread.Priority)">
            <summary>
            <para>Starts a new <see cref="T:Godot.Thread"/> that runs <c>method</c> on object <c>instance</c> with <c>userdata</c> passed as an argument. Even if no userdata is passed, <c>method</c> must accept one argument and it will be null. The <c>priority</c> of the <see cref="T:Godot.Thread"/> can be changed by passing a value from the <see cref="T:Godot.Thread.Priority"/> enum.</para>
            <para>Returns <see cref="F:Godot.Error.Ok"/> on success, or <see cref="F:Godot.Error.CantCreate"/> on failure.</para>
            </summary>
        </member>
        <member name="M:Godot.Thread.GetId">
            <summary>
            <para>Returns the current <see cref="T:Godot.Thread"/>'s ID, uniquely identifying it among all threads. If the <see cref="T:Godot.Thread"/> is not running this returns an empty string.</para>
            </summary>
        </member>
        <member name="M:Godot.Thread.IsActive">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.Thread"/> has been started. Once started, this will return <c>true</c> until it is joined using <see cref="M:Godot.Thread.WaitToFinish"/>. For checking if a <see cref="T:Godot.Thread"/> is still executing its task, use <see cref="M:Godot.Thread.IsAlive"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Thread.IsAlive">
            <summary>
            <para>Returns <c>true</c> if this <see cref="T:Godot.Thread"/> is currently running. This is useful for determining if <see cref="M:Godot.Thread.WaitToFinish"/> can be called without blocking the calling thread.</para>
            <para>To check if a <see cref="T:Godot.Thread"/> is joinable, use <see cref="M:Godot.Thread.IsActive"/>.</para>
            </summary>
        </member>
        <member name="M:Godot.Thread.WaitToFinish">
            <summary>
            <para>Joins the <see cref="T:Godot.Thread"/> and waits for it to finish. Returns the output of the method passed to <see cref="M:Godot.Thread.Start(Godot.Object,System.String,System.Object,Godot.Thread.Priority)"/>.</para>
            <para>Should either be used when you want to retrieve the value returned from the method called by the <see cref="T:Godot.Thread"/> or before freeing the instance that contains the <see cref="T:Godot.Thread"/>.</para>
            <para>To determine if this can be called without blocking the calling thread, check if <see cref="M:Godot.Thread.IsAlive"/> is <c>false</c>.</para>
            <para>Note: After the <see cref="T:Godot.Thread"/> finishes joining it will be disposed. If you want to use it again you will have to create a new instance of it.</para>
            </summary>
        </member>
    </members>
</doc>
